QShaderProgram¶
Encapsulates a Shader Program. More…
Synopsis¶
Functions¶
def
computeShaderCode
()def
format
()def
fragmentShaderCode
()def
geometryShaderCode
()def
log
()def
setFormat
(format)def
setShaderCode
(type, shaderCode)def
shaderCode
(type)def
status
()def
vertexShaderCode
()
Slots¶
def
setComputeShaderCode
(computeShaderCode)def
setFragmentShaderCode
(fragmentShaderCode)def
setGeometryShaderCode
(geometryShaderCode)def
setTessellationControlShaderCode
(tessellationControlShaderCode)def
setTessellationEvaluationShaderCode
(tessellationEvaluationShaderCode)def
setVertexShaderCode
(vertexShaderCode)
Signals¶
def
computeShaderCodeChanged
(computeShaderCode)def
formatChanged
(format)def
fragmentShaderCodeChanged
(fragmentShaderCode)def
geometryShaderCodeChanged
(geometryShaderCode)def
logChanged
(log)def
statusChanged
(status)def
tessellationControlShaderCodeChanged
(tessellationControlShaderCode)def
tessellationEvaluationShaderCodeChanged
(tessellationEvaluationShaderCode)def
vertexShaderCodeChanged
(vertexShaderCode)
Static functions¶
def
loadSource
(sourceUrl)
Detailed Description¶
A shader program consists of several different shaders, such as vertex and fragment shaders.
Qt3D will automatically populate a set of default uniforms if they are encountered during the shader instrospection phase.
Default Uniform
Associated Qt3D Parameter name
GLSL declaration
ModelMatrix
modelMatrix
uniform mat4 modelMatrix;
ViewMatrix
viewMatrix
uniform mat4 viewMatrix;
ProjectionMatrix
projectionMatrix
uniform mat4 projectionMatrix;
ModelViewMatrix
modelView
uniform mat4 modelView;
ViewProjectionMatrix
viewProjectionMatrix
uniform mat4 viewProjectionMatrix;
ModelViewProjectionMatrix
modelViewProjection mvp
uniform mat4 modelViewProjection; uniform mat4 mvp;
InverseModelMatrix
inverseModelMatrix
uniform mat4 inverseModelMatrix;
InverseViewMatrix
inverseViewMatrix
uniform mat4 inverseViewMatrix;
InverseProjectionMatrix
inverseProjectionMatrix
uniform mat4 inverseProjectionMatrix;
InverseModelViewMatrix
inverseModelView
uniform mat4 inverseModelView;
InverseViewProjectionMatrix
inverseViewProjectionMatrix
uniform mat4 inverseViewProjectionMatrix;
InverseModelViewProjectionMatrix
inverseModelViewProjection
uniform mat4 inverseModelViewProjection;
ModelNormalMatrix
modelNormalMatrix
uniform mat3 modelNormalMatrix;
ModelViewNormalMatrix
modelViewNormal
uniform mat3 modelViewNormal;
ViewportMatrix
viewportMatrix
uniform mat4 viewportMatrix;
InverseViewportMatrix
inverseViewportMatrix
uniform mat4 inverseViewportMatrix;
AspectRatio (surface width / surface height)
aspectRatio
uniform float aspectRatio;
Exposure
exposure
uniform float exposure;
Gamma
gamma
uniform float gamma;
Time (in nano seconds)
time
uniform float time;
EyePosition
eyePosition
uniform vec3 eyePosition;
SkinningPalette
skinningPalette[0]
const int maxJoints = 100; uniform mat4 skinningPalette[maxJoints];
RHI Support¶
When writing GLSL 450 shader code to use with Qt 3D’s RHI backend, the default uniforms will be provided as 2 uniform buffer objects.
The binding locations for these is set to bindings 0 for RenderView uniforms and 1 for Command uniforms.
