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Fix bug with baseColorFactor label in Alpha test #177

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@stevk stevk commented Oct 5, 2017

Fixes bug #173

@stevk stevk added the v0.2 label Oct 5, 2017
@stevk stevk added this to the v0.2 milestone Oct 5, 2017
@stevk stevk self-assigned this Oct 5, 2017
@stevk stevk requested a review from kcoley October 5, 2017 22:49
@stevk stevk merged commit 7e0bd42 into develop Oct 6, 2017
@stevk stevk deleted the stevk/bugfixv0.2 branch October 6, 2017 17:13
kcoley added a commit that referenced this pull request Oct 18, 2017
* Updates for initial pass of GLTFWrapper

* Added binary write support for Vector4

* Fix for empty images arraylist being converted to array

* Added intellisense documentation to GLTFWrapper classes and methods

* removed min and max properties for positions and normals

* Removed image dependencies in Materials.ms and Common.ms

* Adding Asset Generator Example project for demonstrating example usage of the GLTFWrapper

* Squashed commit of the following:
Removed AssetGeneratorExample project
commit 775ca8360b3da10f177ec9a0a75b90d0d6c7cc96
Author: Kacey Coley <kcoley@users.noreply.github.com>
Date:   Wed Aug 23 16:58:52 2017 -0700

    Removed AssetGeneratorExamplesProject

* Added image copying attribute logic to AssetGenerator

* Removed ExampleProject references from gitignore

* Added AlphaMode to GLTFMaterial

* Reverted VS Version back to original (15)

* Initial implementation of recursively creating models (#3)

* Save test values in objects and generate powerset of models to create

* Set model parameters using power set

* Remove need for Materials.cs and Add switch for test types

* Remove completed TODO comment

* Switched from string to enum for tracking names of parameters

* Add general materials test model creation

* Place models in folders named for their test group

* Add check that removes duplicate combos for non-binary parameter sets

* Action if statement feedback

* Commiting initial set of unit tests

* Add PowerSet support for required parameters (#15)

* PowerSet now supports required parameters

* Remove debug test

* add transform support for GLTFMeshPrimitive

* Switching order of ItemGroup compile includes to help resolve merge conflict

* Removing whitespace in last itemgroup commit

* Added material parameters for name, alphaCutoff and doubleSided to GLTFMaterial

* Changed emissiveFactor to Vector3 from Vector4 (based on spec)

* Switch over to using wrapper to build gtTL models (#21)

* Switch from raw glTF building to using the API

* Remove code wrapper replaced

* Add missing 'else'

* Added missing fields for the wrapper texture, image and sampler classes

* Add missing comments for types in GLTFSampler

* Added name for mesh

* Refactored mesh to support passing in custom names

* Making source and sampler parameters optional

* re-add name setting for Texture

* fixed typo with assigning indices to the wrong texture and texture coords for metallicroughness

* Added initial classes for Accessors and Buffer wrappers

* Move meshprimitive creation logic to mesh primitive wrapper

* Create models that use PBR materials textures (#29)

* Add parameters for BaseColorTexture test

* Null Sampler crash

* Add support for prerequisites on parameters

* Add texture attribute else if checks

* Fix isPrerequisite name bug

* Fix bug removing combos containing no prerequisite

* Combo bug fixes and Add function to check if two combos are equal

* Add - between attributes in file name

* Set image to copy on build

* Add source attribute

* Renable materials test

* Added initial classes for Accessors and Buffer wrappers

* Move meshprimitive creation logic to mesh primitive wrapper

* refactored to use GLTFBuffer wrapper in building gltf

* moved mesh creation to mesh wrapper

* Name models by number and list attributes in asset info (#33)

* Added initial classes for Accessors and Buffer wrappers

* Move meshprimitive creation logic to mesh primitive wrapper

* refactored to use GLTFBuffer wrapper in building gltf

* moved mesh creation to mesh wrapper

* using wrapper for positions and normals in mesh primitive

* Added byteoffset to bufferview wrapper

* Implemented material textures (#35)

