QOpenGLShaderProgram 类允许链接和使用 OpenGL 着色器程序。 更多...
头: | #include <QOpenGLShaderProgram> |
CMake: |
find_package(Qt6 REQUIRED COMPONENTS OpenGL)
target_link_libraries(mytarget PRIVATE Qt6::OpenGL) |
qmake: | QT += opengl |
继承: | QObject |
QOpenGLShaderProgram (QObject * parent = nullptr) | |
virtual | ~QOpenGLShaderProgram () |
bool | addCacheableShaderFromSourceCode (QOpenGLShader::ShaderType type , const char * source ) |
bool | addCacheableShaderFromSourceCode (QOpenGLShader::ShaderType type , const QByteArray & source ) |
bool | addCacheableShaderFromSourceCode (QOpenGLShader::ShaderType type , const QString & source ) |
bool | addCacheableShaderFromSourceFile (QOpenGLShader::ShaderType type , const QString & fileName ) |
bool | addShader (QOpenGLShader * shader ) |
bool | addShaderFromSourceCode (QOpenGLShader::ShaderType type , const char * source ) |
bool | addShaderFromSourceCode (QOpenGLShader::ShaderType type , const QByteArray & source ) |
bool | addShaderFromSourceCode (QOpenGLShader::ShaderType type , const QString & source ) |
bool | addShaderFromSourceFile (QOpenGLShader::ShaderType type , const QString & fileName ) |
int | attributeLocation (const char * name ) const |
int | attributeLocation (const QByteArray & name ) const |
int | attributeLocation (const QString & name ) const |
bool | bind () |
void | bindAttributeLocation (const char * name , int location ) |
void | bindAttributeLocation (const QByteArray & name , int location ) |
void | bindAttributeLocation (const QString & name , int location ) |
bool | create () |
QList<float> | defaultInnerTessellationLevels () const |
QList<float> | defaultOuterTessellationLevels () const |
void | disableAttributeArray (int location ) |
void | disableAttributeArray (const char * name ) |
void | enableAttributeArray (int location ) |
void | enableAttributeArray (const char * name ) |
bool | isLinked () const |
virtual bool | link () |
QString | log () const |
int | maxGeometryOutputVertices () const |
int | patchVertexCount () const |
GLuint | programId () const |
void | release () |
void | removeAllShaders () |
void | removeShader (QOpenGLShader * shader ) |
void | setAttributeArray (int location , const GLfloat * 值 , int tupleSize , int stride = 0) |
void | setAttributeArray (int location , const QVector2D * 值 , int stride = 0) |
void | setAttributeArray (int location , const QVector3D * 值 , int stride = 0) |
void | setAttributeArray (int location , const QVector4D * 值 , int stride = 0) |
void | setAttributeArray (int location , GLenum type , const void * 值 , int tupleSize , int stride = 0) |
void | setAttributeArray (const char * name , const GLfloat * 值 , int tupleSize , int stride = 0) |
void | setAttributeArray (const char * name , const QVector2D * 值 , int stride = 0) |
void | setAttributeArray (const char * name , const QVector3D * 值 , int stride = 0) |
void | setAttributeArray (const char * name , const QVector4D * 值 , int stride = 0) |
void | setAttributeArray (const char * name , GLenum type , const void * 值 , int tupleSize , int stride = 0) |
void | setAttributeBuffer (int location , GLenum type , int offset , int tupleSize , int stride = 0) |
void | setAttributeBuffer (const char * name , GLenum type , int offset , int tupleSize , int stride = 0) |
void | setAttributeValue (int location , GLfloat value ) |
void | setAttributeValue (int location , GLfloat x , GLfloat y ) |
void | setAttributeValue (int location , GLfloat x , GLfloat y , GLfloat z ) |
void | setAttributeValue (int location , GLfloat x , GLfloat y , GLfloat z , GLfloat w ) |
void | setAttributeValue (int location , const QVector2D & value ) |
void | setAttributeValue (int location , const QVector3D & value ) |
void | setAttributeValue (int location , const QVector4D & value ) |
void | setAttributeValue (int location , const QColor & value ) |
void | setAttributeValue (int location , const GLfloat * 值 , int columns , int rows ) |
void | setAttributeValue (const char * name , GLfloat value ) |
void | setAttributeValue (const char * name , GLfloat x , GLfloat y ) |
void | setAttributeValue (const char * name , GLfloat x , GLfloat y , GLfloat z ) |
void | setAttributeValue (const char * name , GLfloat x , GLfloat y , GLfloat z , GLfloat w ) |
void | setAttributeValue (const char * name , const QVector2D & value ) |
void | setAttributeValue (const char * name , const QVector3D & value ) |
void | setAttributeValue (const char * name , const QVector4D & value ) |
void | setAttributeValue (const char * name , const QColor & value ) |
void | setAttributeValue (const char * name , const GLfloat * 值 , int columns , int rows ) |
void | setDefaultInnerTessellationLevels (const QList<float> & levels ) |
void | setDefaultOuterTessellationLevels (const QList<float> & levels ) |
void | setPatchVertexCount (int count ) |
void | setUniformValue (int location , GLfloat value ) |
void | setUniformValue (int location , GLint value ) |
void | setUniformValue (const char * name , const QColor & color ) |
void | setUniformValue (const char * name , const QPoint & point ) |
void | setUniformValue (const char * name , const QPointF & point ) |
void | setUniformValue (const char * name , const QSize & size ) |
void | setUniformValue (const char * name , const QSizeF & size ) |
void | setUniformValue (const char * name , const QMatrix2x2 & value ) |
void | setUniformValue (const char * name , const QMatrix2x3 & value ) |
void | setUniformValue (const char * name , const QMatrix2x4 & value ) |
void | setUniformValue (const char * name , const QMatrix3x2 & value ) |
void | setUniformValue (const char * name , const QMatrix3x3 & value ) |
void | setUniformValue (const char * name , const QMatrix3x4 & value ) |
