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This commit is contained in:
172
modules/gltf/tests/test_gltf_images.h
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172
modules/gltf/tests/test_gltf_images.h
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/**************************************************************************/
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/* test_gltf_images.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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#include "editor/file_system/editor_file_system.h"
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#include "editor/file_system/editor_paths.h"
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#include "scene/resources/image_texture.h"
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namespace TestGltf {
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Ref<Texture2D> _check_texture(Node *p_node) {
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MeshInstance3D *mesh_instance_3d = Object::cast_to<MeshInstance3D>(p_node->find_child("mesh_instance_3d", true, true));
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Ref<StandardMaterial3D> material = mesh_instance_3d->get_active_material(0);
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Ref<Texture2D> texture = material->get_texture(StandardMaterial3D::TextureParam::TEXTURE_ALBEDO);
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CHECK_MESSAGE(texture->get_size().x == 2, "Texture width not correct.");
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CHECK_MESSAGE(texture->get_size().y == 2, "Texture height not correct.");
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// Check if the loaded texture pixels are exactly as we expect.
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for (int x = 0; x < 2; ++x) {
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for (int y = 0; y < 2; ++y) {
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Color c = texture->get_image()->get_pixel(x, y);
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CHECK_MESSAGE(c == Color(x, y, y), "Texture content is incorrect.");
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}
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}
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return texture;
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}
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TEST_CASE("[SceneTree][Node] Export GLTF with external texture and import") {
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init("gltf_images_external_export_import");
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// Setup scene.
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Ref<ImageTexture> original_texture;
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original_texture.instantiate();
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Ref<Image> image;
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image.instantiate();
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image->initialize_data(2, 2, false, Image::FORMAT_RGBA8);
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for (int x = 0; x < 2; ++x) {
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for (int y = 0; y < 2; ++y) {
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image->set_pixel(x, y, Color(x, y, y));
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}
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}
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original_texture->set_image(image);
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Ref<StandardMaterial3D> original_material;
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original_material.instantiate();
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original_material->set_texture(StandardMaterial3D::TextureParam::TEXTURE_ALBEDO, original_texture);
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original_material->set_name("material");
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Ref<PlaneMesh> original_meshdata;
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original_meshdata.instantiate();
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original_meshdata->set_name("planemesh");
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original_meshdata->surface_set_material(0, original_material);
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MeshInstance3D *original_mesh_instance = memnew(MeshInstance3D);
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original_mesh_instance->set_mesh(original_meshdata);
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original_mesh_instance->set_name("mesh_instance_3d");
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Node3D *original = memnew(Node3D);
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SceneTree::get_singleton()->get_root()->add_child(original);
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original->add_child(original_mesh_instance);
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original->set_owner(SceneTree::get_singleton()->get_root());
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original_mesh_instance->set_owner(SceneTree::get_singleton()->get_root());
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// Convert to GLFT and back.
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Node *loaded = gltf_export_then_import(original, "gltf_images");
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_check_texture(loaded);
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memdelete(original_mesh_instance);
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memdelete(original);
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memdelete(loaded);
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}
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TEST_CASE("[SceneTree][Node][Editor] Import GLTF from .godot/imported folder with external texture") {
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init("gltf_placed_in_dot_godot_imported", "res://.godot/imported");
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EditorFileSystem *efs = memnew(EditorFileSystem);
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EditorResourcePreview *erp = memnew(EditorResourcePreview);
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ERR_PRINT_OFF
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Node *loaded = gltf_import("res://.godot/imported/gltf_placed_in_dot_godot_imported.gltf");
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Ref<Texture2D> texture = _check_texture(loaded);
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ERR_PRINT_ON
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// In-editor imports of gltf and texture from .godot/imported folder should end up in res:// if extract_path is defined.
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CHECK_MESSAGE(texture->get_path() == "res://gltf_placed_in_dot_godot_imported_material_albedo000.png", "Texture not parsed as resource.");
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memdelete(loaded);
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memdelete(erp);
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memdelete(efs);
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}
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TEST_CASE("[SceneTree][Node][Editor] Import GLTF with texture outside of res:// directory") {
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init("gltf_pointing_to_texture_outside_of_res_folder", "res://");
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EditorFileSystem *efs = memnew(EditorFileSystem);
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EditorResourcePreview *erp = memnew(EditorResourcePreview);
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// Copy texture to the parent folder of res:// - i.e. to res://.. where we can't import from.
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String oneup = TestUtils::get_temp_path("texture.png");
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Error err;
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Ref<FileAccess> output = FileAccess::open(oneup, FileAccess::WRITE, &err);
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CHECK_MESSAGE(err == OK, "Unable to open texture file.");
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output->store_buffer(FileAccess::get_file_as_bytes("res://texture_source.png"));
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output->close();
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ERR_PRINT_OFF
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Node *loaded = gltf_import("res://gltf_pointing_to_texture_outside_of_res_folder.gltf");
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Ref<Texture2D> texture = _check_texture(loaded);
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ERR_PRINT_ON
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// Imports of gltf with texture from outside of res:// folder should end up being copied to res://
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CHECK_MESSAGE(texture->get_path() == "res://gltf_pointing_to_texture_outside_of_res_folder_material_albedo000.png", "Texture not parsed as resource.");
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memdelete(loaded);
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memdelete(erp);
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memdelete(efs);
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}
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TEST_CASE("[SceneTree][Node][Editor] Import GLTF with embedded texture, check how it got extracted") {
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init("gltf_embedded_texture", "res://");
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EditorFileSystem *efs = memnew(EditorFileSystem);
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EditorResourcePreview *erp = memnew(EditorResourcePreview);
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ERR_PRINT_OFF
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Node *loaded = gltf_import("res://embedded_texture.gltf");
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Ref<Texture2D> texture = _check_texture(loaded);
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ERR_PRINT_ON
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// In-editor imports of texture embedded in file should end up with a resource.
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CHECK_MESSAGE(texture->get_path() == "res://embedded_texture_material_albedo000.png", "Texture not parsed as resource.");
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memdelete(loaded);
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memdelete(erp);
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memdelete(efs);
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}
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} //namespace TestGltf
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#endif // TOOLS_ENABLED
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