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

#include "Material/MaterialSystem.h"
#include "PostProcessing/RemoveRedundantMaterials.h"
#include <assimp/scene.h>

using namespace std;
using namespace Assimp;

class RemoveRedundantMatsTest : public ::testing::Test {
public:
    virtual void SetUp();
    virtual void TearDown();

protected:
    RemoveRedundantMatsProcess *piProcess;
    aiScene *pcScene1;
};

// ------------------------------------------------------------------------------------------------
aiMaterial *getUniqueMaterial1() {
    // setup an unique name for each material - this shouldn't care
    aiString mTemp;
    mTemp.Set("UniqueMat1");

    aiMaterial *pcMat = new aiMaterial();
    pcMat->AddProperty(&mTemp, AI_MATKEY_NAME);
    float f = 2.0f;
    pcMat->AddProperty<float>(&f, 1, AI_MATKEY_BUMPSCALING);
    pcMat->AddProperty<float>(&f, 1, AI_MATKEY_SHININESS_STRENGTH);
    return pcMat;
}

// ------------------------------------------------------------------------------------------------
aiMaterial *getUniqueMaterial2() {
    // setup an unique name for each material - this shouldn't care
    aiString mTemp;
    mTemp.Set("Unique Mat2");

    aiMaterial *pcMat = new aiMaterial();
    pcMat->AddProperty(&mTemp, AI_MATKEY_NAME);
    float f = 4.0f;
    int i = 1;
    pcMat->AddProperty<float>(&f, 1, AI_MATKEY_BUMPSCALING);
    pcMat->AddProperty<int>(&i, 1, AI_MATKEY_ENABLE_WIREFRAME);
    return pcMat;
}

// ------------------------------------------------------------------------------------------------
aiMaterial *getUniqueMaterial3() {
    // setup an unique name for each material - this shouldn't care
    aiString mTemp;
    mTemp.Set("Complex material name");

    aiMaterial *pcMat = new aiMaterial();
    pcMat->AddProperty(&mTemp, AI_MATKEY_NAME);
    return pcMat;
}

// ------------------------------------------------------------------------------------------------
void RemoveRedundantMatsTest::SetUp() {
    // construct the process
    piProcess = new RemoveRedundantMatsProcess();

    // create a scene with 5 materials (2 is a duplicate of 0, 3 of 1)
    pcScene1 = new aiScene();
    pcScene1->mNumMaterials = 5;
    pcScene1->mMaterials = new aiMaterial *[5];

    pcScene1->mMaterials[0] = getUniqueMaterial1();
    pcScene1->mMaterials[1] = getUniqueMaterial2();
    pcScene1->mMaterials[4] = getUniqueMaterial3();

    // all materials must be referenced
    pcScene1->mNumMeshes = 5;
    pcScene1->mMeshes = new aiMesh *[5];
    for (unsigned int i = 0; i < 5; ++i) {
        pcScene1->mMeshes[i] = new aiMesh();
        pcScene1->mMeshes[i]->mMaterialIndex = i;
    }

    // setup an unique name for each material - this shouldn't care
    aiString mTemp;
    mTemp.length = 1;
    mTemp.data[0] = 48;
    mTemp.data[1] = 0;

    aiMaterial *pcMat;
    pcScene1->mMaterials[2] = pcMat = new aiMaterial();
    aiMaterial::CopyPropertyList(pcMat, (const aiMaterial *)pcScene1->mMaterials[0]);
    pcMat->AddProperty(&mTemp, AI_MATKEY_NAME);
    mTemp.data[0]++;

    pcScene1->mMaterials[3] = pcMat = new aiMaterial();
    aiMaterial::CopyPropertyList(pcMat, (const aiMaterial *)pcScene1->mMaterials[1]);
    pcMat->AddProperty(&mTemp, AI_MATKEY_NAME);
    mTemp.data[0]++;
}

// ------------------------------------------------------------------------------------------------
void RemoveRedundantMatsTest::TearDown() {
    delete piProcess;
    delete pcScene1;
}

// ------------------------------------------------------------------------------------------------
TEST_F(RemoveRedundantMatsTest, testRedundantMaterials) {
    piProcess->SetFixedMaterialsString();

    piProcess->Execute(pcScene1);
    EXPECT_EQ(3U, pcScene1->mNumMaterials);
    EXPECT_TRUE(0 != pcScene1->mMaterials &&
                0 != pcScene1->mMaterials[0] &&
                0 != pcScene1->mMaterials[1] &&
                0 != pcScene1->mMaterials[2]);

    aiString sName;
    EXPECT_EQ(AI_SUCCESS, aiGetMaterialString(pcScene1->mMaterials[2], AI_MATKEY_NAME, &sName));
    EXPECT_STREQ("Complex material name", sName.data);
}

// ------------------------------------------------------------------------------------------------
TEST_F(RemoveRedundantMatsTest, testRedundantMaterialsWithExcludeList) {
    piProcess->SetFixedMaterialsString("\'Unique Mat2\'\t\'Complex material name\' and_another_one_which_we_wont_use");

    piProcess->Execute(pcScene1);
    EXPECT_EQ(4U, pcScene1->mNumMaterials);
    EXPECT_TRUE(0 != pcScene1->mMaterials &&
                0 != pcScene1->mMaterials[0] &&
                0 != pcScene1->mMaterials[1] &&
                0 != pcScene1->mMaterials[2] &&
                0 != pcScene1->mMaterials[3]);

    aiString sName;
    EXPECT_EQ(AI_SUCCESS, aiGetMaterialString(pcScene1->mMaterials[3], AI_MATKEY_NAME, &sName));
    EXPECT_STREQ("Complex material name", sName.data);
}
