/**************************************************************************** ** ** 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] }