/*
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Open Asset Import Library (assimp)
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All rights reserved.

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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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*/
#include "UnitTestPCH.h"

#include <assimp/cexport.h>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <assimp/Exporter.hpp>
#include <assimp/Importer.hpp>

class BlendImportAreaLight : public ::testing::Test {
public:
    void SetUp() override {
        im = new Assimp::Importer();
    }

    void TearDown() override {
        delete im;
    }

protected:
    Assimp::Importer *im;
};

// ------------------------------------------------------------------------------------------------
TEST_F(BlendImportAreaLight, testImportLight) {
    const aiScene *pTest = im->ReadFile(ASSIMP_TEST_MODELS_DIR "/BLEND/AreaLight_269.blend", aiProcess_ValidateDataStructure);
    ASSERT_TRUE(pTest != nullptr);
    ASSERT_TRUE(pTest->HasLights());

    std::vector<std::pair<std::string, size_t>> lightNames;

    for (size_t i = 0; i < pTest->mNumLights; i++) {
        lightNames.push_back(std::make_pair(pTest->mLights[i]->mName.C_Str(), i));
    }

    std::sort(lightNames.begin(), lightNames.end());

    std::vector<aiLight> lights;

    for (size_t i = 0; i < pTest->mNumLights; ++i) {
        lights.push_back(*pTest->mLights[lightNames[i].second]);
    }

    ASSERT_STREQ(lights[0].mName.C_Str(), "Bar");
    ASSERT_STREQ(lights[1].mName.C_Str(), "Baz");
    ASSERT_STREQ(lights[2].mName.C_Str(), "Foo");

    ASSERT_EQ(lights[0].mType, aiLightSource_AREA);
    ASSERT_EQ(lights[1].mType, aiLightSource_POINT);
    ASSERT_EQ(lights[2].mType, aiLightSource_AREA);

    EXPECT_FLOAT_EQ(lights[0].mSize.x, 0.5f);
    EXPECT_FLOAT_EQ(lights[0].mSize.y, 2.0f);
    EXPECT_FLOAT_EQ(lights[2].mSize.x, 1.0f);
    EXPECT_FLOAT_EQ(lights[2].mSize.y, 1.0f);

    EXPECT_FLOAT_EQ(lights[0].mColorDiffuse.r, 42.0f);
    EXPECT_FLOAT_EQ(lights[0].mColorDiffuse.g, 42.0f);
    EXPECT_FLOAT_EQ(lights[0].mColorDiffuse.b, 42.0f);
    EXPECT_FLOAT_EQ(lights[2].mColorDiffuse.r, 1.0f);
    EXPECT_FLOAT_EQ(lights[2].mColorDiffuse.g, 1.0f);
    EXPECT_FLOAT_EQ(lights[2].mColorDiffuse.b, 1.0f);

    EXPECT_FLOAT_EQ(lights[0].mDirection.x, 0.0f);
    EXPECT_FLOAT_EQ(lights[0].mDirection.y, 0.0f);
    EXPECT_FLOAT_EQ(lights[0].mDirection.z, -1.0f);
    EXPECT_FLOAT_EQ(lights[2].mDirection.x, 0.0f);
    EXPECT_FLOAT_EQ(lights[2].mDirection.y, 0.0f);
    EXPECT_FLOAT_EQ(lights[2].mDirection.z, -1.0f);
}
