QShaderProgram Class▲
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					Header: QShaderProgram 
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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▲
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 | 
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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							computeShaderCode() const 
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							void setComputeShaderCode(const &computeShaderCode) 
Notifier signal:
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							void computeShaderCodeChanged(const &computeShaderCode) 
format : Format▲
Holds the format of the code provided on the ShaderProgram. The default is ShaderProgram.GLSL
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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							fragmentShaderCode() const 
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							void setFragmentShaderCode(const &fragmentShaderCode) 
Notifier signal:
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							void fragmentShaderCodeChanged(const &fragmentShaderCode) 
geometryShaderCode : QByteArray▲
Holds the geometry shader code used by this shader program.
Access functions:
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							geometryShaderCode() const 
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							void setGeometryShaderCode(const &geometryShaderCode) 
Notifier signal:
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							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:
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							log() const 
Notifier signal:
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							void logChanged(const &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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							tessellationControlShaderCode() const 
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							void setTessellationControlShaderCode(const &tessellationControlShaderCode) 
Notifier signal:
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							void tessellationControlShaderCodeChanged(const &tessellationControlShaderCode) 
tessellationEvaluationShaderCode : QByteArray▲
Holds the tesselation evaluation shader code used by this shader program.
Access functions:
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							tessellationEvaluationShaderCode() const 
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							void setTessellationEvaluationShaderCode(const &tessellationEvaluationShaderCode) 
Notifier signal:
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							void tessellationEvaluationShaderCodeChanged(const &tessellationEvaluationShaderCode) 
vertexShaderCode : QByteArray▲
Holds the vertex shader code used by this shader program.
Access functions:
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							vertexShaderCode() const 
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							void setVertexShaderCode(const &vertexShaderCode) 
Notifier signal:
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							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)▲
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.




