ShaderProgram QML Type
Encapsulates a Shader Program. More...
Import Statement: | import Qt3D.Render 2.9 |
In C++: | QShaderProgram |
Status: | Deprecated |
Properties
- computeShaderCode : string
- computeShaderGraph : string
- format : enumeration
- fragmentShaderCode : string
- fragmentShaderGraph : string
- geometryShaderCode : string
- geometryShaderGraph : string
- log : string
- status : enumeration
- tessellationControlShaderCode : string
- tessellationControlShaderGraph : string
- tessellationEvaluationShaderCode : string
- tessellationEvaluationShaderGraph : string
- vertexShaderCode : string
- vertexShaderGraph : string
Methods
- string loadSource(url sourceUrl)
Detailed Description
ShaderProgram class encapsulates a shader program. 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:
Parameter { name: "myColor"; value: "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)); }
Property Documentation
computeShaderCode : string |
Holds the compute shader code used by this shader program.
computeShaderGraph : string |
Holds the URL to the compute shader graph used by this shader program builder.
format : enumeration |
Holds the format of the code provided on the ShaderProgram. The default is ShaderProgram.GLSL
fragmentShaderCode : string |
Holds the fragment shader code used by this shader program.
fragmentShaderGraph : string |
Holds the URL to the fragment shader graph used by this shader program builder.
geometryShaderCode : string |
Holds the geometry shader code used by this shader program.
geometryShaderGraph : string |
Holds the URL to the geometry shader graph used by this shader program builder.
log : string |
Holds the log of the current shader program. This is useful to diagnose a compilation failure of the shader program.
status : enumeration |
Holds the status of the current shader program.
tessellationControlShaderCode : string |
Holds the tesselation control shader code used by this shader program.
tessellationControlShaderGraph : string |
Holds the URL to the tesselation control shader graph used by this shader program builder.
tessellationEvaluationShaderCode : string |
Holds the tesselation evaluation shader code used by this shader program.
tessellationEvaluationShaderGraph : string |
Holds the URL to the tesselation evaluation shader graph used by this shader program builder.
vertexShaderCode : string |
Holds the vertex shader code used by this shader program.
vertexShaderGraph : string |
Holds the URL to the vertex shader graph used by this shader program builder.
Method Documentation
© 2024 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners. The documentation provided herein is licensed under the terms of the GNU Free Documentation License version 1.3 as published by the Free Software Foundation. Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners.