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++ // Copyright (C) 2026 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
++ // Qt-Security score:significant reason:default
++
++ #ifndef QSSG_RENDER_SKY_MATERIAL_H
++ #define QSSG_RENDER_SKY_MATERIAL_H
++
++ //
++ // W A R N I N G
++ // -------------
++ //
++ // This file is not part of the Qt API. It exists purely as an
++ // implementation detail. This header file may change from version to
++ // version without notice, or even be removed.
++ //
++ // We mean it.
++ //
++
++ #include <QtQuick3DRuntimeRender/private/qssgrendergraphobject_p.h>
++ #include <QtQuick3DRuntimeRender/private/qssgrenderhelpers_p.h>
++ #include <QtQuick3DRuntimeRender/private/qssgshadermaterialadapter_p.h>
++ #include <QtQuick3DRuntimeRender/private/qssgrendershadercache_p.h>
++
++ QT_BEGIN_NAMESPACE
++
++ class QSSGRhiEffectSystem;
++
++ struct Q_QUICK3DRUNTIMERENDER_EXPORT QSSGRenderSkyMaterial : public QSSGRenderGraphObject
++ {
++ // Background source: Cubemap samples the IBL radiance cube; ScreenSpace* evaluate the
++ // sky shader directly on screen at the given scale. See the SkyMaterial QML docs.
++ enum class SkyboxMode { Cubemap, ScreenSpaceFull, ScreenSpaceHalf, ScreenSpaceQuarter };
++
++ int radianceMapSize = 512;
++ int iblSampleCount = 16;
++ int iblSamplesPerFrame = 0;
++ int iblRenderFrames = 0;
++ SkyboxMode skyboxMode = SkyboxMode::Cubemap;
++ bool wantsMoreFrames = false;
++ bool enableIBL = false;
++
++ QSSGRenderSkyMaterial();
++ ~QSSGRenderSkyMaterial();
++
++ QList<QSSGBaseTypeProperty> propertyUniforms;
++
++ // Cube-face pipeline used to render the procedural sky into the IBL environment cube.
++ QSSGRhiShaderPipelinePtr iblPassPipeline;
++ // Screen-space pipeline used to evaluate the sky shader directly into the visible
++ // background (fullscreen quad), decoupled from the IBL cube.
++ QSSGRhiShaderPipelinePtr backgroundPipeline;
++
++ QSSGRhiShaderPipelinePtr ensurePipeline(const QSSGRenderContextInterface &sgContext);
++ QSSGRhiShaderPipelinePtr ensureBackgroundPipeline(const QSSGRenderContextInterface &sgContext,
++ const QSSGShaderFeatures &tonemapFeatures,
++ quint32 tonemapKey,
++ int viewCount);
++
++ // returns uniform stride per face
++ quint32 updateUniforms(const QSSGRenderContextInterface &sgContext,
++ QSSGPassKey passKey,
++ const QMatrix4x4 &mvp,
++ const QVarLengthArray<QMatrix4x4, 6> views);
++ void updateBackgroundUniforms(const QSSGRenderContextInterface &sgContext,
++ QSSGPassKey passKey,
++ const QVarLengthArray<QMatrix4x4, 2> &inverseProjections,
++ const QVarLengthArray<QMatrix4x4, 2> &viewRotations,
++ float adjustY,
++ float exposure);
++
++ QByteArray fragmentShaderSource;
++
++ QByteArray shaderPathKey = "sky material --";
++
++ bool isDirty = true;
++ bool isFragmentShaderDirty = true;
++ bool isBackgroundShaderDirty = true;
++
++ QSSGRhiShaderResourceBindingList bindings;
++ QSSGRhiShaderResourceBindingList backgroundBindings;
++
++ private:
++ QSSGRhiShaderPipelinePtr buildPipeline(const QSSGRenderContextInterface &sgContext,
++ QByteArray vertexShader,
++ const QSSGShaderCustomMaterialAdapter::StringPairList &vertexViewDependentUniforms,
++ const QSSGShaderCustomMaterialAdapter::StringPairList &vertexUniforms,
++ const QByteArray &fragmentMainSnippet,
++ const QSSGShaderCustomMaterialAdapter::StringPairList &fragmentUniforms,
++ const QSSGShaderFeatures &features,
++ int viewCount,
++ const QByteArray &cacheKeyTag);
++
++ quint32 m_backgroundTonemapKey = quint32(-1);
++ int m_backgroundViewCount = 0;
++ };
++
++ QT_END_NAMESPACE
++
++ #endif // QSSG_RENDER_SKY_MATERIAL_H