// Copyright (C) 2022 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause

import QtQuick
import QtQuick3D
import QtQuick3D.Lancelot

Rectangle {
    width: 400
    height: 400
    color: Qt.rgba(0, 0, 0, 1)

    View3D {
        id: v3d
        anchors.fill: parent

        environment: SceneEnvironment {
            clearColor: "#444845"
            backgroundMode: SceneEnvironment.Color
        }

        camera: camera

        PerspectiveCamera {
            id: camera
            position: Qt.vector3d(0, 0, 3)
            clipNear: 1
            clipFar: 100
        }

        DirectionalLight {
        }

        CustomMaterial {
            id: material
            shadingMode: CustomMaterial.Shaded

            vertexShader: "skinsimple_custom_shaded.vert"
            fragmentShader: "skinsimple_custom_shaded2.frag"
        }

        Model {
            x: 5
            y: 5
            geometry: SkinGeometry {
                id: geometry

                positions: [
                    Qt.vector3d(0.0, 0.0, 0.0), // vertex 0
                    Qt.vector3d(1.0, 0.0, 0.0), // vertex 1
                    Qt.vector3d(0.0, 0.5, 0.0), // vertex 2
                    Qt.vector3d(1.0, 0.5, 0.0), // vertex 3
                    Qt.vector3d(0.0, 1.0, 0.0), // vertex 4
                    Qt.vector3d(1.0, 1.0, 0.0), // vertex 5
                    Qt.vector3d(0.0, 1.5, 0.0), // vertex 6
                    Qt.vector3d(1.0, 1.5, 0.0), // vertex 7
                    Qt.vector3d(0.0, 2.0, 0.0), // vertex 8
                    Qt.vector3d(1.0, 2.0, 0.0)  // vertex 9
                ]
                indexes: [
                    0, 1, 3, // triangle 0
                    0, 3, 2, // triangle 1
                    2, 3, 5, // triangle 2
                    2, 5, 4, // triangle 3
                    4, 5, 7, // triangle 4
                    4, 7, 6, // triangle 5
                    6, 7, 9, // triangle 6
                    6, 9, 8  // triangle 7
                ]
            }
            materials: [
                material
            ]

            skin: Skin {
                joints: [ joint0, joint1 ]

                inverseBindPoses: [
                    Qt.matrix4x4(1, 0, 0, -0.5, 0, 1, 0, -1, 0, 0, 1, 0, 0, 0, 0, 1),
                    Qt.matrix4x4(1, 0, 0, -0.5, 0, 1, 0, -1, 0, 0, 1, 0, 0, 0, 0, 1)
                ]
            }
        }

        Node {
            id: joint0
            Node {
                id: joint1
                eulerRotation.z: 45
            }
        }
    }
}
