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// 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]
}
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