Revision control

Copy as Markdown

// 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