// Copyright (C) 2019 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GFDL-1.3-no-invariants-only

/*!
    \qmlmodule QtQuick3D.Helpers
    \title Qt Quick 3D Helpers QML Types
    \brief Module containing helpers for creating applications using Qt Quick 3D.

    This module provides helper types that make it easier to develop applications
    using \l{Qt Quick 3D}.
*/

/*!
    \qmltype AxisHelper
    \inqmlmodule QtQuick3D.Helpers
    \inherits Node
    \brief Visual helper for showing the 3 axes and a grid in a 3D scene.

    \image axishelper.jpg {Sphere with RGB axis lines showing coordinate system}

    The X axis is red, the Y axis is green, and the Z axis is blue.

    The example scene here has a Sphere at position \c{(0, 0, 0)} and an
    AxisHelper object. With the WasdController helper one can conveniently
    navigate the scene.

    \badcode
        View3D {
            anchors.fill: parent
            camera: camera

            PerspectiveCamera {
                id: camera
                position: Qt.vector3d(0, 0, 600)
            }

            DirectionalLight {
                position: Qt.vector3d(-500, 500, -100)
                color: Qt.rgba(0.4, 0.2, 0.6, 1.0)
                ambientColor: Qt.rgba(0.1, 0.1, 0.1, 1.0)
            }

            Model {
                source: "#Sphere"
                materials: [ PrincipledMaterial { } ]
            }

            AxisHelper {
            }
        }

        WasdController {
            controlledObject: camera
        }
   \endcode
*/

/*! \qmlproperty color AxisHelper::gridColor
    \default Qt.rgba(0.8, 0.8, 0.8, 1)
    Specifies the color of the grid.
*/
/*! \qmlproperty real AxisHelper::gridOpacity
    \default 0.5
    Specifies the opacity of the grid.
*/
/*! \qmlproperty bool AxisHelper::enableXZGrid
    /default true
    Enables the grid on XZ plane.
*/
/*! \qmlproperty bool AxisHelper::enableXYGrid
    \default false
    Enables the grid on XY plane.
*/
/*! \qmlproperty bool AxisHelper::enableYZGrid
    \default false
    Enables the grid on YZ plane.
*/
/*! \qmlproperty bool AxisHelper::enableAxisLines
    \default true
    Enables showing the axis lines.
*/

/*!
    \qmltype WasdController
    \inqmlmodule QtQuick3D.Helpers
    \inherits Item
    \brief Control node position and orientation with keys and mouse.

    This helper allows the user to control a node using W, A, S, D, the arrow
    keys, and the mouse. Usually the controlled node is a Camera, specified in
    the controlledObject property.

    Adding a WasdController can be highly useful both in applications that wish
    to provide a standard way of navigating the scene, and also as a temporary
    measure during development and troubleshooting, as it allows inspecting the
    scene at run time via familiar keyboard and mouse navigation.

    The key bindings are as follows:

    \list
    \li \c W or \c up - go forward
    \li \c S or \c down - go backward
    \li \c A or \c left - strafe left
    \li \c D or \c right - strafe right
    \li \c R or \c {page up} - move up
    \li \c F or \c {page down} - move down
    \li \c shift together with other keys - move faster, depending on \l shiftSpeed
    \endlist

    The following snippet shows how a WasdController object can be added. By
    default both key and mouse based navigation is active, so in most cases
    there is no further configuration needed:

    \badcode
        View3D {
            anchors.fill: parent
            camera: camera
            PerspectiveCamera {
                id: camera
                position: Qt.vector3d(0, 0, 600)
            }
            ...
        }

        WasdController {
            controlledObject: camera
        }
    \endcode
*/

/*! \qmlproperty QtQuick3D::Node WasdController::controlledObject
    Specifies the node to control. This is typically a Camera object.
*/
/*! \qmlproperty real WasdController::speed
    \default 1
    Specifies the speed of navigation.
*/
/*! \qmlproperty real WasdController::shiftSpeed
    \default 3
    Specifies the speed multiplier that is active when the shift key is pressed.
*/
/*! \qmlproperty real WasdController::forwardSpeed
    \default 5
    Specifies the speed of navigation when the forward key is pressed.
*/
/*! \qmlproperty real WasdController::backSpeed
    \default 5
    Specifies the speed of navigation when the back key is pressed.
*/
/*! \qmlproperty real WasdController::rightSpeed
    \default 5
    Specifies the speed of navigation when the right key is pressed.
*/
/*! \qmlproperty real WasdController::leftSpeed
    \default 5
    Specifies the speed of navigation when the left key is pressed.
*/
/*! \qmlproperty real WasdController::upSpeed
    \default 5
    Specifies the speed of navigation when the up key is pressed.
*/
/*! \qmlproperty real WasdController::downSpeed
    \default 5
    Specifies the speed of navigation when the down key is pressed.
*/
/*! \qmlproperty real WasdController::xSpeed
    \default 0.1
    Specifies the speed of navigation when the mouse is moved along the X axis.
*/
/*! \qmlproperty real WasdController::ySpeed
    \default 0.1
    Specifies the speed of navigation when the mouse is moved along the Y axis.
*/
/*! \qmlproperty bool WasdController::xInvert
    \default false
    Inverts the x-axis controls.
*/
/*! \qmlproperty bool WasdController::yInvert
    \default true
    Inverts the y-axis controls.
*/
/*! \qmlproperty bool WasdController::mouseEnabled
    \default true
    Enables mouse controls.
*/
/*! \qmlproperty bool WasdController::keysEnabled
    \default true
    Enables key controls.
*/
/*! \qmlproperty bool WasdController::inputsNeedProcessing
    This property is true when there are inputs needing processing.
    \readonly
*/
/*! \qmlproperty enumeration WasdController::acceptedButtons
    \default Qt.LeftButton
    Specifies the buttons accepted by the controller.
    \sa DragHandler, MultiPointHandler
*/

/*!
    \qmltype DebugView
    \inqmlmodule QtQuick3D.Helpers
    \inherits Rectangle
    \brief View to show rendering statistics and perform debug and developer actions.

    This helper allows viewing render performance statistics of a View3D. It
    shows the FPS, sync and render times. In addition, it can also show
    detailed statistics about draw calls, render passes, and the textures and
    meshes used by the scene's assets. The showing of such extended information
    is controlled by the resourceDetailsVisible property, which defaults to
    false.

