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/*!
    \page qt3drender-porting-to-rhi.html
    \title Qt 3D Render Porting to RHI

    \brief This section details what's involved in porting Qt 3D materials to
    work with RHI.

    As a reminder, in Qt 6, Qt 3D will default to using it's RHI rendering
    backend.

    Using the older OpenGL backend from the Qt 5 series remains possible. This
    can be enabled by setting environment variable QT3D_RENDERER to opengl.
    This is required in case you don't want to port your application to support
    RHI or in case you need features which are currently limited or not
    available on the RHI backend.

    Currently, the known RHI limitations are:
    \list
    \li No way to explicitly Blit (you have to blit manually by rendering a
    quad into a framebuffer)
    \li MemoryBarrier cannot be set explicitly
    \li Not all Texture Formats are available
    \li Draw Indirect is currently not supported
    \li Geometry Shaders are currently not supported.
    \li Different RHI backends might support different feature set.
    \endlist

    Please also take care not to confuse the Qt 3D OpenGL render backend with
    Qt 3D's RHI render backend running on top of OpenGL.

    RHI is an abstraction over different graphics API. This means that on a
    given platform, several RHI could use several backends.

    To force RHI to use a given backend, the QSG_RHI_BACKEND environment variable
    should be set to one of opengl, vulkan, metal, directx.

    \section1 Add RHI Compatible Techniques

    To add RHI support to a Qt 3D Material / Effect, a new Technique targeting
    RHI will be required. As of this writing, the only valid RHI version is 1.0.

    \badcode
    Material {
        Effect {
            techniques: [
                Technique {
                    id: gl3Technique
                    graphicsApiFilter {
                        api: GraphicsApiFilter.OpenGL
                        profile: GraphicsApiFilter.CoreProfile
                        majorVersion: 3
                        minorVersion: 1
                    }
                    renderPasses: RenderPass {
                        id: gl3Pass
                        shaderProgram: ShaderProgram {
                            ...
                        }
                    }
                },
                Technique {
                    id: rhiTechnique
                    graphicsApiFilter {
                        api: GraphicsApiFilter.RHI
                        profile: GraphicsApiFilter.NoProfile
                        majorVersion: 1
                        minorVersion: 0
                    }
                    renderPasses: RenderPass {
                        id: rhiPass
                        shaderProgram: ShaderProgram {
                            ...
                        }
                    }
                }
            ]
        }
    }
    \endcode

    \badcode

    QMaterial *material = new QMaterial();
    QEffect *effect = new QEffect();

    // Set the effect on the material
    material->setEffect(effect);

    {
        QTechnique *gl3Technique = new QTechnique();
        QRenderPass *gl3Pass = new QRenderPass();
        QShaderProgram *glShader = new QShaderProgram();

        // Set the shader on the render pass
        gl3Pass->setShaderProgram(glShader);

        // Add the pass to the technique
        gl3Technique->addRenderPass(gl3Pass);

        // Set the targeted GL version for the technique
        gl3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL);
        gl3Technique->graphicsApiFilter()->setMajorVersion(3);
        gl3Technique->graphicsApiFilter()->setMinorVersion(1);
        gl3Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::CoreProfile);

        // Add the technique to the effect
        effect->addTechnique(gl3Technique);
    }

    {
        QTechnique *rhiTechnique = new QTechnique();
        QRenderPass *rhiPass = new QRenderPass();
        QShaderProgram *rhiShader = new QShaderProgram();

        // Set the shader on the render pass
        rhiPass->setShaderProgram(glShader);

        // Add the pass to the technique
        rhiTechnique->addRenderPass(rhiPass);

        // Set the targeted RHI version for the technique
        rhiTechnique->graphicsApiFilter()->setApi(QGraphicsApiFilter::RHI);
        rhiTechnique->graphicsApiFilter()->setMajorVersion(1);
        rhiTechnique->graphicsApiFilter()->setMinorVersion(0);
        rhiTechnique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile);

        // Add the technique to the effect
        effect->addTechnique(rhiTechnique);
    }
    \endcode


    \section1 Creating a RHI compatible shader

    Regardless on which backend RHI will be running on top of, the shaders will
    be written in GLSL 450.

    Changes are minimal compared to earlier GLSL versions, the main noticeable
    differences are in the way uniforms are declared.
    Please also note that in and out variables need to have their locations defined
    and that they should be consistent between shader stages.

    \badcode
    #version 450 core

    layout(location = 0) in vec3 vertexPosition;
    layout(location = 0) out vec3 worldPosition;

    layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
      mat4 viewMatrix;
      mat4 projectionMatrix;
      mat4 uncorrectedProjectionMatrix;
      mat4 clipCorrectionMatrix;
      mat4 viewProjectionMatrix;
      mat4 inverseViewMatrix;
      mat4 inverseProjectionMatrix;
      mat4 inverseViewProjectionMatrix;
      mat4 viewportMatrix;
      mat4 inverseViewportMatrix;
      vec4 textureTransformMatrix;
      vec3 eyePosition;
      float aspectRatio;
      float gamma;
      float exposure;
      float time;
      float yUpInNDC;
      float yUpInFBO;
    };

    layout(std140, binding = 1) uniform qt3d_command_uniforms {
      mat4 modelMatrix;
      mat4 inverseModelMatrix;
      mat4 modelViewMatrix;
      mat3 modelNormalMatrix;
      mat4 inverseModelViewMatrix;
      mat4 modelViewProjection;
      mat4 inverseModelViewProjectionMatrix;
    };

    void main()
    {
        ...
    }
    \endcode

    For more details about shader changes, please checkout \l
    {Qt3DRender::QShaderProgram}

    \section1 Qt 3D Extras

    Materials in Qt 3D Extras have been ported to RHI.
 */
