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#include "qnormaldiffusemapalphamaterial.h"
#include "qnormaldiffusemapalphamaterial_p.h"

#include <Qt3DRender/qeffect.h>
#include <Qt3DRender/qtexture.h>
#include <Qt3DRender/qtechnique.h>
#include <Qt3DRender/qparameter.h>
#include <Qt3DRender/qshaderprogram.h>
#include <Qt3DRender/qshaderprogrambuilder.h>
#include <Qt3DRender/qrenderpass.h>
#include <Qt3DRender/qgraphicsapifilter.h>
#include <Qt3DRender/qalphacoverage.h>
#include <Qt3DRender/qdepthtest.h>
#include <QtCore/QUrl>
#include <QtGui/QVector3D>
#include <QtGui/QVector4D>

QT_BEGIN_NAMESPACE

using namespace Qt3DRender;

namespace Qt3DExtras {


QNormalDiffuseMapAlphaMaterialPrivate::QNormalDiffuseMapAlphaMaterialPrivate()
    : QNormalDiffuseMapMaterialPrivate()
    , m_alphaCoverage(new QAlphaCoverage())
    , m_depthTest(new QDepthTest())
{
}

void QNormalDiffuseMapAlphaMaterialPrivate::init()
{
    Q_Q(QNormalDiffuseMapMaterial);

    connect(m_ambientParameter, &Qt3DRender::QParameter::valueChanged,
            this, &QNormalDiffuseMapMaterialPrivate::handleAmbientChanged);
    connect(m_diffuseParameter, &Qt3DRender::QParameter::valueChanged,
            this, &QNormalDiffuseMapMaterialPrivate::handleDiffuseChanged);
    connect(m_normalParameter, &Qt3DRender::QParameter::valueChanged,
            this, &QNormalDiffuseMapMaterialPrivate::handleNormalChanged);
    connect(m_specularParameter, &Qt3DRender::QParameter::valueChanged,
            this, &QNormalDiffuseMapMaterialPrivate::handleSpecularChanged);
    connect(m_shininessParameter, &Qt3DRender::QParameter::valueChanged,
            this, &QNormalDiffuseMapMaterialPrivate::handleShininessChanged);
    connect(m_textureScaleParameter, &Qt3DRender::QParameter::valueChanged,
            this, &QNormalDiffuseMapMaterialPrivate::handleTextureScaleChanged);

    m_normalDiffuseGL3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/default.vert"))));
    m_normalDiffuseGL3ShaderBuilder->setParent(q);
    m_normalDiffuseGL3ShaderBuilder->setShaderProgram(m_normalDiffuseGL3Shader);
    m_normalDiffuseGL3ShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json")));
    m_normalDiffuseGL3ShaderBuilder->setEnabledLayers({QStringLiteral("diffuseTexture"),
                                                       QStringLiteral("specular"),
                                                       QStringLiteral("normalTexture")});

    m_normalDiffuseGL2ES2Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/default.vert"))));
    m_normalDiffuseGL2ES2ShaderBuilder->setParent(q);
    m_normalDiffuseGL2ES2ShaderBuilder->setShaderProgram(m_normalDiffuseGL2ES2Shader);
    m_normalDiffuseGL2ES2ShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json")));
    m_normalDiffuseGL2ES2ShaderBuilder->setEnabledLayers({QStringLiteral("diffuseTexture"),
                                                          QStringLiteral("specular"),
                                                          QStringLiteral("normalTexture")});

    m_normalDiffuseRHIShader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/rhi/default_pos_norm_tex_tan.vert"))));
    m_normalDiffuseRHIShaderBuilder->setParent(q);
    m_normalDiffuseRHIShaderBuilder->setShaderProgram(m_normalDiffuseRHIShader);
    m_normalDiffuseRHIShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json")));
    m_normalDiffuseRHIShaderBuilder->setEnabledLayers({QStringLiteral("diffuseTexture"),
                                                       QStringLiteral("specular"),
                                                       QStringLiteral("normalTexture")});

    m_normalDiffuseGL3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL);
    m_normalDiffuseGL3Technique->graphicsApiFilter()->setMajorVersion(3);
    m_normalDiffuseGL3Technique->graphicsApiFilter()->setMinorVersion(1);
    m_normalDiffuseGL3Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::CoreProfile);

    m_normalDiffuseGL2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL);
    m_normalDiffuseGL2Technique->graphicsApiFilter()->setMajorVersion(2);
    m_normalDiffuseGL2Technique->graphicsApiFilter()->setMinorVersion(0);
    m_normalDiffuseGL2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile);

    m_normalDiffuseES2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGLES);
    m_normalDiffuseES2Technique->graphicsApiFilter()->setMajorVersion(2);
    m_normalDiffuseES2Technique->graphicsApiFilter()->setMinorVersion(0);
    m_normalDiffuseES2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile);