    For example, the following snippet shows how a DebugView can be added that
    shows its information in the top-left corner of the Qt Quick scene:

    \badcode
        View3D {
            id: v3d
            anchors.fill: parent
            camera: camera
            PerspectiveCamera {
                id: camera
                position: Qt.vector3d(0, 0, 600)
            }
            ...
        }
        DebugView {
            source: v3d
            resourceDetailsVisible: true
        }
    \endcode

    In addition, the \c Tools section allows performing actions such as turning
    on wireframe rendering, or visualizing various aspects of the material.
*/

/*! \qmlproperty var DebugView::source
    Specifies the source View3D to show the statistics from.
*/

/*! \qmlproperty bool DebugView::resourceDetailsVisible
    \default false

    Indicates whether the additional fields with detailed render pass, mesh,
    texture, and other resource statistics should be shown by default.

    The default value is false, which means only CPU timings from the last
    rendered frame will be shown, unless the user interactively enables
    additional data via the on-screen checkbox. Change the value to true to make
    more information visible by default. This includes render pass details and
    the active assets for the last rendered frame.
*/

/*!
    \qmltype OrbitCameraController
    \inqmlmodule QtQuick3D.Helpers
    \inherits Item
    \brief Camera Controller which rotates around an origin.

    This helper provides a way to rotate a camera around an origin. To function
    OrbitCameraController accepts a Node as the origin, and a Camera object
    which should be a child of the originNode to control. By only adjusting the z
    position of the child camera relative to the parent origin it has the effect
    of moving the camera nearer or farther from the target origin. By applying
    a rotation to the origin node, the child camera will be orbited around the
    origin node.

    The OrbitCameraController item itself is a 2D item that accepts input events
    so whatever it's size and position will be where input events are accepted.
    To zoom either use the scroll wheel of the mouse or perform a pinch gesture.
    To rotate click or touch and drag the area. To pan, hold control and drag
    the area. Panning will change the position of the origin node. It is also
    possible to perform a panning gesture by performing a two finger drag.

    \badcode
        View3D {
            camera: cameraNode
            Node {
                id: originNode
                PerspectiveCamera {
                    id: cameraNode
                    z: 100
                }
            }
            OrbitCameraController {
                anchors.fill: parent
                origin: originNode
                camera: cameraNode
            }
            ...
        }
    \endcode
*/

/*! \qmlproperty QtQuick3D::Node OrbitCameraController::origin
    Specifies the origin node to control. This is a required property and should
    be the parent of the \l camera
*/
/*! \qmlproperty QtQuick3D::Camera OrbitCameraController::camera
    Specifies the camera node to control. This is a required property and should
    be a child of the \l origin node.
*/
/*! \qmlproperty real OrbitCameraController::xSpeed
    \default 0.1
    Specifies the speed of navigation when the mouse is moved along the X axis.
*/
/*! \qmlproperty real OrbitCameraController::ySpeed
    \default 0.1
    Specifies the speed of navigation when the mouse is moved along the Y axis.
*/
/*! \qmlproperty bool OrbitCameraController::xInvert
    \default false
    Inverts the x-axis controls.
*/
/*! \qmlproperty bool OrbitCameraController::yInvert
    \default true
    Inverts the y-axis controls.
*/
/*! \qmlproperty bool OrbitCameraController::mouseEnabled
    \default true
    Enables mouse controls.
*/
/*! \qmlproperty bool OrbitCameraController::panEnabled
    \default true
    Enables panning controls.
*/
/*! \qmlproperty bool OrbitCameraController::automaticClipping
    \since 6.9
    \default true

    Enables automatic updating of the \l{Camera}{camera}'s
    \l{PerspectiveCamera::}{clipNear} and l\{PerspectiveCamera::}{clipFar}
    properties based on the camera's z position.
*/
/*! \qmlproperty Qt::MouseButtons OrbitCameraController::acceptedButtons
    \since 6.9
    \default Qt.LeftButton
    Specifies the mouse button that controls the camera.
*/


/*!
    \qmltype LodManager
    \inqmlmodule QtQuick3D.Helpers
    \inherits Node
    \brief Manager that handles level of detail visibility changes.

    This helper provides a way to handle level of detail changes. It works
    by changing the visibility of its child nodes based on the distance
    to the camera. The thresholds are determined by the user using the
    distances list. The first distance is the threshold when the manager
    changes from showing the first child and the second child etc. The first
    child should be the most detailed one as it is shown when the camera is
    close. If fadeDistance is set, the manager cross-fades between models by
    changing their opacity. Fading only works with model nodes.

    \badcode
        View3D {
            LodManager {
                camera: camera
                distances: [50, 100]
                fadeDistance: 10

                Model { ... }
                Model { ... }
                Model { ... }
            }
        }
    \endcode
*/

/*! \qmlproperty QtQuick3D::Camera LodManager::camera
    Specifies the camera from which the distance to the child nodes is calculated.
*/

/*! \qmlproperty list LodManager::distances
    Specifies the thresholds when the detail level changes. The first number
    is the distance when the first node changes to the second one, etc.
*/

/*! \qmlproperty real LodManager::fadeDistance
    Specifies the distance at which the cross-fade between the detail levels
    starts.
*/

/*!
    \qmltype ExtendedSceneEnvironment
    \inqmlmodule QtQuick3D.Helpers
    \inherits SceneEnvironment
    \brief A SceneEnvironment providing commonly used rendering effects.
    \since 6.5

    The \c ExtendedSceneEnvironment is an extension of QtQuick3D's \l
    SceneEnvironment type that comes with a collection of commonly used effects
    built-in. The effects are exposed through a set of properties that are
    prefixed with the name of the effect they control.

    When enabling one or more of these effects, the result is similar to
    manually adding post-processing effects to the SceneEnvironment's
    \l{SceneEnvironment::effects}{effects} list. ExtendedSceneEnvironment
    provides however effects that are not available in standalone form, and
    more importantly, \b{it efficiently combines the effects that are enabled,
    reducing the number of additional render passes needed, which can lead to
    significantly better performance than applying individual post-processing
    effects} to the scene. ExtendedSceneEnvironment also plays well with
    tonemapping, even for the more complicated multiple pass effects, and also
    when multiple effects are enabled and combined together. This was not
    always the case with standalone effects.

    \note If additional post-processing effects are added to the
    \l{SceneEnvironment::effects}{effects} list of \l SceneEnvironment, then
    those effects will be applied \e before the effects provided by the \l
    ExtendedSceneEnvironment type.