* Add parameters for BaseColorTexture test

* Null Sampler crash

* Add support for prerequisites on parameters

* Add texture attribute else if checks

* Fix isPrerequisite name bug

* Fix bug removing combos containing no prerequisite

* Combo bug fixes and Add function to check if two combos are equal

* Add - between attributes in file name

* Set image to copy on build

* Add source attribute

* Renable materials test

* Add texture parameters to materials test

* Add if switches for mat texture attributes

* Fix typo

* switched int values to enums in Sampler wrapper

* Implement Sampler test group (#46)

* Setup sampler test values

* Remove redudant lines of code

* Add sampler test if statement block

* Remove required param logic and instead use required param array separately from powerset

* Remove commented out code for Required Params

* Use Sampler Enum for values

* Sampler test uses cusome texture coord sets

* Add a more practical test UV map

* Add powerset summary

* implement sampler index search

* converted SamplerSearch to ObjectSearch generic

* implement texture index search

* implement image index search and unit test

* Removed hard-coded enum in sampler wrapper

* Change from all combinations to only make full sets and singles (#48)

* Covert PowerSet function and dependants to use lists all the way through.

* Add stopwatch to track perf against

* Create basicset function

* Cleanup

* Stevk/logging (#49)

* Write log to relate model number to attributes

* Switch attribute listing from the generator field to the copyright

* Remove old code

* Really remove old code

* refactored wrapper to support multiple scenes

* Added missing comment documentation for wrapper components

* adding additional comments

* Stabilise creation of combos for textures and materials (#58)

* Collapse PBR texture attributes into one check

* Fix bug where the full set was being culled due to non-binary attributes

* Add Alphamode Opaque test

* Prevent combos that consist only of the name attribute

* Fix textures to include all optional attributes

* Replace bool check for if attribute is required with bool to track if it has dependant attributes

* Remove previous bool check and cleanup

* Create combos for prerequisite sets and fix prerequisite checks

* Undo if statement change and fix issue #50

* Add full texture attribute combos

* Remove extra binary attributes in the full combo

* Give all texture assignments a source

* Create custom combos for a few specific cases

* Remove green texture in favor of UVmap2017

* Remove duplicate hardcoding of texture name

* Refactor ParameterCombos to untangle some if statements

* Flag the Sampler test as including non-binary attributes

* Add the test name to log files

* Basecolorfactor had alpha set to 0, which should make models not render (#60)

* Set up new runtime directory with separate classes for each runtime object

* add modified asset generator

* removed GLTFAccessor and GLTFBuffer, and GLTFBufferView dependencies

* fixing name issues in Mesh Runtime

* removing name violation warnings in runtime classes and creating Runtime Scene and GLTF class

* moved unittest directory

* refactored classes to switch to using Runtime classes

* Removed GLTFWrapper dependency

* removed tests for gltfwrapper material, mesh primitives and wrapper

* updated unit tests to use runtime classes and updated gitignore file paths for unit tests

* Updated comments

* removed commented out gltfwrapper line

* switched to using glTF2Loader NuGet package instead of gltfLoader NuGet package

* removed another commented out import statement

* updated readme

* added path to NuGet url for glTF2Loader

* Removed Materials.cs file

* switched min max for accessors to boolean toggle and enabled only for positions

* Move PBR attributes into the materials test and tweak alpha test models (#68)

* Set alpha factor to 1 in pbr test

* Move PBR attributes into the materials test and fix MRT attribute that was set incorrectly

* Add model to test alphamode_BLEND with a basecolorfactor

* Fix typo in BaseColorFactor alpha value

* added missing variables in unit test

* Created derived Extras class with attribute data

* fixed name violation with derived class

* putting extra info within the Assets group

* Per test, create md table of models and their attributes (#75)

* Setup header for md

* Add hyphens for header row

* Prep header for a String,Join later

* Use String.Join and an array to name the attributes used

* Implement md logging

* Add Extras class to avoid merge conflicts

* Readd space to name in asset

* Center md columns

* Fix csv log to use array by using String.join

* Fix md bug where attributes with the same name but different prerequisites were treated as the same in logging

