Encapsulates a Shader Program. 更多...
| 头: | #include <QShaderProgram> |
| CMake: |
find_package(Qt6 COMPONENTS 3drender REQUIRED)
target_link_libraries(mytarget PRIVATE Qt6::3drender) |
| qmake: | QT += 3drender |
| Since: | Qt 5.5 |
| 实例化: | ShaderProgram |
| 继承: | Qt3DCore::QNode |
| enum | Format { GLSL, SPIRV } |
| enum | ShaderType { Vertex, Fragment, TessellationControl, TessellationEvaluation, Geometry, Compute } |
| enum | Status { NotReady, Ready, Error } |
|
|
| QByteArray | computeShaderCode () const |
| Qt3DRender::QShaderProgram::Format | format () const |
| QByteArray | fragmentShaderCode () const |
| QByteArray | geometryShaderCode () const |
| QString | log () const |
| void | setFormat (Qt3DRender::QShaderProgram::Format format ) |
| void | setShaderCode (Qt3DRender::QShaderProgram::ShaderType type , const QByteArray & shaderCode ) |
| QByteArray | shaderCode (Qt3DRender::QShaderProgram::ShaderType type ) const |
| Qt3DRender::QShaderProgram::Status | status () const |
| QByteArray | tessellationControlShaderCode () const |
| QByteArray | tessellationEvaluationShaderCode () const |
| QByteArray | vertexShaderCode () const |
| void | setComputeShaderCode (const QByteArray & computeShaderCode ) |
| void | setFragmentShaderCode (const QByteArray & fragmentShaderCode ) |
| void | setGeometryShaderCode (const QByteArray & geometryShaderCode ) |
| void | setTessellationControlShaderCode (const QByteArray & tessellationControlShaderCode ) |
| void | setTessellationEvaluationShaderCode (const QByteArray & tessellationEvaluationShaderCode ) |
| void | setVertexShaderCode (const QByteArray & vertexShaderCode ) |
| void | computeShaderCodeChanged (const QByteArray & computeShaderCode ) |
| void | formatChanged (Qt3DRender::QShaderProgram::Format format ) |
| void | fragmentShaderCodeChanged (const QByteArray & fragmentShaderCode ) |
| void | geometryShaderCodeChanged (const QByteArray & geometryShaderCode ) |
| void | logChanged (const QString & log ) |
| void | statusChanged (Qt3DRender::QShaderProgram::Status status ) |
| void | tessellationControlShaderCodeChanged (const QByteArray & tessellationControlShaderCode ) |
| void | tessellationEvaluationShaderCodeChanged (const QByteArray & tessellationEvaluationShaderCode ) |
| void | vertexShaderCodeChanged (const QByteArray & vertexShaderCode ) |
| QByteArray | loadSource (const QUrl & sourceUrl ) |
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; |
|
时间
(in nano seconds) |
time | uniform float time; |
| EyePosition | eyePosition | uniform vec3 eyePosition; |
| SkinningPalette | skinningPalette[0] |
const int maxJoints = 100;
uniform mat4 skinningPalette[maxJoints]; |
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));
}
[since 5.15]
enum QShaderProgram::
Format
This enum identifies the format of the shader code used.
| 常量 | 值 | 描述 |
|---|---|---|
Qt3DRender::QShaderProgram::GLSL
|
0
|
OpenGL |
Qt3DRender::QShaderProgram::SPIRV
|
1
|
Vulkan, OpenGL 5 |
该枚举在 Qt 5.15 引入或被修改。
This enum identifies the type of shader used.
| 常量 | 值 | 描述 |
|---|---|---|
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 |
This enum identifies the status of shader used.
| 常量 | 值 | 描述 |
|---|---|---|
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 |
Holds the compute shader code used by this shader program.
访问函数:
| QByteArray | computeShaderCode () const |
| void | setComputeShaderCode (const QByteArray & computeShaderCode ) |
通知程序信号:
| void | computeShaderCodeChanged (const QByteArray & computeShaderCode ) |
[since 5.15]
format
:
Format
Holds the format of the code provided on the ShaderProgram 。默认为 ShaderProgram .GLSL
该特性在 Qt 5.15 引入。
访问函数:
| Qt3DRender::QShaderProgram::Format | format () const |
| void | setFormat (Qt3DRender::QShaderProgram::Format format ) |
通知程序信号:
| void | formatChanged (Qt3DRender::QShaderProgram::Format format ) |
Holds the fragment shader code used by this shader program.
访问函数:
| QByteArray | fragmentShaderCode () const |
| void | setFragmentShaderCode (const QByteArray & fragmentShaderCode ) |
通知程序信号:
| void | fragmentShaderCodeChanged (const QByteArray & fragmentShaderCode ) |
Holds the geometry shader code used by this shader program.
访问函数:
| QByteArray | geometryShaderCode () const |
| void | setGeometryShaderCode (const QByteArray & geometryShaderCode ) |
通知程序信号:
| 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.
访问函数:
| QString | log () const |
通知程序信号:
| void | logChanged (const QString & log ) |
[read-only]
status
: const
Status
Holds the status of the current shader program.
访问函数:
| Qt3DRender::QShaderProgram::Status | status () const |
通知程序信号:
| void | statusChanged (Qt3DRender::QShaderProgram::Status status ) |
Holds the tesselation control shader code used by this shader program.
访问函数:
| QByteArray | tessellationControlShaderCode () const |
| void | setTessellationControlShaderCode (const QByteArray & tessellationControlShaderCode ) |
通知程序信号:
| void | tessellationControlShaderCodeChanged (const QByteArray & tessellationControlShaderCode ) |
Holds the tesselation evaluation shader code used by this shader program.
访问函数:
| QByteArray | tessellationEvaluationShaderCode () const |
| void | setTessellationEvaluationShaderCode (const QByteArray & tessellationEvaluationShaderCode ) |
通知程序信号:
| void | tessellationEvaluationShaderCodeChanged (const QByteArray & tessellationEvaluationShaderCode ) |
Holds the vertex shader code used by this shader program.
访问函数:
| QByteArray | vertexShaderCode () const |
| void | setVertexShaderCode (const QByteArray & vertexShaderCode ) |
通知程序信号:
| void | vertexShaderCodeChanged (const QByteArray & vertexShaderCode ) |
[static invokable]
QByteArray
QShaderProgram::
loadSource
(const
QUrl
&
sourceUrl
)
Returns the shader code loaded from sourceUrl .
注意: 此函数可以被援引,通过元对象系统和从 QML。见 Q_INVOKABLE .
Sets the shader code for type of shader to the shaderCode .
另请参阅 shaderCode ().
Returns the shader code for type .
另请参阅 setShaderCode ().
Returns the status of the current shader program.
注意: getter 函数对于特性 status。