/*
  Q Light Controller Plus
  FrameTarget.qml

  Copyright (c) Eric Arnebäck

  Licensed under the Apache License, Version 2.0 (the "License");
  you may not use this file except in compliance with the License.
  You may obtain a copy of the License at

      http://www.apache.org/licenses/LICENSE-2.0.txt

  Unless required by applicable law or agreed to in writing, software
  distributed under the License is distributed on an "AS IS" BASIS,
  WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
  See the License for the specific language governing permissions and
  limitations under the License.
*/

import Qt3D.Core
import Qt3D.Render

RenderTarget
{
    property Texture2D color:
        Texture2D
        {
            id: colorAttachment
            width: 1024
            height: 1024
            format: Texture.RGBA32F
            generateMipMaps: false
            magnificationFilter: Texture.Linear
            minificationFilter: Texture.Linear
            wrapMode
            {
                x: WrapMode.ClampToEdge
                y: WrapMode.ClampToEdge
            }
        }

    property Texture2D depth:
        Texture2D
        {
            id: depthAttachment
            width: 1024
            height: 1024
            format: Texture.D32F
            generateMipMaps: false
            magnificationFilter: Texture.Linear
            minificationFilter: Texture.Linear
            wrapMode
            {
                x: WrapMode.ClampToEdge
                y: WrapMode.ClampToEdge
            }
        }

    attachments: [
        RenderTargetOutput
        {
            objectName: "color"
            attachmentPoint: RenderTargetOutput.Color0
            texture: colorAttachment
        },

        RenderTargetOutput
        {
            objectName: "depth"
            attachmentPoint: RenderTargetOutput.Depth
            texture: depthAttachment
        }
    ] // outputs
}