* Add prerequisite name to attribute name in md header where appropriate

* Add spaces to attribute names in md log, to make them more readable

* Make Nonbinary attributes share a single column

* Merge source into texture parameter for materials and sampler tests

* Stop setting name attribute

* Stop setting sampler and texcoord

* Reorder material test models

* Have md log use blanks instead of red X for unused attributes

* Fix bug with md output order

* Insert full prereq sets next to the basic version

* Include basecolorfactor when testing alphamask

* Remove Opaque and create an empty set

* Clean up code

* Use a plane instead of triangle for models

* Reorder MRT combo

* Change mesh and UV order for plane

* Changed mesh and UV order for plane again

* Fix bug with nonbinary attributes in full sets

* Remove Repeat WrapS and WrapT in Sampler test (#82)

* removed texture coords values in Samplers Test

* flipped plane model

* updated uvs coords

* fixed uvs - reversed them

* Delete old output each time the app is run (#88)

* adding initial commit for morph target support

* added unit tests for morph targets

* added weights to unittests

* Name md files README.md so that github will display their contents and make samplers plural

* referenced generated-assets branch in README

* using relative path to generated-assets branch

* using abs path to generated-assets path

* fixed bug with buffer offset for multiple mesh primitives

* updated unit tests

* tangents and colors to mesh primitives (#107)

* added tangents support

* added tangents support to morph target

* Added Colors to Mesh Primitives

* add ubyte and short support for MeshPrimitive

* cleaning up some old comments

* added missing case for texturecoordsets

* redoing using enums to set the accessor modes for colors and texture coords

* fixed name violation

* adding comments for enums

* Move the directory before deleting it, to prevent lockouts (#109)

* removing unused models from Common

* removing cube model

* switched tangents to vec4

* first pass

* use normalize variable and dictionary to determine which accessor to create

* Changing Color Accessor Mode to use Enum Flags.  Reorg-ed color accessor logic to be switch statements

* Have texture coords accessor logic match syntax of color accessor

* removed unused line in unit tests

* Added unit test for color enum

* squeezing out extra line breaks

* use struct to represent image index data

* Adding Indices to MeshPrimitive

* using camel case instead of underscores in variable names

* more underscore removal

* Adding additional unit test for indices to verify count in accessor

* removing min max from all params except position

* clean up code

* Adding byte align logic for color and texture coords

* fixed bug in incorrect byte size

* Implement Primitive Attributes Test (#112)

* Initial implementation of parameter attribute test

* Change test values to rely on wrapper to convert float to byte or uShort in testvalues

* Implement Tangent test

* Use all positive values for UV Coords so byte and ushort don't cause a crash

* MD log creation no longer consolidates parentchild parameters that are nonbinary

* Fix bug where no uvCoords were being set

* Change uvCoords so they apply texture to different parts of the model

* Use emissive as a second texture

* Use new Enum settings for color

* Use Vec4 for color

* Change requiredParameters to use List instead of array and apply emissive texture only as needed

* Use occlusion instead of emissive

* Include a basecolor texture and UV in every test model

* Remove commented out code

* Add combos with TexCoords and Color for both byte and short

* MD column names now are more readable for attributes with prerequisites

* MD column names now add a space before a number

* Readd newline at the end of testvalues.cs

* Ensuring that color accessor enum has a 0 value

* Switching enum to two in mesh primitive

* updating unit tests and program.cs

* Name change for color component type and texture coords component type

* Changed comment for Mode

* Centered coordinates for plane

* Split some tests, rename the tests/folders, and improve the MD log's formatting (#137)