    Certain features of SceneEnvironment, such as the tonemapping, are
    inherited and extended with additional properties in
    ExtendedSceneEnvironment. For example, SceneEnvironment offers the
    \l{SceneEnvironment::tonemapMode}{tonemapMode} property, whereas
    ExtendedSceneEnvironment adds control over the exposure, white point,
    sharpening, and dithering settings of the tonemapper as well. The
    \l{SceneEnvironment::tonemapMode}{tonemapMode} property is not duplicated
    however since ExtendedSceneEnvironment inherits everything from
    SceneEnvironment, so the base setting of the tonemapping mode is usable
    regardless of which type of environment is associated with a View3D, but
    the additional properties are available only when using
    ExtendedSceneEnvironment. Other effects, such as screen space ambient
    occlusion (SSAO) or fog are fully part of SceneEnvironment and are usable
    with both types of environments.

    \section1 Getting Started with ExtendedSceneEnvironment

    To use the additional features offered by ExtendedSceneEnvironment,
    associate the View3D with an instance of it. Do not forget to import the
    \c{QtQuick3D.Helpers} module.

    \qml
        import QtQuick3D
        import QtQuick3D.Helpers

        View3D {
            environment: ExtendedSceneEnvironment {
                tonemapMode: SceneEnvironment.Filmic
                vignetteEnabled: true
                // ...
            }
        }
    \endqml

    \note Experimenting with the effect parameters and tuning the values to
    achieve the desired visual results can often be more productive when done
    visually, with controls such as sliders that give instant feedback in the
    rendered scene when a value is changed. Using a designer tool such as Qt
    Design Studio, or a test bed similar to the \l{Qt Quick 3D - Scene Effects
    Example} is therefore often recommendable when aiming to set up a high
    quality scene that looks visually appealing.

    \note Switching SceneEnvironment to ExtendedSceneEnvironment automatically
    implies at least one additional render pass, just as if an Effect with a
    single pass was added to the
    \l{SceneEnvironment::effects}{SceneEnvironment's effect list}.
    This is true regardless of how many of the individual post-processing steps
    are enabled. (the more complex effects may involve more than one additional
    render pass)

    \section1 Available Effects

    Below is an overview of the effects and related features provided by
    ExtendedSceneEnvironment, including features inherited from
    SceneEnvironment.

    \list

    \li \l{SceneEnvironment::tonemapMode}{Tonemapping} - Controls how colors
    are tonemapped from high definition range to the 0-1 range before being
    displayed. ExtendedSceneEnvironment adds additional controls over the
    exposure, white point, sharpening, and dithering.

    Controlled by the properties \l tonemapMode, \l exposure, \l whitePoint, \l
    ditheringEnabled.

    \image extendedsceneenvironment_tonemap.jpg
           {Scene demonstrating tonemapping}

    \li \l{colorAdjustmentsEnabled}{Color adjustments} - Brightness, contrast,
    saturation adjustment.

    Controlled by the properties \l colorAdjustmentsEnabled, \l
    adjustmentBrightness, \l adjustmentContrast, \l adjustmentSaturation.

    \image extendedsceneenvironment_coloradj.jpg
           {Scene demonstrating color adjustments}

    \li \l{lutEnabled}{Color grading} via lookup table (LUT) textures.

    Controlled by the properties \l lutEnabled, \l lutSize, \l lutFilterAlpha.

    \image extendedsceneenvironment_colorgrade.jpg
           {Scene demonstrating color grading with lookup table}

    \li \l{depthOfFieldEnabled}{Depth of field}

    Controlled by the properties \l depthOfFieldEnabled, \l
    depthOfFieldFocusDistance, \l depthOfFieldFocusRange, \l
    depthOfFieldBlurAmount.

    \image extendedsceneenvironment_dof.jpg
           {Scene demonstrating depth of field effect}

    \li \l{glowEnabled}{Glow and bloom}

    Controlled by the properties \l glowEnabled, \l glowQualityHigh, \l
    glowUseBicubicUpscale, \l glowStrength, \l glowIntensity, \l glowBloom, \l
    glowBlendMode, \l glowHDRMaximumValue, \l glowHDRMinimumValue, \l
    glowHDRScale.

    \image extendedsceneenvironment_glow.jpg {Scene demonstrating glow effect}

    \li \l{vignetteEnabled}{Vignette}

    Controlled by the properties \l vignetteEnabled, \l vignetteStrength, \l
    vignetteColor, \l vignetteRadius.

    \image extendedsceneenvironment_vignette.jpg
           {Scene demonstrating vignette effect}

    \li \l{lensFlareEnabled}{Lens flare}

    Controlled by the properties \l lensFlareEnabled, \l lensFlareBloomBias, \l
    lensFlareGhostDispersal, \l lensFlareGhostCount, \l lensFlareHaloWidth, \l
    lensFlareStretchToAspect, \l lensFlareDistortion, \l lensFlareBlurAmount,
    \l lensFlareApplyDirtTexture, \l lensFlareApplyStarburstTexture, \l
    lensFlareCameraDirection, \l lensFlareLensColorTexture, \l
    lensFlareLensDirtTexture, \l lensFlareLensStarburstTexture.

    \image extendedsceneenvironment_lensflare.jpg
           {Scene demonstrating lens flare effect}

    \li \l{SceneEnvironment::aoStrength}{Screen space ambient occlusion} -
    Provided by \l SceneEnvironment. Note that \l{ssgiEnabled}{SSGI} also
    provides ambient occlusion, and it will often give better quality results in
    practice. Avoid enabling both SceneEnvironment's ambient occlusion and
    ExtendedSceneEnvironment's screen-space global illumination, since it is
    unnecessary and wasteful to perform both. Controlled by
    \l{SceneEnvironment::aoEnabled}, \l{SceneEnvironment::aoStrength},
    \l{SceneEnvironment::aoDistance}, \l{SceneEnvironment::aoSoftness},
    \l{SceneEnvironment::aoDither}, \l{SceneEnvironment::aoSampleRate},
    \l{SceneEnvironment::aoBias}.

    \image extendedsceneenvironment_ssao.jpg
           {Scene demonstrating screen space ambient occlusion}

    \li \l{SceneEnvironment::fog}{Fog} - Provided by \l SceneEnvironment. This
    is not a post-processing type of effect, but is rather applied to the
    materials of the renderable objects in the scene.

    Controlled by the \l{QtQuick3D::Fog}{Fog} object associated with the
    \l{SceneEnvironment::fog} property.

    \image extendedsceneenvironment_fog.jpg {Scene demonstrating fog effect}

    \li \l{SceneEnvironment::antialiasingMode}{Antialiasing} - Multisampling,
    supersampling, progressive antialiasing, specular antialiasing, temporal
    antialiasing are provided by \l SceneEnvironment. \l
    ExtendedSceneEnvironment adds the option for using \l{fxaaEnabled}{a form
    of FXAA}.