#version 450 core layout(location = 0) in vec3 vertexPosition; layout(std140, binding = 0) uniform qt3d_render_view_uniforms { mat4 viewMatrix; mat4 projectionMatrix; mat4 uncorrectedProjectionMatrix; mat4 clipCorrectionMatrix; mat4 viewProjectionMatrix; mat4 inverseViewMatrix; mat4 inverseProjectionMatrix; mat4 inverseViewProjectionMatrix; mat4 viewportMatrix; mat4 inverseViewportMatrix; vec4 textureTransformMatrix; vec3 eyePosition; float aspectRatio; float gamma; float exposure; float time; float yUpInNDC; float yUpInFBO; }; layout(std140, binding = 1) uniform qt3d_command_uniforms { mat4 modelMatrix; mat4 inverseModelMatrix; mat4 modelViewMatrix; mat3 modelNormalMatrix; mat4 inverseModelViewMatrix; mat4 modelViewProjection; mat4 inverseModelViewProjectionMatrix; }; void main() { gl_Position = (projectionMatrix * viewMatrix * modelMatrix * vertexPosition); }
For user defined uniform buffer object, use binding starting at 2 or auto to let Qt 3D work out the binding automatically. Make sure to remain consistent between the different shader stages.
#version 450 core layout(std140, binding = auto) uniform my_uniforms { vec4 myColor; }; layout(location=0) out vec4 fragColor; void main() { fragColor = myColor; }
There is no change involved when it comes to feeding values to uniforms.
For the above example, setting myColor could be done with:
QParameter *parameter = new QParameter(); parameter->setName("myColor"); parameter->setValue(QVariant::fromValue(QColor(Qt::blue)));
Textures still have to be defined as standalone uniforms.
#version 450 core layout(binding=0) uniform sampler2D source; layout(location=0) out vec4 fragColor; void main() { fragColor = texture(source, vec2(0.5, 0.5)); }
- class PySide6.Qt3DRender.Qt3DRender.QShaderProgram([parent=None])¶
- Parameters
parent –
PySide6.Qt3DCore.Qt3DCore.QNode
- PySide6.Qt3DRender.Qt3DRender.QShaderProgram.ShaderType¶
This enum identifies the type of shader used.
Constant
Description
Qt3DRender.QShaderProgram.Vertex
Vertex shader
Qt3DRender.QShaderProgram.Fragment
Fragment shader
Qt3DRender.QShaderProgram.TessellationControl
Tesselation control shader
Qt3DRender.QShaderProgram.TessellationEvaluation
Tesselation evaluation shader
Qt3DRender.QShaderProgram.Geometry
Geometry shader
Qt3DRender.QShaderProgram.Compute
Compute shader
- PySide6.Qt3DRender.Qt3DRender.QShaderProgram.Status¶
This enum identifies the status of shader used.
Constant
Description
Qt3DRender.QShaderProgram.NotReady
The shader hasn’t been compiled and linked yet
Qt3DRender.QShaderProgram.Ready
The shader was successfully compiled
Qt3DRender.QShaderProgram.Error
An error occurred while compiling the shader
- PySide6.Qt3DRender.Qt3DRender.QShaderProgram.Format¶
This enum identifies the format of the shader code used.
Constant
Description
Qt3DRender.QShaderProgram.GLSL
OpenGL
Qt3DRender.QShaderProgram.SPIRV
Vulkan, OpenGL 5
- PySide6.Qt3DRender.Qt3DRender.QShaderProgram.computeShaderCode()¶
- Return type
Holds the compute shader code used by this shader program.
- PySide6.Qt3DRender.Qt3DRender.QShaderProgram.computeShaderCodeChanged(computeShaderCode)¶
- Parameters
computeShaderCode –
PySide6.QtCore.QByteArray
Holds the format of the code provided on the ShaderProgram . The default is ShaderProgram .GLSL
- PySide6.Qt3DRender.Qt3DRender.QShaderProgram.fragmentShaderCode()¶
- Return type
Holds the fragment shader code used by this shader program.
- PySide6.Qt3DRender.Qt3DRender.QShaderProgram.fragmentShaderCodeChanged(fragmentShaderCode)¶
- Parameters
fragmentShaderCode –
PySide6.QtCore.QByteArray
- PySide6.Qt3DRender.Qt3DRender.QShaderProgram.geometryShaderCode()¶
- Return type
Holds the geometry shader code used by this shader program.
