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ShaderProgram QML Type

Encapsulates a Shader Program.

This type was introduced in Qt 5.5.

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ShaderProgram QML Type▲

  • Import Statement: import Qt3D.Render 2.4

  • Since: Qt 5.5

  • Instantiates:: QShaderProgram

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.

 
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#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.

 
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#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:

 
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Parameter { name: "myColor"; value: "blue" }

Textures still have to be defined as standalone uniforms.

 
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#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.

[since 5.15] format : enumeration▲

Holds the format of the code provided on the ShaderProgram. The default is ShaderProgram.GLSL

This property was introduced in Qt 5.15.

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.

[read-only] log : string▲

Holds the log of the current shader program. This is useful to diagnose a compilation failure of the shader program.

[read-only] 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▲

 

string loadSource(url sourceUrl)▲

Returns the shader code loaded from sourceUrl.

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