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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
eulerRotation.y: 45
}
RenderPassTexture {
id: outputTexture
format: RenderPassTexture.RGBA16F
}
RenderPassTexture {
id: depthTexture
format: RenderPassTexture.Depth24Stencil8
}
// Test PipelineStateOverride with cullMode = Front
// This culls front faces and shows back faces (inside of cube)
// With lighting, back faces will appear darker/different than front faces
// Without PipelineStateOverride working, we'd see normal front faces
RenderPass {
id: cullFrontPass
objectName: "cullFrontPass"
materialMode: RenderPass.OriginalMaterial
clearColor: "black"
commands: [
ColorAttachment { target: outputTexture },
DepthTextureAttachment { target: depthTexture },
PipelineStateOverride {
cullMode: PipelineStateOverride.Front
}
]
}
SimpleQuadRenderer {
texture: Texture {
textureProvider: RenderOutputProvider {
textureSource: RenderOutputProvider.UserPassTexture
renderPass: cullFrontPass
attachmentSelector: RenderOutputProvider.Attachment0
}
}
}
// White cube with lighting
// Back faces will be darker than front faces due to lighting direction
Model {
source: "#Cube"
materials: PrincipledMaterial {
baseColor: "white"
metalness: 0.0
roughness: 0.8
}
}
}
}