    FXAA is controlled by \l fxaaEnabled. Other antialiasing modes are
    controlled by \l{SceneEnvironment::antialiasingMode},
    \l{SceneEnvironment::temporalAAEnabled},
    \l{SceneEnvironment::temporalAAStrength}, and
    \l{SceneEnvironment::specularAAEnabled}.

    \image extendedsceneenvironment_aa.jpg {Scene demonstrating antialiasing}

    \li \l{ssgiEnabled}{Screen-space global illumination} Provides ambient
    occlusion and indirect lighting. Note that enabling this effect may have a
    big impact on GPU load and performance. Controlled by the properties \l
    ssgiEnabled, \l ssgiIndirectLightEnabled, \l ssgiIndirectLightBoost, \l
    ssgiBufferSizeFactor, \l ssgiSimulatedBounceEnabled, \l
    ssgiSimulatedBounceFactor, \l ssgiSampleCount, \l ssgiSampleRadius, \l
    ssgiSliceCount, \l ssgiHitThickness

    \image extendedsceneenvironment_ssgi.jpg
           {City with buildings, red awnings, and outdoor cafe seating}

    \endlist

    \sa SceneEnvironment, {Qt Quick 3D - Scene Effects Example}
*/

// Depth of Field Effect
/*! \qmlproperty bool ExtendedSceneEnvironment::depthOfFieldEnabled
    Enables the depth of field blur effect.

    \default false
*/
/*! \qmlproperty real ExtendedSceneEnvironment::depthOfFieldFocusDistance
    Sets the distance from the camera at which objects are in focus.

    \default 600

    Here the
    \l{https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/Sponza}{Sponza}
    scene has a scale of \c 100 applied in order to have a suitably big range
    to get blur applied to the back and the front of the view. The picture
    below is taken with a focus distance of 753 and a focus range of 482.

    \image extendedsceneenvironment_dof.jpg
           {Scene demonstrating depth of field effect}
*/
/*! \qmlproperty real ExtendedSceneEnvironment::depthOfFieldFocusRange
    The distance around the \l
    {ExtendedSceneEnvironment::depthOfFieldFocusDistance}{depthOfFieldFocusDistance}
    where items are fully in focus. The focus then fades away to fully blurred
    by the same distance on both the near and far sides.

    \default 100
*/
/*! \qmlproperty real ExtendedSceneEnvironment::depthOfFieldBlurAmount
    Sets the amount of blur applied to objects outside the focus range.
    Sensible values are in the range \b 0 to \b 10. A value of 0 applies
    no additional blur.

    \default 4.0

    \table
    \header
    \li Blur amount of 0
    \li Blur amount of 15
    \row
    \li \image extendedsceneenvironment_dof_no_blur.jpg
               {Scene without depth of field blur}
    \li \image extendedsceneenvironment_dof_15_blur.jpg
               {Scene with depth of field blur at 15}
    \endtable
*/
// Tonemapper
/*!
    \qmlproperty enumeration ExtendedSceneEnvironment::tonemapMode
    \default SceneEnvironment.TonemapModeLinear

    This property defines how colors are tonemapped before rendering. All
    rendering in Qt Quick 3D is performed in linear color space and can in
    many cases lead to generating color values that are not displayable. The
    tonemapMode determines the technique that is used to remap colors into a
    displayable range.

    The default value is \c SceneEnvironment.TonemapModeLinear

    \value SceneEnvironment.TonemapModeNone
        All Tonemapping is bypassed. This mode is useful when performing post
        processing effects.
    \value SceneEnvironment.TonemapModeLinear
        Linear tonemapping is applied. Colors are gamma corrected and returned
        in sRGB color space.
    \value SceneEnvironment.TonemapModeAces
        Academy Color Encoding System tonemapping is applied.
    \value SceneEnvironment.TonemapModeHejlDawson
        Hejl-Dawson tonemapping is applied.
    \value SceneEnvironment.TonemapModeFilmic
        Filmic tonemapping is applied.

    \note When using post-processing effects, many effects expect untonemapped
    linear color data. It is important to bypass the built-in tonemapping in
    this case by using the \c SceneEnvironment.TonemapModeNone value. This does
    not apply to the built-in effects of ExtendedSceneEnvironment because those
    automatically take care of proper tonemapping.

    \table
    \header
    \li Tonemap mode
    \li Example
    \row
    \li None
    \li \image extendedsceneenvironment_tonemap_none.jpg
               {Scene with no tonemapping}
    \row
    \li Linear
    \li \image extendedsceneenvironment_tonemap_linear.jpg
               {Scene with linear tonemapping}
    \row
    \li Aces
    \li \image extendedsceneenvironment_tonemap_aces.jpg
               {Scene with ACES tonemapping}
    \row
    \li HejlDawson
    \li \image extendedsceneenvironment_tonemap_hejldawson.jpg
               {Scene with Hejl-Dawson tonemapping}
    \row
    \li Filmic
    \li \image extendedsceneenvironment_tonemap_filmic.jpg
               {Scene with filmic tonemapping}
    \endtable
*/
/*! \qmlproperty real ExtendedSceneEnvironment::exposure
    Exposure level used by the tonemapper.

    \default 1.0

    \table
    \header
    \li Filmic tonmapping with exposure 8
    \li Filmic tonmapping with exposure set to 0.5
    \row
    \li \image extendedsceneenvironment_tonemap_exposure_8.jpg
               {Scene with exposure value 8}
    \li \image extendedsceneenvironment_tonemap_exposure_05.jpg
               {Scene with exposure value 0.5}
    \endtable
*/
/*! \qmlproperty real ExtendedSceneEnvironment::whitePoint

    Reference value for \e white when tonemapping is enabled. The value must be
    larger than 0.

    \note This value is ignored when using \l{SceneEnvironment::tonemapMode}{SceneEnvironment.TonemapModeLinear}.

    \default 1

    \table
    \header
    \li Filmic tonmapping with white point set to 0.1
    \li Filmic tonmapping with white point set to 1
    \row
    \li \image extendedsceneenvironment_tonemap_whitepoint_01.jpg
               {Stone hallway with brighter film tonemapping, white point 0.1}
    \li \image extendedsceneenvironment_tonemap_whitepoint_1.jpg
               {Stone hallway with darker film tonemapping, white point 1}
    \endtable
*/
/*! \qmlproperty bool ExtendedSceneEnvironment::ditheringEnabled
    Enables dithering to reduce banding artifacts.

