/*
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Open Asset Import Library (assimp)
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Copyright (c) 2006-2019, assimp team



All rights reserved.

Redistribution and use of this software in source and binary forms,
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* Redistributions of source code must retain the above
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following disclaimer.

* Redistributions in binary form must reproduce the above
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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*/
#include "UnitTestPCH.h"

#include <assimp/cexport.h>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>

class BlendImportMaterials : public ::testing::Test {
public:

    virtual void SetUp()
    {
        im = new Assimp::Importer();
    }

    virtual void TearDown()
    {
        delete im;
    }

protected:

    Assimp::Importer* im;
};

// ------------------------------------------------------------------------------------------------
TEST_F(BlendImportMaterials, testImportMaterial)
{
    const aiScene* pTest = im->ReadFile(ASSIMP_TEST_MODELS_DIR "/BLEND/BlenderMaterial_269.blend", aiProcess_ValidateDataStructure);
    ASSERT_TRUE(pTest != NULL);
    ASSERT_TRUE(pTest->HasMaterials());

    ASSERT_EQ(1U, pTest->mNumMaterials);

    auto alpha = pTest->mMaterials[0];

    #define ASSERT_PROPERTY_EQ(expected, key, var) \
        auto var = expected; \
        ASSERT_EQ(aiReturn_SUCCESS, alpha->Get("$mat.blend." key, 0, 0, var)); \
        ASSERT_EQ(expected, var);

    #define ASSERT_PROPERTY_FLOAT_EQ(expected, key, var) \
        auto var = expected; \
        ASSERT_EQ(aiReturn_SUCCESS, alpha->Get("$mat.blend." key, 0, 0, var)); \
        ASSERT_FLOAT_EQ(expected, var);

    ASSERT_PROPERTY_EQ(aiColor3D(0.1f, 0.2f, 0.3f), "diffuse.color", diffuseColor);
    ASSERT_PROPERTY_EQ(0.4f, "diffuse.intensity", diffuseIntensity);
    ASSERT_PROPERTY_EQ(1, "diffuse.shader", diffuseShader);
    ASSERT_PROPERTY_EQ(0, "diffuse.ramp", diffuseRamp);

    ASSERT_PROPERTY_EQ(aiColor3D(0.5f, 0.6f, 0.7f), "specular.color", specularColor);
    ASSERT_PROPERTY_EQ(0.8f, "specular.intensity", specularIntensity);
    ASSERT_PROPERTY_EQ(1, "specular.shader", specularShader);
    ASSERT_PROPERTY_EQ(0, "specular.ramp", specularRamp);
    ASSERT_PROPERTY_EQ(9, "specular.hardness", specularHardness);

    ASSERT_PROPERTY_EQ(1, "transparency.use", transparencyUse);
    ASSERT_PROPERTY_EQ(2, "transparency.method", transparencyMethod);
    ASSERT_PROPERTY_EQ(0.01f, "transparency.alpha", transparencyAlpha);
    ASSERT_PROPERTY_EQ(0.02f, "transparency.specular", transparencySpecular);
    ASSERT_PROPERTY_EQ(0.03f, "transparency.fresnel", transparencyFresnel);
    ASSERT_PROPERTY_EQ(3.14f, "transparency.blend", transparencyBlend);
    ASSERT_PROPERTY_EQ(0.85f, "transparency.ior", transparencyIor);
    ASSERT_PROPERTY_FLOAT_EQ(0.128f, "transparency.filter", transparencyFilter);
    ASSERT_PROPERTY_FLOAT_EQ(1.298f, "transparency.falloff", transparencyFalloff);
    ASSERT_PROPERTY_FLOAT_EQ(0.2376f, "transparency.limit", transparencyLimit);
    ASSERT_PROPERTY_EQ(7, "transparency.depth", transparencyDepth);
    ASSERT_PROPERTY_FLOAT_EQ(0.678f, "transparency.glossAmount", transparencyGlossAmount);
    ASSERT_PROPERTY_FLOAT_EQ(0.208f, "transparency.glossThreshold", transparencyGlossThreshold);
    ASSERT_PROPERTY_EQ(17, "transparency.glossSamples", transparencyGlossSamples);

    ASSERT_PROPERTY_EQ(1, "mirror.use", mirrorUse);
    ASSERT_PROPERTY_FLOAT_EQ(0.28f, "mirror.reflectivity", mirrorReflectivity);
    ASSERT_PROPERTY_EQ(aiColor3D(0.25f, 0.5f, 0.128f), "mirror.color", mirrorColor);
    ASSERT_PROPERTY_FLOAT_EQ(0.256f, "mirror.fresnel", mirrorFresnel);
    ASSERT_PROPERTY_FLOAT_EQ(1.61f, "mirror.blend", mirrorBlend);
    ASSERT_PROPERTY_EQ(12, "mirror.depth", mirrorDepth);
    ASSERT_PROPERTY_FLOAT_EQ(0.4f, "mirror.maxDist", mirrorMaxDist);
    ASSERT_PROPERTY_EQ(1, "mirror.fadeTo", mirrorFadeTo);
    ASSERT_PROPERTY_FLOAT_EQ(0.512f, "mirror.glossAmount", mirrorGlossAmount);
    ASSERT_PROPERTY_FLOAT_EQ(0.18f, "mirror.glossThreshold", mirrorGlossThreshold);
    ASSERT_PROPERTY_EQ(61, "mirror.glossSamples", mirrorGlossSamples);
    ASSERT_PROPERTY_FLOAT_EQ(0.87f, "mirror.glossAnisotropic", mirrorGlossAnisotropic);
}

TEST_F(BlendImportMaterials, testImportMaterialwith2texturesAnd2TexCoordMappings)
{
    const aiScene* pTest = im->ReadFile(ASSIMP_TEST_MODELS_DIR "/BLEND/plane_2_textures_2_texcoords_279.blend", aiProcess_ValidateDataStructure);
    ASSERT_TRUE(pTest != NULL);

    // material has 2 diffuse textures
    ASSERT_TRUE(pTest->HasMaterials());
    EXPECT_EQ(1u, pTest->mNumMaterials);
    const aiMaterial *pMat = pTest->mMaterials[0];
    ASSERT_TRUE(nullptr != pMat);
    ASSERT_EQ(2u, pMat->GetTextureCount(aiTextureType_DIFFUSE));
    aiString aPath;
    aiTextureMapping tm = aiTextureMapping::aiTextureMapping_OTHER;
    aiReturn result = pMat->GetTexture(aiTextureType_DIFFUSE, 0, &aPath, &tm);
    ASSERT_EQ(aiReturn_SUCCESS, result);
    result = pMat->GetTexture(aiTextureType_DIFFUSE, 1, &aPath, &tm);
    ASSERT_EQ(aiReturn_SUCCESS, result);

    // mesh has 2 texturecoord sets
    ASSERT_TRUE(pTest->HasMeshes());
    EXPECT_EQ(1u, pTest->mNumMeshes);
    const aiMesh *pMesh = pTest->mMeshes[0];
    ASSERT_TRUE(nullptr != pMesh);
    ASSERT_TRUE(pMesh->HasTextureCoords(0));
    ASSERT_TRUE(pMesh->HasTextureCoords(1));
}
