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// Copyright (C) 2026 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
// PipelineStateOverride depthTestEnabled test.
// Two overlapping spheres: blue (closer, z=100) and red (farther, z=-100).
// Opaque objects are sorted front-to-back, so blue draws first, red draws second.
// With depthTestEnabled: false (no GPU depth test), the last-drawn object wins
// → red (drawn second) is visible at the center.
// With depthTestEnabled: true (default), the depth buffer keeps the closer object
// → blue (z=100, closer to camera at z=300) is visible at the center.
// The C++ test changes depthTestEnabled at runtime to verify the transition.
import QtQuick
import QtQuick3D
import QtQuick3D.Helpers
Item {
id: root
width: 400
height: 400
View3D {
anchors.fill: parent
renderOverrides: View3D.DisableInternalPasses
environment: SceneEnvironment {
backgroundMode: SceneEnvironment.Color
clearColor: "black"
}
PerspectiveCamera {
position: Qt.vector3d(0, 0, 300)
}
RenderPassTexture {
id: colorTex
format: RenderPassTexture.RGBA8
}
RenderPass {
id: mainPass
materialMode: RenderPass.OriginalMaterial
clearColor: "black"
commands: [
ColorAttachment { target: colorTex },
DepthStencilAttachment {},
PipelineStateOverride {
objectName: "pso"
depthTestEnabled: false
}
]
}
SimpleQuadRenderer {
texture: Texture {
textureProvider: RenderOutputProvider {
textureSource: RenderOutputProvider.UserPassTexture
renderPass: mainPass
attachmentSelector: RenderOutputProvider.Attachment0
}
}
}
// Blue sphere closer to camera (z=100, distance to camera=200)
// Front-to-back sort: drawn FIRST
Model {
source: "#Sphere"
position: Qt.vector3d(0, 0, 100)
scale: Qt.vector3d(3, 3, 3)
materials: PrincipledMaterial {
baseColor: "blue"
lighting: PrincipledMaterial.NoLighting
}
}
// Red sphere farther from camera (z=-100, distance to camera=400)
// Front-to-back sort: drawn SECOND
Model {
source: "#Sphere"
position: Qt.vector3d(0, 0, -100)
scale: Qt.vector3d(3, 3, 3)
materials: PrincipledMaterial {
baseColor: "red"
lighting: PrincipledMaterial.NoLighting
}
}
}
}