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69 lines
3.4 KiB
C++
69 lines
3.4 KiB
C++
/**************************************************************************/
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/* test_gltf_emissive.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "test_gltf.h"
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#ifdef TOOLS_ENABLED
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namespace TestGltf {
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TEST_CASE("[SceneTree][Node] GLTF emissiveTexture without emissiveFactor uses white emission") {
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init("gltf_emissive_no_factor", "res://");
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Node *loaded = gltf_import("res://emissive_no_factor.gltf");
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CHECK_MESSAGE(loaded != nullptr, "Failed to load GLB.");
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MeshInstance3D *mesh = Object::cast_to<MeshInstance3D>(loaded->find_child("Cube", true, true));
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CHECK_MESSAGE(mesh != nullptr, "Mesh not found.");
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Ref<StandardMaterial3D> mat = mesh->get_active_material(0);
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CHECK_MESSAGE(mat.is_valid(), "Material not found.");
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// Emission should be enabled.
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CHECK(mat->get_feature(BaseMaterial3D::FEATURE_EMISSION));
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// Emission operator should be MULTIPLY per glTF spec.
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CHECK(mat->get_emission_operator() == BaseMaterial3D::EMISSION_OP_MULTIPLY);
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// Without emissiveFactor, emission color should be WHITE, not BLACK.
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Color c = mat->get_emission();
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CHECK_MESSAGE(c.r > 0.9f, "Emission red should be ~1.0 when emissiveFactor is absent.");
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CHECK_MESSAGE(c.g > 0.9f, "Emission green should be ~1.0 when emissiveFactor is absent.");
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CHECK_MESSAGE(c.b > 0.9f, "Emission blue should be ~1.0 when emissiveFactor is absent.");
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memdelete(loaded);
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}
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} // namespace TestGltf
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#endif // TOOLS_ENABLED
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