    m_normalDiffuseRHITechnique->graphicsApiFilter()->setApi(QGraphicsApiFilter::RHI);
    m_normalDiffuseRHITechnique->graphicsApiFilter()->setMajorVersion(1);
    m_normalDiffuseRHITechnique->graphicsApiFilter()->setMinorVersion(0);

    m_filterKey->setParent(q);
    m_filterKey->setName(QStringLiteral("renderingStyle"));
    m_filterKey->setValue(QStringLiteral("forward"));

    m_normalDiffuseGL3Technique->addFilterKey(m_filterKey);
    m_normalDiffuseGL2Technique->addFilterKey(m_filterKey);
    m_normalDiffuseES2Technique->addFilterKey(m_filterKey);
    m_normalDiffuseRHITechnique->addFilterKey(m_filterKey);

    m_depthTest->setDepthFunction(QDepthTest::Less);

    m_normalDiffuseGL3RenderPass->setShaderProgram(m_normalDiffuseGL3Shader);
    m_normalDiffuseGL3RenderPass->addRenderState(m_alphaCoverage);
    m_normalDiffuseGL3RenderPass->addRenderState(m_depthTest);

    m_normalDiffuseGL2RenderPass->setShaderProgram(m_normalDiffuseGL2ES2Shader);
    m_normalDiffuseGL2RenderPass->addRenderState(m_alphaCoverage);
    m_normalDiffuseGL2RenderPass->addRenderState(m_depthTest);

    m_normalDiffuseES2RenderPass->setShaderProgram(m_normalDiffuseGL2ES2Shader);
    m_normalDiffuseES2RenderPass->addRenderState(m_alphaCoverage);
    m_normalDiffuseES2RenderPass->addRenderState(m_depthTest);

    m_normalDiffuseRHIRenderPass->setShaderProgram(m_normalDiffuseRHIShader);
    m_normalDiffuseRHIRenderPass->addRenderState(m_alphaCoverage);
    m_normalDiffuseRHIRenderPass->addRenderState(m_depthTest);

    m_normalDiffuseGL3Technique->addRenderPass(m_normalDiffuseGL3RenderPass);
    m_normalDiffuseGL2Technique->addRenderPass(m_normalDiffuseGL2RenderPass);
    m_normalDiffuseES2Technique->addRenderPass(m_normalDiffuseES2RenderPass);
    m_normalDiffuseRHITechnique->addRenderPass(m_normalDiffuseRHIRenderPass);

    m_normalDiffuseEffect->addTechnique(m_normalDiffuseGL3Technique);
    m_normalDiffuseEffect->addTechnique(m_normalDiffuseGL2Technique);
    m_normalDiffuseEffect->addTechnique(m_normalDiffuseES2Technique);
    m_normalDiffuseEffect->addTechnique(m_normalDiffuseRHITechnique);

    m_normalDiffuseEffect->addParameter(m_ambientParameter);
    m_normalDiffuseEffect->addParameter(m_diffuseParameter);
    m_normalDiffuseEffect->addParameter(m_normalParameter);
    m_normalDiffuseEffect->addParameter(m_specularParameter);
    m_normalDiffuseEffect->addParameter(m_shininessParameter);
    m_normalDiffuseEffect->addParameter(m_textureScaleParameter);

    q->setEffect(m_normalDiffuseEffect);
}


/*!
    \class Qt3DExtras::QNormalDiffuseMapAlphaMaterial
    \brief The QNormalDiffuseMapAlphaMaterial provides a specialization of QNormalDiffuseMapMaterial
    with alpha coverage and a depth test performed in the rendering pass.
    \inmodule Qt3DExtras
    \since 5.7
    \inherits Qt3DExtras::QNormalDiffuseMapMaterial

    \deprecated
    This class is deprecated; use Qt3DExtras::QDiffuseSpecularMaterial instead.

    The specular lighting effect is based on the combination of 3 lighting components ambient,
    diffuse and specular. The relative strengths of these components are controlled by means of
    their reflectivity coefficients which are modelled as RGB triplets:

    \list
    \li Ambient is the color that is emitted by an object without any other light source.
    \li Diffuse is the color that is emitted for rought surface reflections with the lights.
    \li Specular is the color emitted for shiny surface reflections with the lights.
    \li The shininess of a surface is controlled by a float property.
    \endlist

    This material uses an effect with a single render pass approach and performs per fragment
    lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.
*/
/*!
    Constructs a new QNormalDiffuseMapAlphaMaterial instance with parent object \a parent.
*/
QNormalDiffuseMapAlphaMaterial::QNormalDiffuseMapAlphaMaterial(QNode *parent)
    : QNormalDiffuseMapMaterial(*new QNormalDiffuseMapAlphaMaterialPrivate, parent)
{
}

/*!
    Destroys the QNormalDiffuseMapAlphaMaterial instance.
*/
QNormalDiffuseMapAlphaMaterial::~QNormalDiffuseMapAlphaMaterial()
{
}

} // namespace Qt3DRender

QT_END_NAMESPACE