    \default false
*/
/*! \qmlproperty real ExtendedSceneEnvironment::sharpnessAmount
    Set the sharpening amount. Valid values are from \c 0.0 (off) to \c 1.0 (full).

    \default 0.0

    \table
    \header
    \li Filmic tonmapping with sharpness set to 0
    \li Filmic tonmapping with sharpness set to 1
    \row
    \li \image extendedsceneenvironment_tonemap_sharpness_0.jpg
               {Stone hallway with sharpness set to 0}
    \li \image extendedsceneenvironment_tonemap_sharpness_1.jpg
               {Stone hallway with sharpness set to 1}
    \endtable
*/
// FXAA
/*! \qmlproperty bool ExtendedSceneEnvironment::fxaaEnabled
    Enables fast approximate antialiasing (FXAA).

    \table
    \header
    \li FXAA disabled
    \li FXAA enabled
    \row
    \li \image extendedsceneenvironment_without_fxaa.jpg {Stone hallway
               without antialiasing}
    \li \image extendedsceneenvironment_with_fxaa.jpg {Stone hallway with
               fast approximate antialiasing}
    \endtable

    \default false
*/
// Adjustments
/*! \qmlproperty bool ExtendedSceneEnvironment::colorAdjustmentsEnabled

    Enables color adjustments.

    \default false
    \sa {ExtendedSceneEnvironment::colorAdjustmentsEnabled}{colorAdjustmentsEnabled}
*/
/*! \qmlproperty real ExtendedSceneEnvironment::adjustmentBrightness
    Adjusts the brightness of the scene.

    \table
    \header
    \li Brightness of 1
    \li Brightness of 4
    \row
    \li \image extendedsceneenvironment_brightness_contrast_saturation_at_1.jpg
               {Stone hallway with default brightness level}
    \li \image extendedsceneenvironment_brightness_at_4.jpg
               {Stone hallway with brightness increased to 4}
    \endtable

    \default 1
*/
/*! \qmlproperty real ExtendedSceneEnvironment::adjustmentContrast
    Adjusts the contrast of the scene.

    \table
    \header
    \li Contrast of 1
    \li Contrast of 4
    \row
    \li \image extendedsceneenvironment_brightness_contrast_saturation_at_1.jpg
               {Stone hallway with default brightness level}
    \li \image extendedsceneenvironment_contrast_at_4.jpg
               {Stone hallway with contrast increased to 4}
    \endtable

    \default 1
*/
/*! \qmlproperty real ExtendedSceneEnvironment::adjustmentSaturation
    Adjusts the saturation of the scene.

    \table
    \header
    \li Saturation of 1
    \li Saturation of 4
    \row
    \li \image extendedsceneenvironment_brightness_contrast_saturation_at_1.jpg
               {Stone hallway with default brightness level}
    \li \image extendedsceneenvironment_saturation_at_4.jpg
               {Stone hallway with saturation increased to 4}
    \endtable

    \default 1
*/
// Color Grading Effect
/*! \qmlproperty bool ExtendedSceneEnvironment::lutEnabled
    Enables color grading with look-up tables (LUTs).
    The look-up table is given as a texture.

    \default false
*/
/*! \qmlproperty real ExtendedSceneEnvironment::lutSize
    Sets the size of the LUT texture. The texture should have the dimensions:

    \c {width = lutSize * lutSize}
    and
    \c {height = lutSize}

    \default 16
*/
/*! \qmlproperty real ExtendedSceneEnvironment::lutFilterAlpha
    Sets the amount of color grading to mix with the scene.
    The value is expected to be between \b 0 and \b 1.

    \default 1
*/
/*! \qmlproperty Texture ExtendedSceneEnvironment::lutTexture
    Source of look-up texture. If no texture is set a built-in identity
    table is used.

    Pictured below is an example texture with a size of 256x16, matching the
    default \l lutSize of 16.

    \image extendedsceneenvironment_lut_texture_used_for_invert.jpg
           {Horizontal gradient strip showing LUT color mapping for inversion}

    The result of this effect:

    \image extendedsceneenvironment_lut_invert.jpg
           {Stone hallway with inverted colors using LUT}
*/
// Glow Effect
/*! \qmlproperty bool ExtendedSceneEnvironment::glowEnabled
    Enables the glow effect. It can also provide bloom, when the value of \l
    glowBloom is larger than 0.

    \default false
*/
/*! \qmlproperty bool ExtendedSceneEnvironment::glowQualityHigh
    Increases the samples used for the glow when downsampling to improve the
    quality of the glow effect.

    \default false

    \note Enabling this is a trade off between rendering quality and performance. Consider if
    \l {ExtendedSceneEnvironment::ditheringEnabled}{dithering} can be used instead.
*/
/*! \qmlproperty bool ExtendedSceneEnvironment::glowUseBicubicUpscale
    Reduces the aliasing artifacts and boxing in the glow effect.

    \default false

    \note Using bi-cubic up-scaling will come at the cost of performance.  Consider if
    \l {ExtendedSceneEnvironment::ditheringEnabled}{dithering} can be used instead.
*/
/*! \qmlproperty real ExtendedSceneEnvironment::glowStrength
    Glow strength. Acceptable values are from \b 0 to \b 2.

    The strength is effectively a scale factor (multiplier) that is applied
    per-level. This means the the more levels are enabled in \l glowLevel, the
    more pronounced effect a larger glowStrength has.

    In practice the values for \l glowStrength, \l glowIntensity, and \l
    glowBloom will often be tuned together to achieve the desired results.

    \default 1

    For example, with a glowIntensity of 1.0, glowBloom of 0.25, and the
    first four levels enabled:

    \table
    \header
    \li glowStrength of 0.5
    \li glowStrength of 1.5
    \row
    \li \image extendedsceneenvironment_glow_strength_05.jpg
               {Scene with glow strength 0.5}
    \li \image extendedsceneenvironment_glow_strength_15.jpg
               {Scene with glow strength 1.5}
    \endtable

*/
/*! \qmlproperty real ExtendedSceneEnvironment::glowIntensity
    Glow intensity. Expected values are in the range \b 0 to \b 8.

    The intensity is effectively a scale factor (multiplier) for the
    accumulated glow color (including all levels).

    In practice the values for \l glowStrength, \l glowIntensity, and \l
    glowBloom will often be tuned together to achieve the desired results.

