Skybox.qml Example File | Qt 3D 5.6

Qt 5.6 | Qt 3D | Qt 3D: Skybox QML Example | Skybox.qml Example File

Qt 5.6.1 Reference Documentation

# Skybox.qml Example File

skybox/Skybox.qml

      /****************************************************************************
      **
      ** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB).
      ** Contact: http://www.qt-project.org/legal
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      ** $QT_BEGIN_LICENSE:LGPL3$
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      ** Alternatively, this file may be used under the terms of the GNU Lesser
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      import Qt3D.Core 2.0
      import Qt3D.Render 2.0

      Entity {

          property alias cameraPosition: transform.translation;
          property string sourceDirectory: "";
          property string extension: ".webp"

          property TextureCubeMap skyboxTexture: TextureCubeMap {
              generateMipMaps: false
              magnificationFilter: Texture.Linear
              minificationFilter: Texture.Linear
              wrapMode {
                  x: WrapMode.ClampToEdge
                  y: WrapMode.ClampToEdge
              }
              TextureImage { cubeMapFace: Texture.CubeMapPositiveX; source: sourceDirectory + "_posx" + extension }
              TextureImage { cubeMapFace: Texture.CubeMapPositiveY; source: sourceDirectory + "_posy" + extension }
              TextureImage { cubeMapFace: Texture.CubeMapPositiveZ; source: sourceDirectory + "_posz" + extension }
              TextureImage { cubeMapFace: Texture.CubeMapNegativeX; source: sourceDirectory + "_negx" + extension }
              TextureImage { cubeMapFace: Texture.CubeMapNegativeY; source: sourceDirectory + "_negy" + extension }
              TextureImage { cubeMapFace: Texture.CubeMapNegativeZ; source: sourceDirectory + "_negz" + extension }
          }

          ShaderProgram {
              id: gl3SkyboxShader
              vertexShaderCode: loadSource("qrc:/shaders/gl3/skybox.vert")
              fragmentShaderCode: loadSource("qrc:/shaders/gl3/skybox.frag")
          }

          ShaderProgram {
              id: gl2es2SkyboxShader
              vertexShaderCode: loadSource("qrc:/shaders/es2/skybox.vert")
              fragmentShaderCode: loadSource("qrc:/shaders/es2/skybox.frag")
          }

          CuboidMesh {
              id: cuboidMesh
              yzMeshResolution: Qt.size(2, 2)
              xzMeshResolution: Qt.size(2, 2)
              xyMeshResolution: Qt.size(2, 2)
          }

          Transform {
              id: transform
          }

          Material {
              id: skyboxMaterial
              parameters: Parameter { name: "skyboxTexture"; value: skyboxTexture}

              effect: Effect {
                  techniques: [
                      // GL3 Technique
                      Technique {
                          graphicsApiFilter {
                              api: GraphicsApiFilter.OpenGL
                              profile: GraphicsApiFilter.CoreProfile
                              majorVersion: 3
                              minorVersion: 1
                          }
                          renderPasses: RenderPass {
                              shaderProgram: gl3SkyboxShader
                              renderStates: [
                                  // cull front faces
                                  CullFace { mode: CullFace.Front },
                                  DepthTest { func: DepthTest.LessOrEqual }
                              ]
                          }
                      },
                      Technique {
                          graphicsApiFilter {
                              api: GraphicsApiFilter.OpenGL
                              profile: GraphicsApiFilter.NoProfile
                              majorVersion: 2
                              minorVersion: 0
                          }
                          renderPasses: RenderPass {
                              shaderProgram: gl2es2SkyboxShader
                              renderStates: [
                                  CullFace { mode: CullFace.Front },
                                  DepthTest { func: DepthTest.LessOrEqual }
                              ]
                          }
                      },
                      Technique {
                          graphicsApiFilter {
                              api: GraphicsApiFilter.OpenGLES
                              profile: GraphicsApiFilter.NoProfile
                              majorVersion: 2
                              minorVersion: 0
                          }
                          renderPasses: RenderPass {
                              shaderProgram: gl2es2SkyboxShader
                              renderStates: [
                                  CullFace { mode: CullFace.Front },
                                  DepthTest { func: DepthTest.LessOrEqual }
                              ]
                          }
                      }
                  ]
              }
          }

          components: [cuboidMesh, skyboxMaterial, transform]
      }