* Split the materials test into mats and PBR

* Set up tangent so that normal isn't included in its name

* Make md header text smaller

* Split Materials into Materials and Alphas

* Expand MD table to show attributes used in all models

* Add linebreak to md header

* Fix the md header linebreak again

* Fix bug with prerequsite name in md log

* Output values in Prereq header in md log and tweaks

* Use attribute values in prerequ table

* Format image string so that it links and is resized

* Put brackets around vectors in the log

* Use name of image to create link in mn instead of a static link

* Reduce image size and lock height instead of width

* Tweak image height and values for all attributes in MD table

* Rename PBR to MEtallicRoughtnessMaterial

* Add s to MRM

* MD log formats floats in vec to show two digits

* Rename all tests to a Parent_Test structure

* Use normal casing for enum names

* Add note detailing that byte and short are always normalized unsigned

* Use a normal texture instead of occlusion in Primitive_attribute test

* Fix bug with alpha attribute names in md log still being in all caps

* Fix bug with Sampler attribute names getting linebreaks when they shouldn't

* Fix linebreak in md log

* Fixed bug where the md table would write an extra space into the front of some attributes

* Improve image centering in md table

* Remove linebreak in md table from color attribute values

* Change md header text

* Only show Byte/Short message if those attributes are used

* Fix spacing for color attributes in md table

* Link table to relevant model

* Added Cube model

* removed wrapper from model function names

* removed unused parameters from SinglePlane, SingleCube and SingleTriangel

* Added asset and extras to runtime abstraction

* prefixing schema gltf variable to help with code clarity

* Refactor TestValues.cs and Program.cs into more logical classes (#149)

* Create LogStringHelper and move table string functions into it

* Use optional parameters when creating a Parameter object

* Use the word Attribute instead of Parameter and Param

* Use optional parameters for custom combo creation

* Create Attribute, ComboHelper and Enums files and move relevant functions from TestValues into them

* Break the values for each test into its own subclass

* Split logic for making logs into its own class

* Remove commented out log code

* Split logic for setting model attributes into the relevant test classes

* Move enums into attribute.cs and TestValues.cs

* Rename attribute to property

* Use reflection to create test classes

* Use the new textures and use reflection to copy them into the output folders

* Move logic for deleting old output and copying in image files into a new helper class

* Use switches when applying attributes for some tests

* Action feedback

* Action more feedback

* use VEC4 instead of VEC3 for Tangents

* switch to using geometryData to get the byte offset in meshprimitive

* do not set buffer bytelength if equal to 0 or exception gets raised

* fix bug in setting the bufferOffset too late

* Fix textures so that none of them give the apperance of being broken when viewed (#164)

* Simplify basecolor texture used for sampler test

* Textures use 1:1 mapping for all tests unless specified in the test

* Make UV tests in Primitive_Attributes use 1:1 mapping

* Collapse Primitive_Attribute switch into if checks

* Switch second texture in Primitive_Attribute to metallicRoughness for higher visibility

* Make changes with alpha attributes more apparent and remove unneeded emissive texture model (#169)

* Use a basecolortexture instead of normal for alpha test models

* Remove solo emissive texture model because the default emissive factor is none

* Make changes in alpha easier to see and add an alpha specific texture

* Remove alpha factor from most alpha tests, since we're using a texture now instead

* use indices for plane

* Fixed bug in bytelength calculation for Color for non-float types

* use four vertices instead of 6 for overrides

* Increace alpha cuttoff value enough so that we can see the significant figure in the md table (#178)

* Fix bug with colorfactor label in Alpha test (#177)

* Bug fixes for v0.2 milestone (#183)

* Use normal texture with normalcoord and tangent coord

* Show the Tex coord 0 as float everywhere in the log for Primitive_Attribute

* Big change which allows explicit inserting of properties into combos

* Hide TexCoord required property from the MD tabel

* Pad number in model names

* Add new textures

* Fix bug where some primitive attribute models had TexCoord0 set twice

* Fix bug with value used for emissive factor

* Make BaseColorFactor 0.2 in Material_MetallicRoughness

* Fix bug where normal texture wasn't correctly set in Primitive_Attribute

* Quadruple size of textures in MD tabels

* Remove normal from the base model and only add as needed

* Remove normal texture line from Material_Alpha

* Fix bug where float was left off of table in primitive_attributes

* Change metallic roughness factors to 0.0 and remove test when both factors are set

