- Qt 5.5
- Qt3D Module
- Qt3D: Skybox QML Example
- Skybox.qml Example File
- Qt 5.5.1 Reference Documentation

# Skybox.qml Example File

skybox/Skybox.qml

    /****************************************************************************
    **
    ** 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
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    **
    ** 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.
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    ** 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
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    import Qt3D 2.0
    import Qt3D.Renderer 2.0

    Entity {

        property alias cameraPosition: cameraTranslate.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
            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]
    }