void | setUniformValue (const char * name , const QMatrix4x2 & value ) |
void | setUniformValue (const char * name , const QMatrix4x3 & value ) |
void | setUniformValue (const char * name , const QMatrix4x4 & value ) |
void | setUniformValue (const char * name , const GLfloat[2][2] value ) |
void | setUniformValue (const char * name , const GLfloat[3][3] value ) |
void | setUniformValue (const char * name , const GLfloat[4][4] value ) |
void | setUniformValue (const char * name , const QTransform & value ) |
void | setUniformValue (int location , GLuint value ) |
void | setUniformValue (int location , GLfloat x , GLfloat y ) |
void | setUniformValue (int location , GLfloat x , GLfloat y , GLfloat z ) |
void | setUniformValue (int location , GLfloat x , GLfloat y , GLfloat z , GLfloat w ) |
void | setUniformValue (int location , const QVector2D & value ) |
void | setUniformValue (int location , const QVector3D & value ) |
void | setUniformValue (int location , const QVector4D & value ) |
void | setUniformValue (int location , const QColor & color ) |
void | setUniformValue (int location , const QPoint & point ) |
void | setUniformValue (int location , const QPointF & point ) |
void | setUniformValue (int location , const QSize & size ) |
void | setUniformValue (int location , const QSizeF & size ) |
void | setUniformValue (int location , const QMatrix2x2 & value ) |
void | setUniformValue (int location , const QMatrix2x3 & value ) |
void | setUniformValue (int location , const QMatrix2x4 & value ) |
void | setUniformValue (int location , const QMatrix3x2 & value ) |
void | setUniformValue (int location , const QMatrix3x3 & value ) |
void | setUniformValue (int location , const QMatrix3x4 & value ) |
void | setUniformValue (int location , const QMatrix4x2 & value ) |
void | setUniformValue (int location , const QMatrix4x3 & value ) |
void | setUniformValue (int location , const QMatrix4x4 & value ) |
void | setUniformValue (int location , const GLfloat[2][2] value ) |
void | setUniformValue (int location , const GLfloat[3][3] value ) |
void | setUniformValue (int location , const GLfloat[4][4] value ) |
void | setUniformValue (int location , const QTransform & value ) |
void | setUniformValue (const char * name , GLfloat value ) |
void | setUniformValue (const char * name , GLint value ) |
void | setUniformValue (const char * name , GLuint value ) |
void | setUniformValue (const char * name , GLfloat x , GLfloat y ) |
void | setUniformValue (const char * name , GLfloat x , GLfloat y , GLfloat z ) |
void | setUniformValue (const char * name , GLfloat x , GLfloat y , GLfloat z , GLfloat w ) |
void | setUniformValue (const char * name , const QVector2D & value ) |
void | setUniformValue (const char * name , const QVector3D & value ) |
void | setUniformValue (const char * name , const QVector4D & value ) |
void | setUniformValueArray (int location , const GLfloat * 值 , int count , int tupleSize ) |
void | setUniformValueArray (int location , const GLint * 值 , int count ) |
void | setUniformValueArray (int location , const GLuint * 值 , int count ) |
void | setUniformValueArray (int location , const QVector2D * 值 , int count ) |
void | setUniformValueArray (int location , const QVector3D * 值 , int count ) |
void | setUniformValueArray (int location , const QVector4D * 值 , int count ) |
void | setUniformValueArray (int location , const QMatrix2x2 * 值 , int count ) |
void | setUniformValueArray (int location , const QMatrix2x3 * 值 , int count ) |
void | setUniformValueArray (int location , const QMatrix2x4 * 值 , int count ) |
void | setUniformValueArray (int location , const QMatrix3x2 * 值 , int count ) |
void | setUniformValueArray (int location , const QMatrix3x3 * 值 , int count ) |
void | setUniformValueArray (int location , const QMatrix3x4 * 值 , int count ) |
void | setUniformValueArray (int location , const QMatrix4x2 * 值 , int count ) |
void | setUniformValueArray (int location , const QMatrix4x3 * 值 , int count ) |
void | setUniformValueArray (int location , const QMatrix4x4 * 值 , int count ) |
void | setUniformValueArray (const char * name , const GLfloat * 值 , int count , int tupleSize ) |
void | setUniformValueArray (const char * name , const GLint * 值 , int count ) |
void | setUniformValueArray (const char * name , const GLuint * 值 , int count ) |
void | setUniformValueArray (const char * name , const QVector2D * 值 , int count ) |
void | setUniformValueArray (const char * name , const QVector3D * 值 , int count ) |
void | setUniformValueArray (const char * name , const QVector4D * 值 , int count ) |
void | setUniformValueArray (const char * name , const QMatrix2x2 * 值 , int count ) |
void | setUniformValueArray (const char * name , const QMatrix2x3 * 值 , int count ) |
void | setUniformValueArray (const char * name , const QMatrix2x4 * 值 , int count ) |
void | setUniformValueArray (const char * name , const QMatrix3x2 * 值 , int count ) |
void | setUniformValueArray (const char * name , const QMatrix3x3 * 值 , int count ) |
void | setUniformValueArray (const char * name , const QMatrix3x4 * 值 , int count ) |
void | setUniformValueArray (const char * name , const QMatrix4x2 * 值 , int count ) |
void | setUniformValueArray (const char * name , const QMatrix4x3 * 值 , int count ) |
void | setUniformValueArray (const char * name , const QMatrix4x4 * 值 , int count ) |
QList<QOpenGLShader *> | shaders () const |
int | uniformLocation (const char * name ) const |
int | uniformLocation (const QByteArray & name ) const |
int | uniformLocation (const QString & name ) const |
bool | hasOpenGLShaderPrograms (QOpenGLContext * context = nullptr) |
This class supports shader programs written in the OpenGL Shading Language (GLSL) and in the OpenGL/ES Shading Language (GLSL/ES).
