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/****************************************************************************
**
** Copyright (C) 2017 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt 3D Studio Demos.
**
** $QT_BEGIN_LICENSE:BSD$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
**   * Redistributions of source code must retain the above copyright
**     notice, this list of conditions and the following disclaimer.
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**     distribution.
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****************************************************************************/
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#include <QGuiApplication>
#include <QQmlApplicationEngine>
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#include <QtGui/QFontDatabase>
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#include <QtGui/QOpenGLContext>

static QSurfaceFormat findIdealGLVersion()
{
    QSurfaceFormat fmt;
    fmt.setProfile(QSurfaceFormat::CoreProfile);

    // Advanced: Try 4.3 core (so we get compute shaders for instance)
    fmt.setVersion(4, 3);
    QOpenGLContext ctx;
    ctx.setFormat(fmt);
    if (ctx.create() && ctx.format().version() >= qMakePair(4, 3))
        return fmt;

    // Basic: Stick with 3.3 for now to keep less fortunate,
    // Mesa-based systems happy
    fmt.setVersion(3, 3);
    ctx.setFormat(fmt);
    if (ctx.create())
        return fmt;

    // We tried...
    return QSurfaceFormat::defaultFormat();
}

static QSurfaceFormat findIdealGLESVersion()
{
    QSurfaceFormat fmt;

    // Advanced: Try 3.1 (so we get compute shaders for instance)
    fmt.setVersion(3, 1);
    QOpenGLContext ctx;
    ctx.setFormat(fmt);
    if (ctx.create())
        return fmt;

    // Basic: OpenGL ES 3.0 is a hard requirement at the moment since we can
    // only generate 300 es shaders, uniform buffers are mandatory.
    fmt.setVersion(3, 0);
    ctx.setFormat(fmt);
    if (ctx.create())
        return fmt;

    // We tried...
    return QSurfaceFormat::defaultFormat();
}
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int main(int argc, char *argv[])
{
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#if 0 // For B2Qt & QNX
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    qputenv("QT_QPA_EGLFS_HIDECURSOR", "1");
//    qputenv("QT_QPA_EGLFS_DISABLE_INPUT", "1");
    qputenv("QT_QPA_EGLFS_WIDTH", "1920");
    qputenv("QT_QPA_EGLFS_HEIGHT", "1080");
    qputenv("QT_QPA_EGLFS_PHYSICAL_WIDTH", "293");
    qputenv("QT_QPA_EGLFS_PHYSICAL_HEIGHT", "110");
    qputenv("QSG_RENDER_LOOP", "threaded");

    // Debugging
//    qputenv("QT_QPA_EGLFS_DEBUG", "1");
//    qputenv("QSG_INFO", "1");
//    qputenv("QT_LOGGING_RULES", "qt.qpa.*=true");

    // Disable all extra logging
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//    qputenv("QT_LOGGING_RULES", "*=false");
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    QCoreApplication::setAttribute(Qt::AA_EnableHighDpiScaling);
#endif

#if defined(Q_OS_MACOS)
    QSurfaceFormat openGLFormat;
    openGLFormat.setRenderableType(QSurfaceFormat::OpenGL);
    openGLFormat.setProfile(QSurfaceFormat::CoreProfile);
    openGLFormat.setMajorVersion(4);
    openGLFormat.setMinorVersion(1);
    openGLFormat.setStencilBufferSize(8);
    QSurfaceFormat::setDefaultFormat(openGLFormat);
#endif
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    QGuiApplication app(argc, argv);

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#if !defined(Q_OS_MACOS)
    QSurfaceFormat fmt;
    if (QOpenGLContext::openGLModuleType() == QOpenGLContext::LibGL)
        fmt = findIdealGLVersion();
    else
        fmt = findIdealGLESVersion();
    fmt.setDepthBufferSize(24);
    fmt.setStencilBufferSize(8);
    QSurfaceFormat::setDefaultFormat(fmt);
#endif

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    QFontDatabase::addApplicationFont("qrc:/presentation/fonts/TitilliumWeb-Regular.ttf");
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    QFont defaultFont;
    defaultFont.setFamily("Titillium Web");
    QGuiApplication::setFont(defaultFont);

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    QQmlApplicationEngine engine;
    engine.load(QUrl(QStringLiteral("qrc:/main.qml")));
    if (engine.rootObjects().isEmpty())
        return -1;
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    return app.exec();
}