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// Copyright (C) 2026 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
import QtQuick
import QtQuick3D
import QtQuick3D.Helpers
Item {
width: 400
height: 400
View3D {
id: view3D
anchors.fill: parent
renderOverrides: View3D.DisableInternalPasses
environment: SceneEnvironment {
backgroundMode: SceneEnvironment.Color
clearColor: "black"
}
PerspectiveCamera {
position: Qt.vector3d(0, 0, 300)
}
DirectionalLight {
eulerRotation.x: -30
}
// G-buffer textures
RenderPassTexture {
id: gbuffer0
format: RenderPassTexture.RGBA16F
}
RenderPassTexture {
id: gbuffer1
format: RenderPassTexture.RGBA16F
}
RenderPassTexture {
id: gbuffer2
format: RenderPassTexture.RGBA16F
}
RenderPassTexture {
id: depthTexture
format: RenderPassTexture.Depth24Stencil8
}
// Multiple render targets test - ONE pass writing to MULTIPLE attachments
// Uses AugmentMaterial to write different colors to each attachment
RenderPass {
id: mrtPass
objectName: "mrtPass"
materialMode: RenderPass.AugmentMaterial
augmentShader: "mrt_augment.glsl"
clearColor: "black"
commands: [
ColorAttachment { target: gbuffer0; name: "GBUFFER0" },
ColorAttachment { target: gbuffer1; name: "GBUFFER1" },
ColorAttachment { target: gbuffer2; name: "GBUFFER2" },
DepthTextureAttachment { target: depthTexture }
]
}
// Display attachment 1 (GBUFFER1 = yellow) to prove MRT works
// If MRT wasn't working, we'd see attachment 0 (red) instead
SimpleQuadRenderer {
texture: Texture {
textureProvider: RenderOutputProvider {
textureSource: RenderOutputProvider.UserPassTexture
renderPass: mrtPass
attachmentSelector: RenderOutputProvider.Attachment1 // Display GBUFFER1
}
}
}
Model {
source: "#Cube"
materials: PrincipledMaterial {
baseColor: "white"
lighting: PrincipledMaterial.NoLighting
}
}
}
}