QOpenGLShader and QOpenGLShaderProgram shelter the programmer from the details of compiling and linking vertex and fragment shaders.
The following example creates a vertex shader program using the supplied source
code
. Once compiled and linked, the shader program is activated in the current
QOpenGLContext
通过调用
QOpenGLShaderProgram::bind
():
QOpenGLShader shader(QOpenGLShader::Vertex); shader.compileSourceCode(code); QOpenGLShaderProgram program(context); program.addShader(&shader); program.link(); program.bind();
Shader programs can be difficult to reuse across OpenGL implementations because of varying levels of support for standard vertex attributes and uniform variables. In particular, GLSL/ES lacks all of the standard variables that are present on desktop OpenGL systems:
gl_Vertex
,
gl_Normal
,
gl_Color
, and so on. Desktop OpenGL lacks the variable qualifiers
highp
,
mediump
,和
lowp
.
The QOpenGLShaderProgram class makes the process of writing portable shaders easier by prefixing all shader programs with the following lines on desktop OpenGL:
#define highp #define mediump #define lowp
This makes it possible to run most GLSL/ES shader programs on desktop systems. The programmer should restrict themselves to just features that are present in GLSL/ES, and avoid standard variable names that only work on the desktop.
program.addShaderFromSourceCode(QOpenGLShader::Vertex, "attribute highp vec4 vertex;\n" "uniform highp mat4 matrix;\n" "void main(void)\n" "{\n" " gl_Position = matrix * vertex;\n" "}"); program.addShaderFromSourceCode(QOpenGLShader::Fragment, "uniform mediump vec4 color;\n" "void main(void)\n" "{\n" " gl_FragColor = color;\n" "}"); program.link(); program.bind(); int vertexLocation = program.attributeLocation("vertex"); int matrixLocation = program.uniformLocation("matrix"); int colorLocation = program.uniformLocation("color");
With the above shader program active, we can draw a green triangle as follows:
static GLfloat const triangleVertices[] = { 60.0f, 10.0f, 0.0f, 110.0f, 110.0f, 0.0f, 10.0f, 110.0f, 0.0f }; QColor color(0, 255, 0, 255); QMatrix4x4 pmvMatrix; pmvMatrix.ortho(rect()); program.enableAttributeArray(vertexLocation); program.setAttributeArray(vertexLocation, triangleVertices, 3); program.setUniformValue(matrixLocation, pmvMatrix); program.setUniformValue(colorLocation, color); glDrawArrays(GL_TRIANGLES, 0, 3); program.disableAttributeArray(vertexLocation);
Binary shaders may be specified using
glShaderBinary()
on the return value from
QOpenGLShader::shaderId
()。
QOpenGLShader
instance containing the binary can then be added to the shader program with
addShader
() and linked in the usual fashion with
link
().
Binary programs may be specified using
glProgramBinaryOES()
on the return value from
programId
(). Then the application should call
link
(), which will notice that the program has already been specified and linked, allowing other operations to be performed on the shader program. The shader program's id can be explicitly created using the
create
() 函数。
As of Qt 5.9, support for caching program binaries on disk is built in. To enable this, switch to using
addCacheableShaderFromSourceCode
() 和
addCacheableShaderFromSourceFile
(). With an OpenGL ES 3.x context or support for
GL_ARB_get_program_binary
, this will transparently cache program binaries under
QStandardPaths::GenericCacheLocation
or
QStandardPaths::CacheLocation
. When support is not available, calling the cacheable function variants is equivalent to the normal ones.
注意: Some drivers do not have any binary formats available, even though they advertise the extension or offer OpenGL ES 3.0. In this case program binary support will be disabled.
另请参阅 QOpenGLShader .
[explicit]
QOpenGLShaderProgram::
QOpenGLShaderProgram
(
QObject
*
parent
= nullptr)
Constructs a new shader program and attaches it to parent . The program will be invalid until addShader () 被调用。
The shader program will be associated with the current QOpenGLContext .
另请参阅 addShader ().
[virtual noexcept]
QOpenGLShaderProgram::
~QOpenGLShaderProgram
()
Deletes this shader program.
Registers the shader of the specified type and source to this program. Unlike addShaderFromSourceCode (), this function does not perform compilation. Compilation is deferred to link (), and may not happen at all, because link () may potentially use a program binary from Qt's shader disk cache. This will typically lead to a significant increase in performance.
