// Copyright (C) 2019 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GFDL-1.3-no-invariants-only

/*!
    \example scenegraph/vulkanunderqml
    \title Scene Graph - Vulkan Under QML
    \ingroup qtquickexamples
    \brief Shows how to render directly with Vulkan under a Qt Quick scene.

    \image vulkanunderqml-example.jpg

    \note Compiling this example requires an SDK. See \l{Vulkan Integration} for
    information on what to install.

    \section1 Overview

    This example makes use of the \l QQuickWindow::beforeRendering()
    and \l QQuickWindow::beforeRenderPassRecording() signals to draw custom Vulkan
    content under a Qt Quick scene. QML is used to render a text label on top.

    The example is equivalent in most ways to the \l{Scene Graph - OpenGL Under
    QML}{OpenGL Under QML}, \l{Scene Graph - Direct3D 11 Under QML}{Direct3D 11
    Under QML}, and \l{Scene Graph - Metal Under QML}{Metal Under QML}
    examples, they all render the same custom content, just via different
    native APIs.

    The particulars of utilizing QML will be covered in this documentation
    without delving into the detail of custom Vulkan rendering.

    \section1 Affecting Vulkan rendering from QML

    The example shows how to use values that are exposed to QML to control
    Vulkan rendering.

    To expose the threshold value \c t to QML, in the definition of \c  VulkanSquircle,
    we use the \l Q_OBJECT, \l Q_PROPERTY, and \l QML_ELEMENT macros like so:

    \quotefromfile scenegraph/vulkanunderqml/vulkansquircle.h
    \skipto class VulkanSquircle
    \printto public

    We then go on to declare public and private items:

    \printto };

    Then in \c main.qml we animate the threshold value using a \l NumberAnimation.

    \quotefromfile scenegraph/vulkanunderqml/main.qml
    \skipto VulkanSquircle {
    \printto running: true
    The \c t variable is ultimately used by the SPIR-V shader program that draws
    the squircles.

    \section1 Using signals to render custom Vulkan content

    The \l QQuickWindow::beforeRendering()
    and \l QQuickWindow::beforeRenderPassRecording() signals are what are used.

    The QQuickWindow::beforeRendering() signal is emitted at the start of
    every frame, before the scene graph starts its rendering. This means any Vulkan
    draw calls that are made as a response to this signal, will stack under the
    Qt Quick items. There are two signals because the custom Vulkan commands
    are recorded onto the same command buffer used by the scene graph.

    The beforeRendering() function on its own is not sufficient for this, because
    it gets emitted at the start of the frame, before recording the start of a
    \c renderpass instance by using
    \l{https://www.khronos.org/registry/vulkan/specs/1.1-extensions/man/html/vkCmdBeginRenderPass.html}{vkCmdBeginRenderPass}.

    The solution: by connecting to beforeRenderPassRecording(), the application's
    own commands and the scene graph's scaffolding will end up in the right order.

    Connecting the signals is done by the \c sync() function:

    \quotefromfile scenegraph/vulkanunderqml/vulkansquircle.cpp
    \skipto void VulkanSquircle::sync()
    \printto m_renderer->setWindow(window());

    Another way you can render Vulkan content on top of the Qt Quick scene is by
    connecting to the \l QQuickWindow::afterRendering() and
    \l QQuickWindow::afterRenderPassRecording() signals.

  */
