/*
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Open Asset Import Library (assimp)
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All rights reserved.

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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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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/postprocess.h>
#include <assimp/scene.h>
#include <assimp/Exporter.hpp>
#include <assimp/Importer.hpp>

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

    void TearDown() override {
        delete im;
    }

protected:
    Assimp::Importer *im;
};

// ------------------------------------------------------------------------------------------------
TEST_F(BlendImportAreaLight, testImportLight) {
    const aiScene *pTest = im->ReadFile(ASSIMP_TEST_MODELS_DIR "/BLEND/AreaLight_269.blend", aiProcess_ValidateDataStructure);
    ASSERT_TRUE(pTest != nullptr);
    ASSERT_TRUE(pTest->HasLights());

    std::vector<std::pair<std::string, size_t>> lightNames;

    for (size_t i = 0; i < pTest->mNumLights; i++) {
        lightNames.push_back(std::make_pair(pTest->mLights[i]->mName.C_Str(), i));
    }

    std::sort(lightNames.begin(), lightNames.end());

    std::vector<aiLight> lights;

    for (size_t i = 0; i < pTest->mNumLights; ++i) {
        lights.push_back(*pTest->mLights[lightNames[i].second]);
    }

    ASSERT_STREQ(lights[0].mName.C_Str(), "Bar");
    ASSERT_STREQ(lights[1].mName.C_Str(), "Baz");
    ASSERT_STREQ(lights[2].mName.C_Str(), "Foo");

    ASSERT_EQ(lights[0].mType, aiLightSource_AREA);
    ASSERT_EQ(lights[1].mType, aiLightSource_POINT);
    ASSERT_EQ(lights[2].mType, aiLightSource_AREA);

    EXPECT_FLOAT_EQ(lights[0].mSize.x, 0.5f);
    EXPECT_FLOAT_EQ(lights[0].mSize.y, 2.0f);
    EXPECT_FLOAT_EQ(lights[2].mSize.x, 1.0f);
    EXPECT_FLOAT_EQ(lights[2].mSize.y, 1.0f);

    EXPECT_FLOAT_EQ(lights[0].mColorDiffuse.r, 42.0f);
    EXPECT_FLOAT_EQ(lights[0].mColorDiffuse.g, 42.0f);
    EXPECT_FLOAT_EQ(lights[0].mColorDiffuse.b, 42.0f);
    EXPECT_FLOAT_EQ(lights[2].mColorDiffuse.r, 1.0f);
    EXPECT_FLOAT_EQ(lights[2].mColorDiffuse.g, 1.0f);
    EXPECT_FLOAT_EQ(lights[2].mColorDiffuse.b, 1.0f);

    EXPECT_FLOAT_EQ(lights[0].mDirection.x, 0.0f);
    EXPECT_FLOAT_EQ(lights[0].mDirection.y, 0.0f);
    EXPECT_FLOAT_EQ(lights[0].mDirection.z, -1.0f);
    EXPECT_FLOAT_EQ(lights[2].mDirection.x, 0.0f);
    EXPECT_FLOAT_EQ(lights[2].mDirection.y, 0.0f);
    EXPECT_FLOAT_EQ(lights[2].mDirection.z, -1.0f);
}
