/*
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Open Asset Import Library (assimp)
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*/
#include "UnitTestPCH.h"

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

class BlendImportMaterials : public ::testing::Test {
public:
    void SetUp() override {
        im = new Assimp::Importer();
    }

    void TearDown() override {
        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));
}
