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godot/modules/gltf/tests/test_gltf_emissive.h

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