Returns true if the shader has been registered or, in the non-cached case, compiled successfully; false if there was an error. The compilation error messages can be retrieved via log ().
When the disk cache is disabled, via Qt::AA_DisableShaderDiskCache for example, or the OpenGL context has no support for context binaries, calling this function is equivalent to addShaderFromSourceCode ().
另请参阅 addShaderFromSourceCode () 和 addCacheableShaderFromSourceFile ().
这是重载函数。
Registers the shader of the specified type and source to this program. Unlike addShaderFromSourceCode (), this function does not perform compilation. Compilation is deferred to link (), and may not happen at all, because link () may potentially use a program binary from Qt's shader disk cache. This will typically lead to a significant increase in performance.
Returns true if the shader has been registered or, in the non-cached case, compiled successfully; false if there was an error. The compilation error messages can be retrieved via log ().
When the disk cache is disabled, via Qt::AA_DisableShaderDiskCache for example, or the OpenGL context has no support for context binaries, calling this function is equivalent to addShaderFromSourceCode ().
另请参阅 addShaderFromSourceCode () 和 addCacheableShaderFromSourceFile ().
这是重载函数。
Registers the shader of the specified type and source to this program. Unlike addShaderFromSourceCode (), this function does not perform compilation. Compilation is deferred to link (), and may not happen at all, because link () may potentially use a program binary from Qt's shader disk cache. This will typically lead to a significant increase in performance.
When the disk cache is disabled, via Qt::AA_DisableShaderDiskCache for example, or the OpenGL context has no support for context binaries, calling this function is equivalent to addShaderFromSourceCode ().
另请参阅 addShaderFromSourceCode () 和 addCacheableShaderFromSourceFile ().
Registers the shader of the specified type and fileName to this program. Unlike addShaderFromSourceFile (), this function does not perform compilation. Compilation is deferred to link (), and may not happen at all, because link () may potentially use a program binary from Qt's shader disk cache. This will typically lead to a significant increase in performance.
Returns true if the file has been read successfully, false if the file could not be opened or the normal, non-cached compilation of the shader has failed. The compilation error messages can be retrieved via log ().
When the disk cache is disabled, via Qt::AA_DisableShaderDiskCache for example, or the OpenGL context has no support for context binaries, calling this function is equivalent to addShaderFromSourceFile ().
另请参阅 addShaderFromSourceFile () 和 addCacheableShaderFromSourceCode ().
Adds a compiled
shader
to this shader program. Returns
true
if the shader could be added, or false otherwise.
Ownership of the shader object remains with the caller. It will not be deleted when this QOpenGLShaderProgram instance is deleted. This allows the caller to add the same shader to multiple shader programs.
另请参阅 addShaderFromSourceCode (), addShaderFromSourceFile (), removeShader (), link (),和 removeAllShaders ().
Compiles
source
as a shader of the specified
type
and adds it to this shader program. Returns
true
if compilation was successful, false otherwise. The compilation errors and warnings will be made available via
log
().
This function is intended to be a short-cut for quickly adding vertex and fragment shaders to a shader program without creating an instance of QOpenGLShader 首先。
另请参阅 addShader (), addShaderFromSourceFile (), removeShader (), link (), log (),和 removeAllShaders ().
这是重载函数。
Compiles
source
as a shader of the specified
type
and adds it to this shader program. Returns
true
if compilation was successful, false otherwise. The compilation errors and warnings will be made available via
log
().
This function is intended to be a short-cut for quickly adding vertex and fragment shaders to a shader program without creating an instance of QOpenGLShader 首先。
另请参阅 addShader (), addShaderFromSourceFile (), removeShader (), link (), log (),和 removeAllShaders ().
这是重载函数。
Compiles
source
as a shader of the specified
type
and adds it to this shader program. Returns
true
if compilation was successful, false otherwise. The compilation errors and warnings will be made available via
log
().
This function is intended to be a short-cut for quickly adding vertex and fragment shaders to a shader program without creating an instance of QOpenGLShader 首先。
另请参阅 addShader (), addShaderFromSourceFile (), removeShader (), link (), log (),和 removeAllShaders ().
Compiles the contents of
fileName
as a shader of the specified
type
and adds it to this shader program. Returns
true
if compilation was successful, false otherwise. The compilation errors and warnings will be made available via
log
().
This function is intended to be a short-cut for quickly adding vertex and fragment shaders to a shader program without creating an instance of QOpenGLShader 首先。
另请参阅 addShader () 和 addShaderFromSourceCode ().
Returns the location of the attribute name within this shader program's parameter list. Returns -1 if name is not a valid attribute for this shader program.
另请参阅 uniformLocation () 和 bindAttributeLocation ().
这是重载函数。
Returns the location of the attribute name within this shader program's parameter list. Returns -1 if name is not a valid attribute for this shader program.
另请参阅 uniformLocation () 和 bindAttributeLocation ().
这是重载函数。
Returns the location of the attribute name within this shader program's parameter list. Returns -1 if name is not a valid attribute for this shader program.
另请参阅 uniformLocation () 和 bindAttributeLocation ().
Binds this shader program to the active
QOpenGLContext
and makes it the current shader program. Any previously bound shader program is released. This is equivalent to calling
glUseProgram()
on
programId
()。返回
true
if the program was successfully bound; false otherwise. If the shader program has not yet been linked, or it needs to be re-linked, this function will call
link
().
