// Copyright (C) 2021 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GFDL-1.3-no-invariants-only

/*!
    \example reflectionprobes
    \ingroup quick3d-examples
    \title Qt Quick 3D - Reflection Probes Example
    \brief Demonstrates the use of reflection probes in Qt Quick 3D.
    \image reflectionprobes-example.jpg

    This example demonstrates the features of the reflection probes. It provides the
    user with a panel to select different properties that will affect how the probe
    is going to render the cube map as well as how the models will use this cube map
    to reflect their surroundings.

    \section1 The scene

    The scene consists of some models, two particle systems, a light probe, two
    reflection probes and a camera controller that can be used to move the camera
    around using the keyboard.
    There are three spheres in the middle of the scene as well as two cubes that
    act as a floor and a wall.
    The two particle systems in the middle of the scene are disabled by default
    and can be enabled from the settings panel. They can be used to show how the
    particles work with the reflection probes.
    The first reflection probe is positioned at the origin and the other one is
    moving with the sphere in the middle. A model will use the cube map captured
    by the nearest reflection probe when it is reflecting its surroundings.

    \section1 Settings panel

    \section2 Reflection Map Settings
    The user can control how the reflection probe renders the reflection cube map.
    Depending on the selected settings, the performance will vary drastically.

    Time Slicing controls how often each face of the reflection map is rendered.
    For example, selecting Individual Faces will make the reflection probe render
    one face per frame. This yields better performance but at the cost of quality.

    Refresh Mode controls how often the reflection probe will render the whole
    reflection map. Selecting First Frame will make the reflection probe
    render the reflection map once. This has better performance but will produce
    undesired effect when used in a scene which has animations.

    Finally, Reflection Map Quality controls the resolution of the generated cube map.

    \section2 Reflection Probe Settings
    The reflection probe box size is used to determine which objects lie inside
    the reflection probe. If an object lies inside the probe it will use the
    map generated by this probe. The box size is also used with parallax correction. The
    reflection map is considered to be infinitely far away when rendered. Although
    this can work for outdoor scenes, the indoor scenes will produce undesired
    effects. The parallax correction makes the reflection map take into account the
    box size as well as the camera position. Disabling the parallax correction will
    affect how the floor reflects its surroundings.
    An indoor scene should use a reflection probe with the same size as the indoor area.

    The probe position is used to move the probe in the scene. It will also affect
    where the probe is going to render the cube map from.

    \section2 Particles Settings
    These settings could be used to add some particles to the scene to show how
    reflection probes work with particles.
    Both 3D and Sprite particles appear in the reflection maps but only the 3D particles
    can use the reflection map to reflect its surroundings.

    \section2 Model Settings
    The user can control the roughness of the material used by the sphere which will affect
    the reflections rendered by this model.
    The user can also choose if the model should receive reflections or not by using
    the receives reflections check boxes.

*/
