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+/****************************************************************************
+**
+** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import Qt3D 2.0
+import Qt3D.Render 2.0
+
+Entity {
+
+ property alias cameraPosition: cameraTranslate.translation;
+ property string sourceDirectory: "qrc:/assets/cubemaps/miramar/miramar";
+ 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: "
+ #version 140
+
+ in vec3 vertexPosition;
+ out vec3 texCoord0;
+
+ uniform mat4 mvp;
+ uniform mat4 inverseProjectionMatrix;
+ uniform mat4 inverseModelView;
+
+ void main()
+ {
+ texCoord0 = vertexPosition.xyz;
+ gl_Position = vec4(mvp * vec4(vertexPosition, 1.0)).xyww;
+ }
+ "
+ fragmentShaderCode: "
+ #version 140
+
+ in vec3 texCoord0;
+ out vec4 fragColor;
+ uniform samplerCube skyboxTexture;
+
+ void main()
+ {
+ fragColor = texture(skyboxTexture, texCoord0);
+ }
+ "
+ }
+
+ ShaderProgram {
+ id: gl2es2SkyboxShader
+
+ vertexShaderCode: "
+ attribute vec3 vertexPosition;
+ varying vec3 texCoord0;
+
+ uniform mat4 mvp;
+ uniform mat4 inverseProjectionMatrix;
+ uniform mat4 inverseModelView;
+
+ void main()
+ {
+ texCoord0 = vertexPosition.xyz;
+ gl_Position = vec4(mvp * vec4(vertexPosition, 1.0)).xyww;
+ }
+ "
+ fragmentShaderCode: "
+ varying highp vec3 texCoord0;
+ uniform samplerCube skyboxTexture;
+
+ void main()
+ {
+ gl_FragColor = textureCube(skyboxTexture, texCoord0);
+ }
+ "
+ }
+
+ CuboidMesh {
+ id: cuboidMesh
+ yzMeshResolution: Qt.size(2, 2)
+ xzMeshResolution: Qt.size(2, 2)
+ xyMeshResolution: Qt.size(2, 2)
+ }
+
+ Transform {
+ id: transform
+ Translate { id: cameraTranslate; }
+ }
+
+ Material {
+ id: skyboxMaterial
+
+ parameters: [
+ Parameter { name: "skyboxTexture"; value: skyboxTexture}
+ ]
+
+ effect: Effect {
+ techniques: [
+ // GL3 Technique
+ Technique {
+ openGLFilter {
+ api: OpenGLFilter.Desktop
+ profile: OpenGLFilter.Core
+ majorVersion: 3
+ minorVersion: 1
+ }
+ renderPasses: RenderPass {
+ shaderProgram: gl3SkyboxShader
+ renderStates: [
+ // cull front faces
+ CullFace { mode: CullFace.Front },
+ DepthTest { func: DepthTest.LessOrEqual }
+ ]
+ }
+ },
+ Technique {
+ openGLFilter {
+ api: OpenGLFilter.Desktop
+ profile: OpenGLFilter.None
+ majorVersion: 2
+ minorVersion: 0
+ }
+ renderPasses: RenderPass {
+ shaderProgram: gl2es2SkyboxShader
+ renderStates: [
+ CullFace { mode: CullFace.Front },
+ DepthTest { func: DepthTest.LessOrEqual }
+ ]
+ }
+ },
+ Technique {
+ openGLFilter {
+ api: OpenGLFilter.ES
+ profile: OpenGLFilter.None
+ majorVersion: 2
+ minorVersion: 0
+ }
+ renderPasses: RenderPass {
+ shaderProgram: gl2es2SkyboxShader
+ renderStates: [
+ CullFace { mode: CullFace.Front },
+ DepthTest { func: DepthTest.LessOrEqual }
+ ]
+ }
+ }
+ ]
+ }
+ }
+
+ components: [cuboidMesh, skyboxMaterial, transform]
+}
+