Binds the attribute name 到指定 location . This function can be called before or after the program has been linked. Any attributes that have not been explicitly bound when the program is linked will be assigned locations automatically.
When this function is called after the program has been linked, the program will need to be relinked for the change to take effect.
另请参阅 attributeLocation ().
这是重载函数。
Binds the attribute name 到指定 location . This function can be called before or after the program has been linked. Any attributes that have not been explicitly bound when the program is linked will be assigned locations automatically.
When this function is called after the program has been linked, the program will need to be relinked for the change to take effect.
另请参阅 attributeLocation ().
这是重载函数。
Binds the attribute name 到指定 location . This function can be called before or after the program has been linked. Any attributes that have not been explicitly bound when the program is linked will be assigned locations automatically.
When this function is called after the program has been linked, the program will need to be relinked for the change to take effect.
另请参阅 attributeLocation ().
Requests the shader program's id to be created immediately. Returns
true
if successful;
false
否则。
This function is primarily useful when combining
QOpenGLShaderProgram
with other OpenGL functions that operate directly on the shader program id, like
GL_OES_get_program_binary
.
When the shader program is used normally, the shader program's id will be created on demand.
另请参阅 programId ().
Returns the default inner tessellation levels to be used by the tessellation primitive generator in the event that the tessellation control shader does not output them. For more details on OpenGL and Tessellation shaders see OpenGL Tessellation Shaders .
返回 QList of floats describing the inner tessellation levels. The vector will always have two elements but not all of them make sense for every mode of tessellation.
注意: This returns the global OpenGL state value. It is not specific to this QOpenGLShaderProgram 实例。
注意: This function is only supported with OpenGL >= 4.0 and will not return valid results with OpenGL ES 3.2.
另请参阅 setDefaultInnerTessellationLevels () 和 defaultOuterTessellationLevels ().
Returns the default outer tessellation levels to be used by the tessellation primitive generator in the event that the tessellation control shader does not output them. For more details on OpenGL and Tessellation shaders see OpenGL Tessellation Shaders .
返回 QList of floats describing the outer tessellation levels. The vector will always have four elements but not all of them make sense for every mode of tessellation.
注意: This returns the global OpenGL state value. It is not specific to this QOpenGLShaderProgram 实例。
注意: This function is only supported with OpenGL >= 4.0 and will not return valid results with OpenGL ES 3.2.
另请参阅 setDefaultOuterTessellationLevels () 和 defaultInnerTessellationLevels ().
Disables the vertex array at location in this shader program that was enabled by a previous call to enableAttributeArray ().
另请参阅 enableAttributeArray (), setAttributeArray (), setAttributeValue (),和 setUniformValue ().
这是重载函数。
Disables the vertex array called name in this shader program that was enabled by a previous call to enableAttributeArray ().
另请参阅 enableAttributeArray (), setAttributeArray (), setAttributeValue (),和 setUniformValue ().
Enables the vertex array at location in this shader program so that the value set by setAttributeArray () 在 location will be used by the shader program.
另请参阅 disableAttributeArray (), setAttributeArray (), setAttributeValue (),和 setUniformValue ().
这是重载函数。
Enables the vertex array called name in this shader program so that the value set by setAttributeArray () 在 name will be used by the shader program.
另请参阅 disableAttributeArray (), setAttributeArray (), setAttributeValue (),和 setUniformValue ().
[static]
bool
QOpenGLShaderProgram::
hasOpenGLShaderPrograms
(
QOpenGLContext
*
context
= nullptr)
返回
true
if shader programs written in the OpenGL Shading Language (GLSL) are supported on this system; false otherwise.
The
context
is used to resolve the GLSL extensions. If
context
is
nullptr
,那么
QOpenGLContext::currentContext
() is used.
返回
true
if this shader program has been linked; false otherwise.
另请参阅 link ().
[虚拟]
bool
QOpenGLShaderProgram::
link
()
Links together the shaders that were added to this program with
addShader
()。返回
true
if the link was successful or false otherwise. If the link failed, the error messages can be retrieved with
log
().
Subclasses can override this function to initialize attributes and uniform variables for use in specific shader programs.
If the shader program was already linked, calling this function again will force it to be re-linked.
When shaders were added to this program via addCacheableShaderFromSourceCode () 或 addCacheableShaderFromSourceFile (), program binaries are supported, and a cached binary is available on disk, actual compilation and linking are skipped. Instead, link() will initialize the program with the binary blob via glProgramBinary(). If there is no cached version of the program or it was generated with a different driver version, the shaders will be compiled from source and the program will get linked normally. This allows seamless upgrading of the graphics drivers, without having to worry about potentially incompatible binary formats.
Returns the errors and warnings that occurred during the last link () 或 addShader () with explicitly specified source code.
另请参阅 link ().
Returns the hardware limit for how many vertices a geometry shader can output.
Returns the number of vertices per-patch to be used when rendering.
注意: This returns the global OpenGL state value. It is not specific to this QOpenGLShaderProgram 实例。
另请参阅 setPatchVertexCount ().
Returns the OpenGL identifier associated with this shader program.
另请参阅 QOpenGLShader::shaderId ().
Releases the active shader program from the current
QOpenGLContext
。这相当于调用
glUseProgram(0)
.
另请参阅 bind ().
Removes all of the shaders that were added to this program previously. The QOpenGLShader objects for the shaders will not be deleted if they were constructed externally. QOpenGLShader objects that are constructed internally by QOpenGLShaderProgram will be deleted.
