QShaderProgram Class▲
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Header: QShaderProgram
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Since: Qt 5.5
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CMake:
find_package(Qt6 REQUIRED COMPONENTS 3drender)
target_link_libraries(mytarget PRIVATE Qt6::3drender)
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qmake: QT += 3drender
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Inherited By:
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Instantiated By: qml-qt3d-render-shaderprogram.xml
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Inherits: Qt3DCore::QNode
 
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));
}Member Type Documentation▲
[since 5.15] enum QShaderProgram::Format▲
This enum identifies the format of the shader code used.
| 
								 Constant  | 
							
								 Value  | 
							
								 Description  | 
						
|---|---|---|
| 
								 Qt3DRender::QShaderProgram::GLSL  | 
							
								 0  | 
							
								 OpenGL  | 
						
| 
								 Qt3DRender::QShaderProgram::SPIRV  | 
							
								 1  | 
							
								 Vulkan, OpenGL 5  | 
						
This enum was introduced or modified in Qt 5.15.
enum QShaderProgram::ShaderType▲
This enum identifies the type of shader used.
| 
								 Constant  | 
							
								 Value  | 
							
								 Description  | 
						
|---|---|---|
| 
								 Qt3DRender::QShaderProgram::Vertex  | 
							
								 0  | 
							
								 Vertex shader  | 
						
| 
								 Qt3DRender::QShaderProgram::Fragment  | 
							
								 1  | 
							
								 Fragment shader  | 
						
| 
								 Qt3DRender::QShaderProgram::TessellationControl  | 
							
								 2  | 
							
								 Tesselation control shader  | 
						
| 
								 Qt3DRender::QShaderProgram::TessellationEvaluation  | 
							
								 3  | 
							
								 Tesselation evaluation shader  | 
						
| 
								 Qt3DRender::QShaderProgram::Geometry  | 
							
								 4  | 
							
								 Geometry shader  | 
						
| 
								 Qt3DRender::QShaderProgram::Compute  | 
							
								 5  | 
							
								 Compute shader  | 
						
enum QShaderProgram::Status▲
This enum identifies the status of shader used.
| 
								 Constant  | 
							
								 Value  | 
							
								 Description  | 
						
|---|---|---|
| 
								 Qt3DRender::QShaderProgram::NotReady  | 
							
								 0  | 
							
								 The shader hasn't been compiled and linked yet  | 
						
| 
								 Qt3DRender::QShaderProgram::Ready  | 
							
								 1  | 
							
								 The shader was successfully compiled  | 
						
| 
								 Qt3DRender::QShaderProgram::Error  | 
							
								 2  | 
							
								 An error occurred while compiling the shader  | 
						
Property Documentation▲
computeShaderCode : QByteArray▲
Holds the compute shader code used by this shader program.
Access functions:
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QByteArray computeShaderCode() const
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void setComputeShaderCode(const QByteArray &computeShaderCode)
 
Notifier signal:
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void computeShaderCodeChanged(const QByteArray &computeShaderCode)
 
[since 5.15] format : Format▲
Holds the format of the code provided on the ShaderProgram. The default is ShaderProgram.GLSL
This property was introduced in Qt 5.15.
Access functions:
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format() const
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void setFormat( format)
 
Notifier signal:
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void formatChanged( format)
 
fragmentShaderCode : QByteArray▲
Holds the fragment shader code used by this shader program.
Access functions:
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QByteArray fragmentShaderCode() const
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void setFragmentShaderCode(const QByteArray &fragmentShaderCode)
 
Notifier signal:
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void fragmentShaderCodeChanged(const QByteArray &fragmentShaderCode)
 
geometryShaderCode : QByteArray▲
Holds the geometry shader code used by this shader program.
Access functions:
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QByteArray geometryShaderCode() const
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void setGeometryShaderCode(const QByteArray &geometryShaderCode)
 
Notifier signal:
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void geometryShaderCodeChanged(const QByteArray &geometryShaderCode)
 
[read-only] log : const QString▲
Holds the log of the current shader program. This is useful to diagnose a compilation failure of the shader program.
Access functions:
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QString log() const
 
Notifier signal:
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void logChanged(const QString &log)
 
[read-only] status : const Status▲
Holds the status of the current shader program.
Access functions:
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status() const
 
Notifier signal:
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void statusChanged( status)
 
tessellationControlShaderCode : QByteArray▲
Holds the tesselation control shader code used by this shader program.
Access functions:
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QByteArray tessellationControlShaderCode() const
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void setTessellationControlShaderCode(const QByteArray &tessellationControlShaderCode)
 
Notifier signal:
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void tessellationControlShaderCodeChanged(const QByteArray &tessellationControlShaderCode)
 
tessellationEvaluationShaderCode : QByteArray▲
Holds the tesselation evaluation shader code used by this shader program.
Access functions:
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QByteArray tessellationEvaluationShaderCode() const
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void setTessellationEvaluationShaderCode(const QByteArray &tessellationEvaluationShaderCode)
 
Notifier signal:
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void tessellationEvaluationShaderCodeChanged(const QByteArray &tessellationEvaluationShaderCode)
 
vertexShaderCode : QByteArray▲
Holds the vertex shader code used by this shader program.
Access functions:
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QByteArray vertexShaderCode() const
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void setVertexShaderCode(const QByteArray &vertexShaderCode)
 
Notifier signal:
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void vertexShaderCodeChanged(const QByteArray &vertexShaderCode)
 
Member Function Documentation▲
[static] QByteArray QShaderProgram::loadSource(const QUrl &sourceUrl)▲
Returns the shader code loaded from sourceUrl.
void QShaderProgram::setShaderCode(Qt3DRender::QShaderProgram::ShaderType type, const QByteArray &shaderCode)▲
QByteArray QShaderProgram::shaderCode(Qt3DRender::QShaderProgram::ShaderType type) const▲
Qt3DRender::QShaderProgram::Status QShaderProgram::status() const▲
Returns the status of the current shader program.
Getter function for property status.