    \default 1

    For example, with a glowStrength of 1.0 and glowBloom of 0.25:

    \table
    \header
    \li glowIntensity of 0.25
    \li glowIntensity of 1.25
    \row
    \li \image extendedsceneenvironment_glow_intensity_025.jpg
               {Stone courtyard with glow intensity 0.25}
    \li \image extendedsceneenvironment_glow_intensity_125.jpg
               {Stone courtyard with glow intensity 1.25}
    \endtable
*/
/*! \qmlproperty real ExtendedSceneEnvironment::glowBloom
    Sets the amount of bloom applied to the glow effect.
    Values from \b 0 to \b 1 are expected.

    The \l glowHDRMinimumValue, \l glowHDRMaximumValue, \l glowHDRScale, and \l
    glowBloom values together control the amount of \c{luminance feedback}
    generated by the glow/bloom effect.

    \default 0

    In practice the values for \l glowStrength, \l glowIntensity, and \l
    glowBloom will often be tuned together to achieve the desired results.

    For example, with four glow levels enabled, a strength of 1.5, and an
    intensity of 1:

    \table
    \header
    \li glowBloom set to 0
    \li glowBloom set to 0.5
    \row
    \li \image extendedsceneenvironment_glow_level4_strength15_intensity1_bloom0.jpg
               {Stone hallway with glow bloom set to 0}
    \li \image extendedsceneenvironment_glow_level4_strength15_intensity1_bloom05.jpg
               {Stone hallway with glow bloom set to 0.5}
    \endtable
*/
/*! \qmlproperty int ExtendedSceneEnvironment::glowBlendMode
    Blending mode for the glow effect.

    Available modes are:
     \list
      \li ExtendedSceneEnvironment.GlowBlendMode.Additive
      \li ExtendedSceneEnvironment.GlowBlendMode.Screen
      \li ExtendedSceneEnvironment.GlowBlendMode.SoftLight
      \li ExtendedSceneEnvironment.GlowBlendMode.Replace
    \endlist

    \default ExtendedSceneEnvironment.GlowBlendMode.SoftLight

    \c Additive is often recommendable for outdoor scenes, where a sky or sun
    is visible, whereas the default \c SoftLight may work better for in-door
    environments.

    \c Replace does not perform any blending, but rather results in displaying
    only the contribution the glow/bloom effect would blend with the actual
    content. In practice this can be useful for experimenting and
    troubleshooting when setting up the parameters of a glow/bloom effect.

    \table
    \header
    \li Blend mode
    \li Example
    \row
    \li Glow disabled
    \li \image extendedsceneenvironment_glow_disabled.jpg
               {Stone hallway without glow effect}
    \row
    \li Additive
    \li \image extendedsceneenvironment_glow_additive.jpg
               {Scene with glow additive blend mode}
    \row
    \li Screen
    \li \image extendedsceneenvironment_glow_screen.jpg
               {Scene with glow screen blend mode}
    \row
    \li SoftLight
    \li \image extendedsceneenvironment_glow_softlight.jpg
               {Stone hallway with glow using soft light blend mode}
    \row
    \li Replace
    \li \image extendedsceneenvironment_glow_replace.jpg
               {Scene with glow replace blend mode}
    \endtable
*/
/*! \qmlproperty real ExtendedSceneEnvironment::glowHDRMaximumValue
    Sets the maximum brightness of the glow, in high dynamic range.
    Value range is from \b 0 to \b 256.

    The \l glowHDRMinimumValue, \l glowHDRMaximumValue, \l glowHDRScale, and \l
    glowBloom values together control the amount of \c{luminance feedback}
    generated by the glow/bloom effect.

    \default 12.0
*/
/*! \qmlproperty real ExtendedSceneEnvironment::glowHDRMinimumValue
    Sets the minimum brightness of the glow, in high dynamic range.
    Expected values are in the range \b 0 to \b 4.

    The \l glowHDRMinimumValue, \l glowHDRMaximumValue, \l glowHDRScale, and \l
    glowBloom values together control the amount of \c{luminance feedback}
    generated by the glow/bloom effect.

    \default 1.0
*/
/*! \qmlproperty real ExtendedSceneEnvironment::glowHDRScale
    The bleed scale of the HDR glow.
    Expected values are in the range \b 0 to \b 8.

    The \l glowHDRMinimumValue, \l glowHDRMaximumValue, \l glowHDRScale, and \l
    glowBloom values together control the amount of \c{luminance feedback}
    generated by the glow/bloom effect.

    \default 2.0
*/
/*! \qmlproperty int ExtendedSceneEnvironment::glowLevel
    Sets which of the blur passes get applied to the glow effect. There are a
    total of 7 levels available.

    Not having any levels set means that the glow will have no visual effect.

    For example, to enable Glow Level \e One and \e Six we just OR the two enums together:
    \badcode
        glowLevel = (ExtendedSceneEnvironment.GlowLevel.One | ExtendedSceneEnvironment.GlowLevel.Six)
    \endcode

    \default 1

    \table
    \header
    \li glowLevel value
    \li Example
    \row
    \li One
    \li \image extendedsceneenvironment_glow_levels_1.jpg
               {Stone courtyard with glow at level 1}
    \row
    \li One | Two
    \li \image extendedsceneenvironment_glow_levels_1_2.jpg
               {Stone courtyard with glow at levels 1 and 2}
    \row
    \li One | Two | Three
    \li \image extendedsceneenvironment_glow_levels_1_2_3.jpg
               {Stone courtyard with glow at levels 1, 2, and 3}
    \row
    \li One | Two | Three | Four
    \li \image extendedsceneenvironment_glow_levels_1_2_3_4.jpg
               {Scene showing glow at 1, 2, 3, and 4 levels}
    \endtable
*/

*/
// Vignette
/*! \qmlproperty bool ExtendedSceneEnvironment::vignetteEnabled
    Enables the vignette effect.

    \default false
*/
/*! \qmlproperty real ExtendedSceneEnvironment::vignetteStrength
    Sets the strength of the vignette effect. Ranges from \b 0 to \b 15.

    \default 15

    \table
    \header
    \li Strength of 15
    \li Strength of 10
    \row
    \li \image extendedsceneenvironment_vignette_strength_15.jpg
               {Stone hallway with vignette strength set to 15}
    \li \image extendedsceneenvironment_vignette_strength_10.jpg
               {Stone hallway with vignette strength set to 10}
    \endtable
*/
/*! \qmlproperty color ExtendedSceneEnvironment::vignetteColor
    Sets the color of the vignette effect.

    \default "gray"

    For example, changing the color to red, pictured here with radius 4 and
    strength 15:

    \image extendedsceneenvironment_vignette_red.jpg
           {Stone hallway with red vignette effect}
*/
/*! \qmlproperty real ExtendedSceneEnvironment::vignetteRadius
    Sets the radius of the vignette effect. Ranges from \b 0 to \b 5.

