ShaderProgram QML Type▲
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Import Statement: import Qt3D.Render 2.5
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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.
#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.
[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.