另请参阅 addShader () 和 removeShader ().
移除 shader from this shader program. The object is not deleted.
The shader program must be valid in the current QOpenGLContext .
另请参阅 addShader (), link (),和 removeAllShaders ().
Sets an array of vertex 值 on the attribute at location in this shader program. The tupleSize indicates the number of components per vertex (1, 2, 3, or 4), and the stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in 值 .
The array will become active when enableAttributeArray () is called on the location . Otherwise the value specified with setAttributeValue () 对于 location 会被使用。
另请参阅 setAttributeValue (), setUniformValue (), enableAttributeArray (),和 disableAttributeArray ().
Sets an array of 2D vertex 值 on the attribute at location in this shader program. The stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in 值 .
The array will become active when enableAttributeArray () is called on the location . Otherwise the value specified with setAttributeValue () 对于 location 会被使用。
另请参阅 setAttributeValue (), setUniformValue (), enableAttributeArray (),和 disableAttributeArray ().
Sets an array of 3D vertex 值 on the attribute at location in this shader program. The stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in 值 .
The array will become active when enableAttributeArray () is called on the location . Otherwise the value specified with setAttributeValue () 对于 location 会被使用。
另请参阅 setAttributeValue (), setUniformValue (), enableAttributeArray (),和 disableAttributeArray ().
Sets an array of 4D vertex 值 on the attribute at location in this shader program. The stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in 值 .
The array will become active when enableAttributeArray () is called on the location . Otherwise the value specified with setAttributeValue () 对于 location 会被使用。
另请参阅 setAttributeValue (), setUniformValue (), enableAttributeArray (),和 disableAttributeArray ().
Sets an array of vertex 值 on the attribute at location in this shader program. The stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in 值 .
The
type
indicates the type of elements in the
值
array, usually
GL_FLOAT
,
GL_UNSIGNED_BYTE
, etc. The
tupleSize
indicates the number of components per vertex: 1, 2, 3, or 4.
The array will become active when enableAttributeArray () is called on the location . Otherwise the value specified with setAttributeValue () 对于 location 会被使用。
The setAttributeBuffer () function can be used to set the attribute array to an offset within a vertex buffer.
注意: Normalization will be enabled. If this is not desired, call glVertexAttribPointer directly through QOpenGLFunctions .
另请参阅 setAttributeValue (), setUniformValue (), enableAttributeArray (), disableAttributeArray (),和 setAttributeBuffer ().
这是重载函数。
Sets an array of vertex 值 on the attribute called name in this shader program. The tupleSize indicates the number of components per vertex (1, 2, 3, or 4), and the stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in 值 .
The array will become active when enableAttributeArray () is called on name . Otherwise the value specified with setAttributeValue () 对于 name 会被使用。
另请参阅 setAttributeValue (), setUniformValue (), enableAttributeArray (),和 disableAttributeArray ().
这是重载函数。
Sets an array of 2D vertex 值 on the attribute called name in this shader program. The stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in 值 .
The array will become active when enableAttributeArray () is called on name . Otherwise the value specified with setAttributeValue () 对于 name 会被使用。
另请参阅 setAttributeValue (), setUniformValue (), enableAttributeArray (),和 disableAttributeArray ().
这是重载函数。
Sets an array of 3D vertex 值 on the attribute called name in this shader program. The stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in 值 .
The array will become active when enableAttributeArray () is called on name . Otherwise the value specified with setAttributeValue () 对于 name 会被使用。
另请参阅 setAttributeValue (), setUniformValue (), enableAttributeArray (),和 disableAttributeArray ().
这是重载函数。
Sets an array of 4D vertex 值 on the attribute called name in this shader program. The stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in 值 .
The array will become active when enableAttributeArray () is called on name . Otherwise the value specified with setAttributeValue () 对于 name 会被使用。
另请参阅 setAttributeValue (), setUniformValue (), enableAttributeArray (),和 disableAttributeArray ().
这是重载函数。
Sets an array of vertex 值 on the attribute called name in this shader program. The stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in 值 .
The
type
indicates the type of elements in the
值
array, usually
GL_FLOAT
,
GL_UNSIGNED_BYTE
, etc. The
tupleSize
indicates the number of components per vertex: 1, 2, 3, or 4.
The array will become active when enableAttributeArray () is called on the name . Otherwise the value specified with setAttributeValue () 对于 name 会被使用。
The setAttributeBuffer () function can be used to set the attribute array to an offset within a vertex buffer.
另请参阅 setAttributeValue (), setUniformValue (), enableAttributeArray (), disableAttributeArray (),和 setAttributeBuffer ().
Sets an array of vertex values on the attribute at location in this shader program, starting at a specific offset in the currently bound vertex buffer. The stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in the value array.
The
type
indicates the type of elements in the vertex value array, usually
GL_FLOAT
,
GL_UNSIGNED_BYTE
, etc. The
tupleSize
indicates the number of components per vertex: 1, 2, 3, or 4.
The array will become active when enableAttributeArray () is called on the location . Otherwise the value specified with setAttributeValue () 对于 location 会被使用。
注意: Normalization will be enabled. If this is not desired, call glVertexAttribPointer directly through QOpenGLFunctions .
另请参阅 setAttributeArray ().