- PySide6.Qt3DRender.Qt3DRender.QShaderProgram.geometryShaderCodeChanged(geometryShaderCode)¶
- Parameters
geometryShaderCode –
PySide6.QtCore.QByteArray
- static PySide6.Qt3DRender.Qt3DRender.QShaderProgram.loadSource(sourceUrl)¶
- Parameters
sourceUrl –
PySide6.QtCore.QUrl
- Return type
Returns the shader code loaded from sourceUrl
.
- PySide6.Qt3DRender.Qt3DRender.QShaderProgram.log()¶
- Return type
str
Holds the log of the current shader program. This is useful to diagnose a compilation failure of the shader program.
- PySide6.Qt3DRender.Qt3DRender.QShaderProgram.logChanged(log)¶
- Parameters
log – str
- PySide6.Qt3DRender.Qt3DRender.QShaderProgram.setComputeShaderCode(computeShaderCode)¶
- Parameters
computeShaderCode –
PySide6.QtCore.QByteArray
Holds the compute shader code used by this shader program.
Holds the format of the code provided on the ShaderProgram . The default is ShaderProgram .GLSL
- PySide6.Qt3DRender.Qt3DRender.QShaderProgram.setFragmentShaderCode(fragmentShaderCode)¶
- Parameters
fragmentShaderCode –
PySide6.QtCore.QByteArray
Holds the fragment shader code used by this shader program.
- PySide6.Qt3DRender.Qt3DRender.QShaderProgram.setGeometryShaderCode(geometryShaderCode)¶
- Parameters
geometryShaderCode –
PySide6.QtCore.QByteArray
Holds the geometry shader code used by this shader program.
- PySide6.Qt3DRender.Qt3DRender.QShaderProgram.setShaderCode(type, shaderCode)¶
- Parameters
type –
ShaderType
shaderCode –
PySide6.QtCore.QByteArray
Sets the shader code for type
of shader to the shaderCode
.
See also
- PySide6.Qt3DRender.Qt3DRender.QShaderProgram.setTessellationControlShaderCode(tessellationControlShaderCode)¶
- Parameters
tessellationControlShaderCode –
PySide6.QtCore.QByteArray
Holds the tesselation control shader code used by this shader program.
- PySide6.Qt3DRender.Qt3DRender.QShaderProgram.setTessellationEvaluationShaderCode(tessellationEvaluationShaderCode)¶
- Parameters
tessellationEvaluationShaderCode –
PySide6.QtCore.QByteArray
Holds the tesselation evaluation shader code used by this shader program.
- PySide6.Qt3DRender.Qt3DRender.QShaderProgram.setVertexShaderCode(vertexShaderCode)¶
- Parameters
vertexShaderCode –
PySide6.QtCore.QByteArray
Holds the vertex shader code used by this shader program.
- PySide6.Qt3DRender.Qt3DRender.QShaderProgram.shaderCode(type)¶
- Parameters
type –
ShaderType
- Return type
Returns the shader code for type
.
See also
Holds the status of the current shader program.
- PySide6.Qt3DRender.Qt3DRender.QShaderProgram.tessellationControlShaderCode()¶
- Return type
Holds the tesselation control shader code used by this shader program.
- PySide6.Qt3DRender.Qt3DRender.QShaderProgram.tessellationControlShaderCodeChanged(tessellationControlShaderCode)¶
- Parameters
tessellationControlShaderCode –
PySide6.QtCore.QByteArray
- PySide6.Qt3DRender.Qt3DRender.QShaderProgram.tessellationEvaluationShaderCode()¶
- Return type
Holds the tesselation evaluation shader code used by this shader program.
- PySide6.Qt3DRender.Qt3DRender.QShaderProgram.tessellationEvaluationShaderCodeChanged(tessellationEvaluationShaderCode)¶
- Parameters
tessellationEvaluationShaderCode –
PySide6.QtCore.QByteArray
- PySide6.Qt3DRender.Qt3DRender.QShaderProgram.vertexShaderCode()¶
- Return type
Holds the vertex shader code used by this shader program.
- PySide6.Qt3DRender.Qt3DRender.QShaderProgram.vertexShaderCodeChanged(vertexShaderCode)¶
- Parameters
vertexShaderCode –
PySide6.QtCore.QByteArray
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