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