    \default 0.35

    \table
    \header
    \li Radius of 0.35
    \li Radius of 5.0
    \row
    \li \image extendedsceneenvironment_vignette_radius_default.jpg
               {Stone hallway with vignette radius set to 0.35}
    \li \image extendedsceneenvironment_vignette_radius_5.jpg
               {Stone hallway with vignette radius set to 5.0}
    \endtable
*/
// Lens Flare
/*! \qmlproperty bool ExtendedSceneEnvironment::lensFlareEnabled
    Enables the lens flare effect.

    Once enabled, the first property to tune is typically \l
    lensFlareBloomBias.

    \default false
*/
/*! \qmlproperty real ExtendedSceneEnvironment::lensFlareBloomScale
    Sets the scale of the lens flare bloom effect. Expected scale value ranges
    from \b 0 to \b 20.

    In practice this acts as a multiplier for the zero-clamped color value with
    the \l lensFlareBloomBias subtracted.

    \default 10

    \table
    \header
    \li Scale 2, bias 0.81
    \li Scale 20, bias 0.81
    \row
    \li \image extendedsceneenvironment_lensflare_scale_2_bias_081.jpg
               {Stone hallway with lens flare scale 2}
    \li \image extendedsceneenvironment_lensflare_scale_20_bias_081.jpg
               {Stone hallway with lens flare scale 20}
    \endtable
*/
/*! \qmlproperty real ExtendedSceneEnvironment::lensFlareBloomBias
    Sets the level at which the lens flare bloom starts.

    The bias value is subtracted from the high dynamic range color value, with
    the result clamped to 0. This means that, depending on the scene, it may
    sometimes need be set to a quite low value, e.g. below 1, in order to make
    the lens flare obvious. Hence the default of 0.95. Whereas when having a
    higher range of colors, a bigger value may make more sense.

    \default 0.95

    \table
    \header
    \li Bias of 0.81
    \li Bias of 0.31
    \row
    \li \image extendedsceneenvironment_lensflare_bias_081.jpg
               {Stone courtyard with subtle lens flare, bias 0.81}
    \li \image extendedsceneenvironment_lensflare_bias_031.jpg
               {Stone courtyard with prominent lens flare, bias 0.31}
    \endtable
*/
/*! \qmlproperty real ExtendedSceneEnvironment::lensFlareGhostDispersal
    Sets the distance between the lens flare ghosts. Expected values are
    between \b 0 and \b 5. The value should be larger than 0.

    \default 0.5

    \table
    \header
    \li Ghost dispersal of 0.25
    \li Ghost dispersal of 0.90
    \row
    \li \image extendedsceneenvironment_lensflare_ghostdispersal_025.jpg
               {Stone courtyard with closely spaced lens flare ghosts}
    \li \image extendedsceneenvironment_lensflare_ghostdispersal_090.jpg
               {Stone courtyard with widely spaced lens flare ghosts}
    \endtable
*/
/*! \qmlproperty int ExtendedSceneEnvironment::lensFlareGhostCount
    Sets the amount of lens flare ghosts. Expected values are from \b 0 to \b 20.

    \default 4

    \table
    \header
    \li Ghost count of 2
    \li Ghost count of 16
    \row
    \li \image extendedsceneenvironment_lensflare_ghostcount_2.jpg
               {Stone courtyard with 2 lens flare ghosts}
    \li \image extendedsceneenvironment_lensflare_ghostcount_16.jpg
               {Stone courtyard with 16 lens flare ghosts}
    \endtable
*/
/*! \qmlproperty real ExtendedSceneEnvironment::lensFlareHaloWidth
    Sets the size of the lens flare halo. Ranges from \b 0 to \b 1.

    \default 0.25
*/
/*! \qmlproperty real ExtendedSceneEnvironment::lensFlareStretchToAspect
    Set correction factor for roundness of the lens flare halo.

    \default 0.5 [0, 1]
*/
/*! \qmlproperty real ExtendedSceneEnvironment::lensFlareDistortion
    Set amount of chromatic aberration in the lens flare. Expected values
    ranges from \b 0 to \b 20.

    \default 5

    \table
    \header
    \li Distortion set to 0
    \li Distortion set to 15
    \row
    \li \image extendedsceneenvironment_lensflare_distortion_0.jpg
               {Stone courtyard with lens flare, no chromatic aberration}
    \li \image extendedsceneenvironment_lensflare_distortion_15.jpg
               {Stone courtyard with lens flare showing chromatic aberration}
    \endtable
*/
/*! \qmlproperty real ExtendedSceneEnvironment::lensFlareBlurAmount
    Set amount of blur to apply to the lens flare. Ranges from \b 0 to \b 50.

    \default 3

    \table
    \header
    \li Blur amount set to 0
    \li Blur amount set to 30
    \row
    \li \image extendedsceneenvironment_lensflare_0_blur.jpg
               {Stone courtyard with sharp lens flare}
    \li \image extendedsceneenvironment_lensflare_30_blur.jpg
               {Stone courtyard with blurred lens flare}
    \endtable

*/
/*! \qmlproperty bool ExtendedSceneEnvironment::lensFlareApplyDirtTexture
    Set whether to apply a dirt texture to the lens flare.

    \default false

    \table
    \header
    \li Dirt texture disabled
    \li Default dirty texture enabled
    \row
    \li \image extendedsceneenvironment_lensflare_dirt_off.jpg
               {Stone courtyard with clean lens flare}
    \li \image extendedsceneenvironment_lensflare_dirt_on.jpg
               {Stone courtyard with lens flare showing dirt texture}
    \endtable

    \sa {ExtendedSceneEnvironment::lensFlareLensDirtTexture}{lensFlareLensDirtTexture}
*/
/*! \qmlproperty bool ExtendedSceneEnvironment::lensFlareApplyStarburstTexture
    Set whether to apply a starburst texture to the lens flare.

    \default false

    \table
    \header
    \li Starburst texture disabled
    \li Default starburst texture enabled
    \row
    \li \image extendedsceneenvironment_lensflare_starburst_off.jpg
               {Stone courtyard with lens flare, no starburst}
    \li \image extendedsceneenvironment_lensflare_starburst_on.jpg
               {Stone courtyard with lens flare showing starburst pattern}
    \endtable

    \sa {ExtendedSceneEnvironment::lensFlareLensStarburstTexture}{lensFlareLensStarburstTexture}
*/
/*! \qmlproperty vector3d ExtendedSceneEnvironment::lensFlareCameraDirection
    Sets the direction of the camera in the scene.

