// Copyright (C) 2020 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GFDL-1.3-no-invariants-only

/*!
    \example proceduraltexture
    \ingroup quick3d-examples
    \title Qt Quick 3D - Procedural Texture Example
    \examplecategory {3D}
    \brief Demonstrates how to provide custom texture data from C++ or QML.
    \image proceduraltexture-example.jpg
           {Gradient cube with procedural texture size and color controls}

    This demonstrates the various ways to provide texture data generated dynamically at
    runtime instead of loading it from a static asset. For demonstration purposes
    this example generates vertical gradient textures from provided start and end
    colors.

    First we define a C++ class for our texture data. We make it a subclass
    of QQuick3DTextureData. This is not strictly necessary, since there are no
    virtual functions, but it is much more convenient to have everything in
    one class. We define the properties we are going to use, and add
    \l QML_NAMED_ELEMENT to make it available from QML:

    \snippet proceduraltexture/gradienttexture.h class definition
    \dots

    We add a function to update the texture. It uses setSize,
    and setFormat to configure the texture, and
    setTextureData to set the image data:
    \snippet proceduraltexture/gradienttexture.cpp updateTexture

    The function \c generateTexture creates a QByteArray of the correct size, and
    fills it with image data:
    \snippet proceduraltexture/gradienttexture.cpp generateTexture

    We call \c updateTexture each time a property is changed:
    \snippet proceduraltexture/gradienttexture.cpp property

    Finally, we can use our new texture from QML:
    \snippet proceduraltexture/Main.qml cppTexture

    It is also possible to generate the same texture data in QML. In this case we
    use the ProceduralTextureData component:
    \snippet proceduraltexture/Main.qml qmlTexture

    Just like in C++ we fill a QByteArray with image data that reflects the size and
    format of the texture. When doing this from QML use the ArrayBuffer type to avoid
    unnecessary type conversion.

    For the previous two examples, all of the data for the texture is generated on the
    CPU side, then uploaded to the GPU for use as texture data. It is also possible to
    generate the texture data directly on the GPU. In this case we use subclass
    of QQuick3DTextureProviderExtension instead.
    \snippet proceduraltexture/gradienttextureprovider.h class definition

    QQuick3DTextureProviderExtension based classes define render extensions using the
    Qt RHI API. The subclass must return a QSSGRenderExtension based object when
    QQuick3DTextureProviderExtension::updateSpatialNode() is called.
    \snippet proceduraltexture/gradienttextureprovider.cpp updateSpatialNode

    What actually gets rendered is defined by this QSSGRenderExtension subclass:
    \snippet proceduraltexture/gradienttextureprovider.cpp GradientTextureProviderNode

    By implementing the interfaces of QSSGRenderExtension, the extension can render
    the texture data directly on the GPU. The prepareDate implementation makes sure that
    the output texture is created with the correct size and format, as well as registers
    the output texture as the texture that is being provided.
    \snippet proceduraltexture/gradienttextureprovider.cpp prepareData

    The prepareRender is where the pipelines are created, and the uniform buffers are
    updated.
    \snippet proceduraltexture/gradienttextureprovider.cpp prepareRender

    The actual rendering for the pass is defined in the render function.
    \snippet proceduraltexture/gradienttextureprovider.cpp render

    The example uses the texture provider in QML like this:
    \snippet proceduraltexture/Main.qml gpuTexture
*/
