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/****************************************************************************
**
** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
**   * Redistributions of source code must retain the above copyright
**     notice, this list of conditions and the following disclaimer.
**   * Redistributions in binary form must reproduce the above copyright
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**     the documentation and/or other materials provided with the
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**     from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** $QT_END_LICENSE$
**
****************************************************************************/

import Qt3D.Core 2.0
import Qt3D.Render 2.0

Effect {
    id: root

    // It's expected that users of this will specify the tessellation control and evaluation
    // shaders and if necessary suitable replacements for the other stages
    property alias vertexShaderCode: program.vertexShaderCode
    property alias tessellationControlShaderCode: program.tessellationControlShaderCode
    property alias tessellationEvaluationShaderCode: program.tessellationEvaluationShaderCode
    property alias geometryShaderCode: program.geometryShaderCode
    property alias fragmentShaderCode: program.fragmentShaderCode
    property alias shaderProgram: program

    parameters: [
        Parameter { name: "ambient";   value: Qt.vector3d( 0.1, 0.1, 0.1 ) },
        Parameter { name: "diffuse";   value: Qt.vector3d( 0.7, 0.7, 0.7 ) },
        Parameter { name: "specular";  value: Qt.vector3d( 0.95, 0.95, 0.95 ) },
        Parameter { name: "shininess"; value: 150.0 }
    ]

    techniques: [
        Technique {
            graphicsApiFilter {
                api: GraphicsApiFilter.OpenGL
                profile: GraphicsApiFilter.CoreProfile
                majorVersion: 4
                minorVersion: 0
            }

            annotations: [ Annotation { name: "renderingStyle"; value: "forward" } ]

            parameters: [
                Parameter { name: "light.position"; value: Qt.vector4d(0.0, 0.0, 0.0, 1.0) },
                Parameter { name: "light.intensity"; value: Qt.vector3d(1.0, 1.0, 1.0) },
                Parameter { name: "line.width"; value: 0.8 },
                Parameter { name: "line.color"; value: Qt.vector4d(1.0, 1.0, 1.0, 1.0) }
            ]

            renderPasses: [
                RenderPass {

                    bindings: [
                        ParameterMapping { parameterName: "ambient";  shaderVariableName: "ka"; bindingType: ParameterMapping.Uniform },
                        ParameterMapping { parameterName: "diffuse";  shaderVariableName: "kd"; bindingType: ParameterMapping.Uniform },
                        ParameterMapping { parameterName: "specular"; shaderVariableName: "ks"; bindingType: ParameterMapping.Uniform },

                        // TODO: Support uniform arrays. We want to be able to do (or something similar) and map vectors or lists of values
                        // through to the uniforms
                        ParameterMapping { parameterName: "innerTessLevel"; shaderVariableName: "inner[0]"; bindingType: ParameterMapping.Uniform },
                        ParameterMapping { parameterName: "outerTessLevel"; shaderVariableName: "outer[0]"; bindingType: ParameterMapping.Uniform }
                    ]

                    shaderProgram: ShaderProgram {
                        id: program
                        vertexShaderCode:   loadSource("qrc:/shaders/passthru.vert")
                        geometryShaderCode: loadSource("qrc:/shaders/robustwireframe.geom")
                        fragmentShaderCode: loadSource("qrc:/shaders/phongwireframe.frag")
                    }
                }
            ]
        }
    ]
}