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// Copyright (C) 2021 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GFDL-1.3-no-invariants-only
/*!
\example reflectionprobes
\examplecategory {3D}
\ingroup quick3d-examples
\title Qt Quick 3D - Reflection Probes Example
\examplecategory {3D}
\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, and
two reflection probes.
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.
*/
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