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QShaderProgram Class

Encapsulates a Shader Program.

This class was introduced in Qt 5.5.

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QShaderProgram Class

  • Header: QShaderProgram

  • Since: Qt 5.5

  • CMake:

    find_package(Qt6 REQUIRED COMPONENTS 3drender)

    target_link_libraries(mytarget PRIVATE Qt6::3drender)

  • qmake: QT += 3drender

  • Inherited By:

  • Instantiated By: qml-qt3d-render-shaderprogram.xml

  • 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.

 
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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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QParameter *parameter = new QParameter();
parameter->setName("myColor");
parameter->setValue(QVariant::fromValue(QColor(Qt::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));
}

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:

  • computeShaderCode() const

  • void setComputeShaderCode(const &computeShaderCode)

Notifier signal:

  • void computeShaderCodeChanged(const &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:

  • format() const

  • void setFormat( format)

Notifier signal:

  • void formatChanged( format)

fragmentShaderCode : QByteArray

Holds the fragment shader code used by this shader program.

Access functions:

  • fragmentShaderCode() const

  • void setFragmentShaderCode(const &fragmentShaderCode)

Notifier signal:

  • void fragmentShaderCodeChanged(const &fragmentShaderCode)

geometryShaderCode : QByteArray

Holds the geometry shader code used by this shader program.

Access functions:

  • geometryShaderCode() const

  • void setGeometryShaderCode(const &geometryShaderCode)

Notifier signal:

  • void geometryShaderCodeChanged(const &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:

  • log() const

Notifier signal:

  • void logChanged(const &log)

[read-only] status : const Status

Holds the status of the current shader program.

Access functions:

Notifier signal:

  • void statusChanged( status)

tessellationControlShaderCode : QByteArray

Holds the tesselation control shader code used by this shader program.

Access functions:

  • tessellationControlShaderCode() const

  • void setTessellationControlShaderCode(const &tessellationControlShaderCode)

Notifier signal:

  • void tessellationControlShaderCodeChanged(const &tessellationControlShaderCode)

tessellationEvaluationShaderCode : QByteArray

Holds the tesselation evaluation shader code used by this shader program.

Access functions:

  • tessellationEvaluationShaderCode() const

  • void setTessellationEvaluationShaderCode(const &tessellationEvaluationShaderCode)

Notifier signal:

  • void tessellationEvaluationShaderCodeChanged(const &tessellationEvaluationShaderCode)

vertexShaderCode : QByteArray

Holds the vertex shader code used by this shader program.

Access functions:

  • vertexShaderCode() const

  • void setVertexShaderCode(const &vertexShaderCode)

Notifier signal:

  • void vertexShaderCodeChanged(const &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)

Sets the shader code for type of shader to the shaderCode.

See Also

See also shaderCode()

QByteArray QShaderProgram::shaderCode(Qt3DRender::QShaderProgram::ShaderType type) const

Returns the shader code for type.

See Also

See also setShaderCode()

Qt3DRender::QShaderProgram::Status QShaderProgram::status() const

Returns the status of the current shader program.

Getter function for property status.

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