/****************************************************************************
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** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
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** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
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#include "finaleffect.h"

#include <Qt3DRender/QGraphicsApiFilter>
#include <Qt3DRender/QShaderProgram>
#include <QUrl>

FinalEffect::FinalEffect(Qt3DCore::QNode *parent)
    : Qt3DRender::QEffect(parent)
    , m_gl3Technique(new Qt3DRender::QTechnique())
    , m_gl2Technique(new Qt3DRender::QTechnique())
    , m_gl2Pass(new Qt3DRender::QRenderPass())
    , m_gl3Pass(new Qt3DRender::QRenderPass())
    , m_passCriterion(new Qt3DRender::QAnnotation(this))
{
    m_gl3Technique->graphicsApiFilter()->setApi(Qt3DRender::QGraphicsApiFilter::OpenGL);
    m_gl3Technique->graphicsApiFilter()->setMajorVersion(3);
    m_gl3Technique->graphicsApiFilter()->setMinorVersion(1);
    m_gl3Technique->graphicsApiFilter()->setProfile(Qt3DRender::QGraphicsApiFilter::CoreProfile);

    m_gl2Technique->graphicsApiFilter()->setApi(Qt3DRender::QGraphicsApiFilter::OpenGL);
    m_gl2Technique->graphicsApiFilter()->setMajorVersion(2);
    m_gl2Technique->graphicsApiFilter()->setMinorVersion(0);
    m_gl2Technique->graphicsApiFilter()->setProfile(Qt3DRender::QGraphicsApiFilter::NoProfile);

    m_passCriterion->setName(QStringLiteral("pass"));
    m_passCriterion->setValue(QStringLiteral("final"));

    Qt3DRender::QShaderProgram *gl3Shader = new Qt3DRender::QShaderProgram();
    gl3Shader->setVertexShaderCode(gl3Shader->loadSource(QUrl(QStringLiteral("qrc:/final_gl3.vert"))));
    gl3Shader->setFragmentShaderCode(gl3Shader->loadSource(QUrl(QStringLiteral("qrc:/final_gl3.frag"))));

    m_gl3Pass->addAnnotation(m_passCriterion);
    m_gl3Pass->setShaderProgram(gl3Shader);
    m_gl3Technique->addPass(m_gl3Pass);

    Qt3DRender::QShaderProgram *gl2Shader = new Qt3DRender::QShaderProgram();
    gl2Shader->setVertexShaderCode(gl2Shader->loadSource(QUrl(QStringLiteral("qrc:/final_gl2.vert"))));
    gl2Shader->setFragmentShaderCode(gl2Shader->loadSource(QUrl(QStringLiteral("qrc:/final_gl2.frag"))));

    m_gl2Pass->addAnnotation(m_passCriterion);
    m_gl2Pass->setShaderProgram(gl2Shader);
    m_gl2Technique->addPass(m_gl2Pass);

    addTechnique(m_gl3Technique);
    addTechnique(m_gl2Technique);
}

QList<Qt3DRender::QAnnotation *> FinalEffect::passCriteria() const
{
    return QList<Qt3DRender::QAnnotation *>() << m_passCriterion;
}
