// Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB). // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only import Qt3D.Core 2.0 import Qt3D.Render 2.0 import Qt3D.Extras 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 { face: Texture.CubeMapPositiveX; mirrored: false; source: sourceDirectory + "_posx" + extension } TextureImage { face: Texture.CubeMapPositiveY; mirrored: false; source: sourceDirectory + "_posy" + extension } TextureImage { face: Texture.CubeMapPositiveZ; mirrored: false; source: sourceDirectory + "_posz" + extension } TextureImage { face: Texture.CubeMapNegativeX; mirrored: false; source: sourceDirectory + "_negx" + extension } TextureImage { face: Texture.CubeMapNegativeY; mirrored: false; source: sourceDirectory + "_negy" + extension } TextureImage { face: Texture.CubeMapNegativeZ; mirrored: false; 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 { depthFunction: DepthTest.LessOrEqual } ] } }, Technique { graphicsApiFilter { api: GraphicsApiFilter.OpenGL profile: GraphicsApiFilter.NoProfile majorVersion: 2 minorVersion: 0 } renderPasses: RenderPass { shaderProgram: gl2es2SkyboxShader renderStates: [ CullFace { mode: CullFace.Front }, DepthTest { depthFunction: DepthTest.LessOrEqual } ] } }, Technique { graphicsApiFilter { api: GraphicsApiFilter.OpenGLES profile: GraphicsApiFilter.NoProfile majorVersion: 2 minorVersion: 0 } renderPasses: RenderPass { shaderProgram: gl2es2SkyboxShader renderStates: [ CullFace { mode: CullFace.Front }, DepthTest { depthFunction: DepthTest.LessOrEqual } ] } } ] } } components: [cuboidMesh, skyboxMaterial, transform] }