USD export test format fixes.

This commit is contained in:
Michael Kowalski 2023-01-26 10:35:14 -05:00
parent 1fd54204b0
commit f19f50d288
1 changed files with 17 additions and 15 deletions

View File

@ -25,8 +25,8 @@
#include "BKE_node.h"
#include "BLI_fileops.h"
#include "BLI_math.h"
#include "BLI_path_util.h"
#include "BLI_math_vector_types.hh"
#include "BLI_path_util.h"
#include "BLO_readfile.h"
#include "BKE_node_runtime.hh"
@ -45,11 +45,9 @@ const StringRefNull simple_scene_filename = "usd/usd_simple_scene.blend";
const StringRefNull materials_filename = "usd/usd_materials_export.blend";
const StringRefNull output_filename = "output.usd";
static const bNode *find_node_for_type_in_graph(const bNodeTree *nodetree,
const blender::StringRefNull type_idname);
class UsdExportTest : public BlendfileLoadingBaseTest {
protected:
struct bContext *context = nullptr;
@ -104,7 +102,9 @@ class UsdExportTest : public BlendfileLoadingBaseTest {
* Loop the sockets on the Blender bNode, and fail if any of their values do
* not match the equivalent Attribtue values on the UsdPrim.
*/
const void compare_blender_node_to_usd_prim(const bNode *bsdf_node, const pxr::UsdPrim& bsdf_prim) {
const void compare_blender_node_to_usd_prim(const bNode *bsdf_node,
const pxr::UsdPrim &bsdf_prim)
{
ASSERT_NE(bsdf_node, nullptr);
ASSERT_TRUE(bool(bsdf_prim));
@ -155,7 +155,9 @@ class UsdExportTest : public BlendfileLoadingBaseTest {
}
}
const void compare_blender_image_to_usd_image_shader(const bNode *image_node, const pxr::UsdPrim& image_prim) {
const void compare_blender_image_to_usd_image_shader(const bNode *image_node,
const pxr::UsdPrim &image_prim)
{
const Image *image = reinterpret_cast<Image *>(image_node->id);
const pxr::UsdShadeShader image_shader(image_prim);
@ -171,14 +173,16 @@ class UsdExportTest : public BlendfileLoadingBaseTest {
/* The path is expected to be relative, but that means in Blender the
* path will start with //.
*/
EXPECT_EQ(BLI_path_cmp_normalized(image->filepath+2, image_prim_asset.GetAssetPath().c_str()), 0);
EXPECT_EQ(
BLI_path_cmp_normalized(image->filepath + 2, image_prim_asset.GetAssetPath().c_str()), 0);
}
/*
* Determine if a Blender Mesh matches a UsdGeomMesh prim by checking counts
* on vertices, faces, face indices, and normals.
*/
const void compare_blender_mesh_to_usd_prim(const Mesh *mesh, const pxr::UsdGeomMesh& mesh_prim) {
const void compare_blender_mesh_to_usd_prim(const Mesh *mesh, const pxr::UsdGeomMesh &mesh_prim)
{
pxr::VtIntArray face_indices;
pxr::VtIntArray face_counts;
pxr::VtVec3fArray positions;
@ -196,10 +200,8 @@ class UsdExportTest : public BlendfileLoadingBaseTest {
EXPECT_EQ(mesh->totloop, face_indices.size());
EXPECT_EQ(mesh->totloop, normals.size());
}
};
TEST_F(UsdExportTest, usd_export_rain_mesh)
{
if (!load_file_and_depsgraph(simple_scene_filename)) {
@ -239,8 +241,8 @@ TEST_F(UsdExportTest, usd_export_rain_mesh)
}
}
static const bNode *find_node_for_type_in_graph(const bNodeTree *nodetree, const blender::StringRefNull type_idname)
static const bNode *find_node_for_type_in_graph(const bNodeTree *nodetree,
const blender::StringRefNull type_idname)
{
auto found_nodes = nodetree->nodes_by_type(type_idname);
if (found_nodes.size() == 1) {
@ -250,7 +252,6 @@ static const bNode *find_node_for_type_in_graph(const bNodeTree *nodetree, const
return nullptr;
}
/*
* Export Material test-- export a scene with a material, then read it back
* in and check that the BSDF and Image Texture nodes translated correctly
@ -269,7 +270,8 @@ TEST_F(UsdExportTest, usd_export_material)
/* There are two materials because of the Dots Stroke. */
EXPECT_EQ(BLI_listbase_count(&bfile->main->materials), 2);
Material *material = reinterpret_cast<Material *>(BKE_libblock_find_name(bfile->main, ID_MA, "Material"));
Material *material = reinterpret_cast<Material *>(
BKE_libblock_find_name(bfile->main, ID_MA, "Material"));
EXPECT_TRUE(bool(material));
@ -300,13 +302,13 @@ TEST_F(UsdExportTest, usd_export_material)
ASSERT_NE(image_node, nullptr);
ASSERT_NE(image_node->storage, nullptr);
const std::string image_prim_name = pxr::TfMakeValidIdentifier(image_node->name);
const pxr::UsdPrim image_prim = stage->GetPrimAtPath(
pxr::SdfPath("/_materials/Material/preview/" + image_prim_name));
ASSERT_TRUE(bool(image_prim)) << "Unable to find Material prim from exported stage " << output_filename;
ASSERT_TRUE(bool(image_prim)) << "Unable to find Material prim from exported stage "
<< output_filename;
compare_blender_image_to_usd_image_shader(image_node, image_prim);
}