    \default Qt.vector3d(0, 0, -1)
*/
/*! \qmlproperty Texture ExtendedSceneEnvironment::lensFlareLensColorTexture
    A gradient image used for the lens flare lens color.

    By default a built-in 256x256 texture is used:

    \image extendedsceneenvironment_lensflare_default_texture.jpg
           {Horizontal gradient from yellow through pink to magenta}
 */
/*! \qmlproperty Texture ExtendedSceneEnvironment::lensFlareLensDirtTexture
    An image that is used to simulate inperfections on the lens.

    Has an effect only when \l lensFlareApplyDirtTexture is enabled.

    By default a built-in dirty texture is used:

    \image extendedsceneenvironment_lensflare_default_dirt.jpg
           {Grayscale texture with scattered bright spots on dark background}
 */
/*! \qmlproperty Texture ExtendedSceneEnvironment::lensFlareLensStarburstTexture
    A noise image to augment the starburst effect of the lens flare.
    Has an effect only when \l lensFlareApplyStarburstTexture is enabled.

    By default a built-in noise texture is used:

    \image extendedsceneenvironment_lensflare_default_noise.jpg
           {Grayscale noise texture with irregular light and dark patterns}
*/

// SSGI
/*! \qmlproperty bool ExtendedSceneEnvironment::ssgiEnabled
    Enables screen-space global illumination. This effect increases realism
    by adding ambient occlusion and indirect light to the scene.

    \default false
    \since 6.11

    \table
    \header
    \li SSGI disabled
    \li SSGI enabled
    \row
    \li \image extendedsceneenvironment_ssgi_without.jpg
               {Medieval hall without screen-space global illumination}
    \li \image extendedsceneenvironment_ssgi_with.jpg
               {Medieval hall with screen-space global illumination enabled}
    \endtable

    \sa {Qt Quick 3D - SSGI Lightmap Example}
*/
/*! \qmlproperty bool ExtendedSceneEnvironment::ssgiIndirectLightEnabled

    Controls whether indirect light is included in the result, or only ambient
    occlusion. By default both are enabled.

    \default true
    \since 6.11

    Setting the value to false provides a direct alternative to
    SceneEnvironment's \l{SceneEnvironment::aoEnabled}{ambient occlusion}. The
    AO results provided by SSGI are expected to be higher quality and require
    little or no tuning. This comes at the expense of potentially higher GPU
    load.

    \table
    \header
    \li SSGI disabled
    \li AO-only SSGI
    \row
    \li \image extendedsceneenvironment_ssgi_ao_without.jpg
               {Lion sculpture without ambient occlusion}
    \li \image extendedsceneenvironment_ssgi_ao_with.jpg
               {Lion sculpture with ambient occlusion from SSGI}
    \endtable
*/
/*! \qmlproperty real ExtendedSceneEnvironment::ssgiIndirectLightBoost

    \default 4.0
    \since 6.11

    Multiplier for the indirect light results. Increasing the value makes the
    indirect light contribution more prominent. The suggested range is 1 to
    100. The appropriate value always depends on the scene and how it is lit.
*/
/*! \qmlproperty real ExtendedSceneEnvironment::ssgiBufferSizeFactor

    Controls the size of the color buffers the SSGI effect works on. Performing
    everything with render targets matching the input and output dimensions
    (i.e., the View3D's pixel size) can be too costly which many GPUs and
    devices cannot afford in practice. Therefore, the SSGI effect operates on a
    reduced size for intermediate textures. By default this is 0.5, meaning half
    the size of the input and output textures. Increasing the value towards 1
    increases the quality of the results, at the expense of a heavily growing
    GPU load.

    \default 0.5
    \since 6.11
*/
/*! \qmlproperty bool ExtendedSceneEnvironment::ssgiSimulatedBounceEnabled

    Controls whether additional light bouncing is simulated by sampling the
    previous frame's texture.

    \default false
    \since 6.11
*/
/*! \qmlproperty real ExtendedSceneEnvironment::ssgiSimulatedBounceFactor

    Multiplier for the result from the simulated bounce calculation. Only has an
    effect when \l ssgiSimulatedBounceEnabled is \c true. This value may need to
    be tuned together with \l ssgiIndirectLightBoost. Depending on the scene and
    how it is lit, higher values for these properties can lead to overly
    exaggerated indirect light contribution, and even a feedback loop where the
    indirect light grows excessively between frames.

    \default 0.5
    \since 6.11
*/
/*! \qmlproperty int ExtendedSceneEnvironment::ssgiSampleCount

    Configures the global illumination algorithm. A higher sample count will give
    better results at the expense of increased GPU load.

    The suggested range is 1 to 16.

    \default 4
    \since 6.11
*/
/*! \qmlproperty real ExtendedSceneEnvironment::ssgiSampleRadius

    Configures the global illumination algorithm.

    The suggested range is 0.001 to 4.0.

    \default 0.1
    \since 6.11
*/
/*! \qmlproperty int ExtendedSceneEnvironment::ssgiSliceCount

    Configures the global illumination algorithm.

    The suggested range is 1 to 8.

    \default 4
    \since 6.11
*/
/*! \qmlproperty real ExtendedSceneEnvironment::ssgiHitThickness

    Configures the global illumination algorithm.

    The suggested range is 0.001 to 4.0.

    \default 0.5
    \since 6.11
*/

// SSR
/*! \qmlproperty bool ExtendedSceneEnvironment::ssrEnabled
    Enables screen-space reflections, a post-processing technique that creates
    reflections by using data rendered on the screen.

   \default false
   \since 6.11
   \table
   \header
   \li SSR disabled
   \li SSR enabled
   \row
   \li \image extendedsceneenvironment_ssr_without.webp
              {Green Qt logo and red cube on a floor without reflections}
   \li \image extendedsceneenvironment_ssr_with.webp
              {Green Qt logo and red cube mirrored on a reflective floor}
   \endtable
*/

/*! \qmlproperty real ExtendedSceneEnvironment::ssrThickness

   Assumed thickness of scene geometry used by screen-space reflections.
   Larger values reduce reflection breakups (similar to shadow acne)
   but may cause reflections to look physically incorrect.

   \default 20
   \since 6.12
*/

/*! \qmlproperty int ExtendedSceneEnvironment::ssrMaxSteps

   Limits how many steps the reflection ray can take across the screen.
   Larger values improve reflection reach and quality, but reduces
   performance.

   \default 256
   \since 6.12
*/