* Only declare normal texture if it is being used in Primitive_Attribute

* Fix bad merge

* Don't show basecolortexture as a required property in Primitive_Attribute

* added scale for normal and strength for occlusion (#189)

* update readme with more covered requirements

* Remove some unnecessary primitive attributes tests

* Add material base color factor and adjust normal scale

* Update vertex color values

* Update to the latest textures and update alpha factor values

* Delete unnecessary add files from merge

* moved initialization of metallic roughness property

* added mode enum support in meshprimitive

* added support for points

* changed order for points

* Use templates for creating MD logs (#209)

* Initial implementation of using templates for MD logs

* Remove unused parameter

* Remove extra lines from templates and remove header table from MetallicRoughness

* Use .md for the templates for easier editing

* Use images as embedded resources

* Move images to Tests folder

* Remove old static log header strings

* Add combos involving vertex color to Alpha and MetallicRoughness, and change how we test UV1 (#202)

* Add color property into alpha test set

* Rename color to VertexColor and use different alpha values for each vertex

* Renamed other properties to include the word vertex

* Move Normal Texture next to other textures in Primitive_Attribute log

* Don't test texture/vertexcolor in combo in Primitive_Attribute

* Add Vertex color combos to PBR

* Switch between two UVs of a single texture instead of trying to apply multiple textures in Primitive_Attribute

* Lock image width in MD log

* Add cutoff value to Material_Alpha 08 so that it gets a hole

* Test normal texture without setting a vertex normal

* Fix bug where texture was declared but not used in Primitive_Attribute

* Move UV texture next to other UV textures in log for Primitive_Attribute

* Fix normal texture order issue with Primitve_Attribute

* Move models that use the basecolortexture next to each other in the MD log for MetallicRoughness

* Move models that use the basecolortexture next to each other in the md log for Material_Alpha

* initial commit wip

* new updates for spec gloss

* updates on internal - only at class level

* renaming materialPbrSpecularGlossiness to PbrSpecularGlossiness

* making test class constructors back to public and removing older spec gloss extension implementation

* changed conversion function name to ConvertToSchema

* Set the extension when used in the gltf file

* changed Program.cs back to internal

* ignore .vs location

* removing .vs from version control

* Initial implementation of Material_SpecGloss test set

* Use casting to set values for PBRSpecGloss

* Add PBRSpecGloss textures

* Split occlusion/metallicRoughness texture

* Add UV icons to  Primitive_Attribute MD log to show how we're mapping textures (#216)

* Add UV icon to Primitive_Attribute MD log

* Shorten UV explaination in Primitive_Attribute

* Refer to the UV textures as 0 and 1 to be consistant

* Add Material_SpecularGlossiness test set (#214)

* Initial implementation of Material_SpecGloss test set

* Use casting to set values for PBRSpecGloss

* Add PBRSpecGloss textures

* Rename textures to match glTF names

* Fix new texture filename case

* Override the default value of SpecFactor when testing Diffuse Texture

* Use a shallow copy to set SpecGloss properties

* Resolve more merge conflicts

* Merge conflicts

* Merge conflicts

* Add occlusion tests to MetallicRoughness

* Add occlusion tests to SpecGloss

* Remove occlusion from PBR and update Material to use the right texture

* Limit the types of VertexColor we test in Alpha, MetallicRough, and SpecGloss

* Remove outdated header from Material_Alpha

* Fix bugs for v0.3 release (#222)

* Remove Diffuse Factor from model 5 in SpecGloss

* Fix empty set for SpecGloss and MetallicRough

* Move VertexColor to the front of the log in SpecGloss/MetallicRough/Alpha

* Change case on textures

* Remove basecolorfactor from test with colorfactor and basecolortexture

* Remove lambert2 from the texture names

* Update README.md

* Add line break in primitive attribute template so UV texture table renders properly on GitHub
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2 participants