这是重载函数。
Sets an array of vertex values on the attribute called name in this shader program, starting at a specific offset in the currently bound vertex buffer. The stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in the value array.
The
type
indicates the type of elements in the vertex value array, usually
GL_FLOAT
,
GL_UNSIGNED_BYTE
, etc. The
tupleSize
indicates the number of components per vertex: 1, 2, 3, or 4.
The array will become active when enableAttributeArray () is called on the name . Otherwise the value specified with setAttributeValue () 对于 name 会被使用。
另请参阅 setAttributeArray ().
Sets the attribute at location in the current context to value .
另请参阅 setUniformValue ().
Sets the attribute at location in the current context to the 2D vector ( x , y ).
另请参阅 setUniformValue ().
Sets the attribute at location in the current context to the 3D vector ( x , y , z ).
另请参阅 setUniformValue ().
Sets the attribute at location in the current context to the 4D vector ( x , y , z , w ).
另请参阅 setUniformValue ().
Sets the attribute at location in the current context to value .
另请参阅 setUniformValue ().
Sets the attribute at location in the current context to value .
另请参阅 setUniformValue ().
Sets the attribute at location in the current context to value .
另请参阅 setUniformValue ().
Sets the attribute at location in the current context to value .
另请参阅 setUniformValue ().
Sets the attribute at location in the current context to the contents of 值 , which contains columns elements, each consisting of rows 元素。 rows value should be 1, 2, 3, or 4. This function is typically used to set matrix values and column vectors.
另请参阅 setUniformValue ().
这是重载函数。
Sets the attribute called name in the current context to value .
另请参阅 setUniformValue ().
这是重载函数。
Sets the attribute called name in the current context to the 2D vector ( x , y ).
另请参阅 setUniformValue ().
这是重载函数。
Sets the attribute called name in the current context to the 3D vector ( x , y , z ).
另请参阅 setUniformValue ().
这是重载函数。
Sets the attribute called name in the current context to the 4D vector ( x , y , z , w ).
另请参阅 setUniformValue ().
这是重载函数。
Sets the attribute called name in the current context to value .
另请参阅 setUniformValue ().
这是重载函数。
Sets the attribute called name in the current context to value .
另请参阅 setUniformValue ().
这是重载函数。
Sets the attribute called name in the current context to value .
另请参阅 setUniformValue ().
这是重载函数。
Sets the attribute called name in the current context to value .
另请参阅 setUniformValue ().
这是重载函数。
Sets the attribute called name in the current context to the contents of 值 , which contains columns elements, each consisting of rows 元素。 rows value should be 1, 2, 3, or 4. This function is typically used to set matrix values and column vectors.
另请参阅 setUniformValue ().
Sets the default outer tessellation levels to be used by the tessellation primitive generator in the event that the tessellation control shader does not output them to levels . For more details on OpenGL and Tessellation shaders see OpenGL Tessellation Shaders .
The levels argument should be a QList consisting of 2 floats. Not all of the values make sense for all tessellation modes. If you specify a vector with fewer than 2 elements, the remaining elements will be given a default value of 1.
注意: This modifies global OpenGL state and is not specific to this QOpenGLShaderProgram instance. You should call this in your render function when needed, as QOpenGLShaderProgram will not apply this for you. This is purely a convenience function.
注意: This function is only available with OpenGL >= 4.0 and is not supported with OpenGL ES 3.2.
另请参阅 defaultInnerTessellationLevels () 和 setDefaultOuterTessellationLevels ().
Sets the default outer tessellation levels to be used by the tessellation primitive generator in the event that the tessellation control shader does not output them to levels . For more details on OpenGL and Tessellation shaders see OpenGL Tessellation Shaders .
The levels argument should be a QList consisting of 4 floats. Not all of the values make sense for all tessellation modes. If you specify a vector with fewer than 4 elements, the remaining elements will be given a default value of 1.
注意: This modifies global OpenGL state and is not specific to this QOpenGLShaderProgram instance. You should call this in your render function when needed, as QOpenGLShaderProgram will not apply this for you. This is purely a convenience function.
注意: This function is only available with OpenGL >= 4.0 and is not supported with OpenGL ES 3.2.
另请参阅 defaultOuterTessellationLevels () 和 setDefaultInnerTessellationLevels ().
Use this function to specify to OpenGL the number of vertices in a patch to
count
. A patch is a custom OpenGL primitive whose interpretation is entirely defined by the tessellation shader stages. Therefore, calling this function only makes sense when using a
QOpenGLShaderProgram
containing tessellation stage shaders. When using OpenGL tessellation, the only primitive that can be rendered with
glDraw*()
functions is
GL_PATCHES
.
This is equivalent to calling glPatchParameteri(GL_PATCH_VERTICES, count).
注意: This modifies global OpenGL state and is not specific to this QOpenGLShaderProgram instance. You should call this in your render function when needed, as QOpenGLShaderProgram will not apply this for you. This is purely a convenience function.
另请参阅 patchVertexCount ().
Sets the uniform variable at location in the current context to value .
另请参阅 setAttributeValue ().
Sets the uniform variable at location in the current context to value .
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable called name in the current context to the red, green, blue, and alpha components of color .
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable associated with name in the current context to the x and y coordinates of point .
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable associated with name in the current context to the x and y coordinates of point .
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable associated with name in the current context to the width and height of the given size .
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable associated with name in the current context to the width and height of the given size .
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable called name in the current context to a 2x2 matrix value .
