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// Copyright (C) 2021 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause

import QtQuick
import QtQuick.Shapes

Rectangle {
    id: root
    width: 1024
    height: 768

    property color col: "lightsteelblue"
    gradient: Gradient {
        GradientStop { position: 0.0; color: Qt.tint(root.col, "#20FFFFFF") }
        GradientStop { position: 0.1; color: Qt.tint(root.col, "#20AAAAAA") }
        GradientStop { position: 0.9; color: Qt.tint(root.col, "#20666666") }
        GradientStop { position: 1.0; color: Qt.tint(root.col, "#20000000") }
    }

    Row {
        anchors.fill: parent
        anchors.margins: 20
        spacing: 40

        Column {
            spacing: 40

            Text {
                text: "Original"
            }

            // A simple Shape without anything special.
            Rectangle {
                color: "lightGray"
                width: 400
                height: 200

                Shape {
                    x: 30
                    y: 20
                    width: 50
                    height: 50
                    scale: 2

                    ShapePath {
                        strokeColor: "green"
                        NumberAnimation on strokeWidth { from: 1; to: 20; duration: 5000 }
                        fillColor: "transparent"
                        capStyle: ShapePath.RoundCap

                        startX: 40; startY: 30
                        PathQuad { x: 50; y: 80; controlX: 0; controlY: 80 }
                        PathLine { x: 150; y: 80 }
                        PathQuad { x: 160; y: 30; controlX: 200; controlY: 80 }
                    }
                }
            }

            Text {
                text: "Supersampling (2x)"
            }

            // Now let's use 2x supersampling via layers. This way the entire subtree
            // is rendered into an FBO twice the size and then drawn with linear
            // filtering. This allows having some level of AA even when there is no
            // support for multisample framebuffers.
            Rectangle {
                id: supersampledItem
                color: "lightGray"
                width: 400
                height: 200

                layer.enabled: true
                layer.smooth: true
                layer.textureSize: Qt.size(supersampledItem.width * 2, supersampledItem.height * 2)

                Shape {
                    x: 30
                    y: 20
                    width: 50
                    height: 50
                    scale: 2

                    ShapePath {
                        strokeColor: "green"
                        NumberAnimation on strokeWidth { from: 1; to: 20; duration: 5000 }
                        fillColor: "transparent"
                        capStyle: ShapePath.RoundCap

                        startX: 40; startY: 30
                        PathQuad { x: 50; y: 80; controlX: 0; controlY: 80 }
                        PathLine { x: 150; y: 80 }
                        PathQuad { x: 160; y: 30; controlX: 200; controlY: 80 }
                    }
                }
            }
        }

        Column {
            spacing: 40

            Text {
                text: "Multisampling (4x)"
            }

            // Now let's use 4x MSAA, again via layers. This needs support for
            // multisample renderbuffers and framebuffer blits.
            Rectangle {
                color: "lightGray"
                width: 400
                height: 200

                layer.enabled: true
                layer.smooth: true
                layer.samples: 4

                Shape {
                    x: 30
                    y: 20
                    width: 50
                    height: 50
                    scale: 2

                    ShapePath {
                        strokeColor: "green"
                        NumberAnimation on strokeWidth { from: 1; to: 20; duration: 5000 }
                        fillColor: "transparent"
                        capStyle: ShapePath.RoundCap

                        startX: 40; startY: 30
                        PathQuad { x: 50; y: 80; controlX: 0; controlY: 80 }
                        PathLine { x: 150; y: 80 }
                        PathQuad { x: 160; y: 30; controlX: 200; controlY: 80 }
                    }
                }
            }
        }
    }
}