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++ // Copyright (C) 2021 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
++
++ import QtQuick3D
++ import QtQuick3D.Effects
++ import QtQuick
++
++ Rectangle {
++ id: root
++ property int api: GraphicsInfo.api
++ width: 800
++ height: 800
++ color: Qt.rgba(0, 0, 0, 1)
++
++ Flip {
++ id: vFlipEffect
++ flipHorizontally: false
++ flipVertically: true
++ }
++
++ View3D {
++ id: lightmapSource
++ renderMode: View3D.Offscreen
++ width: parent.width / 2
++ height: parent.height / 2
++
++ environment: SceneEnvironment {
++ clearColor: "transparent"
++ backgroundMode: SceneEnvironment.Color
++
++ // To get identical results on-screen with all graphics APIs. This (and the
++ // corresponding V flip in the other view) would _not_ be needed at all if we
++ // didn't want to visualize the lightmap on screen.
++ effects: root.api === GraphicsInfo.OpenGL ? [ vFlipEffect ] : []
++ }
++
++ DirectionalLight {
++ }
++
++ camera: PerspectiveCamera {
++ id: camera1
++ z: 200
++ }
++
++ Model {
++ source: "../shared/models/animal_with_lightmapuv1.mesh"
++ scale: Qt.vector3d(20, 20, 20)
++ materials: CustomMaterial {
++ shadingMode: CustomMaterial.Shaded
++ vertexShader: "lightmapgen.vert"
++ fragmentShader: "lightmapgen.frag"
++ cullMode: Material.NoCulling
++ }
++ }
++ }
++
++ View3D {
++ width: parent.width / 2
++ height: parent.height / 2
++ x: parent.width / 2
++ y: parent.height / 2
++
++ environment: SceneEnvironment {
++ clearColor: "white"
++ backgroundMode: SceneEnvironment.Color
++ }
++
++ camera: camera1
++
++ Model {
++ source: "../shared/models/animal_with_lightmapuv1.mesh"
++ scale: Qt.vector3d(20, 20, 20)
++ materials: CustomMaterial {
++ shadingMode: CustomMaterial.Unshaded
++ vertexShader: "lightmapgen_use.vert"
++ fragmentShader: "lightmapgen_use.frag"
++ property TextureInput tex: TextureInput {
++ texture: Texture {
++ sourceItem: lightmapSource
++ minFilter: Texture.Nearest
++ magFilter: Texture.Nearest
++ }
++ }
++ }
++ }
++ }
++ }