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable called name in the current context to a 2x3 matrix value .
注意: This function is not aware of non square matrix support, that is, GLSL types like mat2x3, that is present in modern OpenGL versions. Instead, it treats the uniform as an array of vec3.
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable called name in the current context to a 2x4 matrix value .
注意: This function is not aware of non square matrix support, that is, GLSL types like mat2x4, that is present in modern OpenGL versions. Instead, it treats the uniform as an array of vec4.
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable called name in the current context to a 3x2 matrix value .
注意: This function is not aware of non square matrix support, that is, GLSL types like mat3x2, that is present in modern OpenGL versions. Instead, it treats the uniform as an array of vec2.
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable called name in the current context to a 3x3 matrix value .
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable called name in the current context to a 3x4 matrix value .
注意: This function is not aware of non square matrix support, that is, GLSL types like mat3x4, that is present in modern OpenGL versions. Instead, it treats the uniform as an array of vec4.
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable called name in the current context to a 4x2 matrix value .
注意: This function is not aware of non square matrix support, that is, GLSL types like mat4x2, that is present in modern OpenGL versions. Instead, it treats the uniform as an array of vec2.
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable called name in the current context to a 4x3 matrix value .
注意: This function is not aware of non square matrix support, that is, GLSL types like mat4x3, that is present in modern OpenGL versions. Instead, it treats the uniform as an array of vec3.
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable called name in the current context to a 4x4 matrix value .
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable called name in the current context to a 2x2 matrix value . The matrix elements must be specified in column-major order.
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable called name in the current context to a 3x3 matrix value . The matrix elements must be specified in column-major order.
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable called name in the current context to a 4x4 matrix value . The matrix elements must be specified in column-major order.
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable called name in the current context to a 3x3 transformation matrix value that is specified as a QTransform 值。
To set a
QTransform
value as a 4x4 matrix in a shader, use
setUniformValue(name, QMatrix4x4(value))
.
Sets the uniform variable at location in the current context to value . This function should be used when setting sampler values.
注意: This function is not aware of unsigned int support in modern OpenGL versions and therefore treats value as a GLint and calls glUniform1i.
另请参阅 setAttributeValue ().
Sets the uniform variable at location in the current context to the 2D vector ( x , y ).
另请参阅 setAttributeValue ().
Sets the uniform variable at location in the current context to the 3D vector ( x , y , z ).
另请参阅 setAttributeValue ().
Sets the uniform variable at location in the current context to the 4D vector ( x , y , z , w ).
另请参阅 setAttributeValue ().
Sets the uniform variable at location in the current context to value .
另请参阅 setAttributeValue ().
Sets the uniform variable at location in the current context to value .
另请参阅 setAttributeValue ().
Sets the uniform variable at location in the current context to value .
另请参阅 setAttributeValue ().
Sets the uniform variable at location in the current context to the red, green, blue, and alpha components of color .
另请参阅 setAttributeValue ().
Sets the uniform variable at location in the current context to the x and y coordinates of point .
另请参阅 setAttributeValue ().
Sets the uniform variable at location in the current context to the x and y coordinates of point .
另请参阅 setAttributeValue ().
Sets the uniform variable at location in the current context to the width and height of the given size .
另请参阅 setAttributeValue ().
Sets the uniform variable at location in the current context to the width and height of the given size .
另请参阅 setAttributeValue ().
Sets the uniform variable at location in the current context to a 2x2 matrix value .
另请参阅 setAttributeValue ().
Sets the uniform variable at location in the current context to a 2x3 matrix value .
注意: This function is not aware of non square matrix support, that is, GLSL types like mat2x3, that is present in modern OpenGL versions. Instead, it treats the uniform as an array of vec3.
另请参阅 setAttributeValue ().
Sets the uniform variable at location in the current context to a 2x4 matrix value .
注意: This function is not aware of non square matrix support, that is, GLSL types like mat2x4, that is present in modern OpenGL versions. Instead, it treats the uniform as an array of vec4.
另请参阅 setAttributeValue ().
Sets the uniform variable at location in the current context to a 3x2 matrix value .
注意: This function is not aware of non square matrix support, that is, GLSL types like mat3x2, that is present in modern OpenGL versions. Instead, it treats the uniform as an array of vec2.
另请参阅 setAttributeValue ().
Sets the uniform variable at location in the current context to a 3x3 matrix value .
另请参阅 setAttributeValue ().
Sets the uniform variable at location in the current context to a 3x4 matrix value .
注意: This function is not aware of non square matrix support, that is, GLSL types like mat3x4, that is present in modern OpenGL versions. Instead, it treats the uniform as an array of vec4.
另请参阅 setAttributeValue ().
Sets the uniform variable at location in the current context to a 4x2 matrix value .
注意: This function is not aware of non square matrix support, that is, GLSL types like mat4x2, that is present in modern OpenGL versions. Instead, it treats the uniform as an array of vec2.
另请参阅 setAttributeValue ().
Sets the uniform variable at location in the current context to a 4x3 matrix value .
注意: This function is not aware of non square matrix support, that is, GLSL types like mat4x3, that is present in modern OpenGL versions. Instead, it treats the uniform as an array of vec3.
另请参阅 setAttributeValue ().
Sets the uniform variable at location in the current context to a 4x4 matrix value .
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable at location in the current context to a 2x2 matrix value . The matrix elements must be specified in column-major order.
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable at location in the current context to a 3x3 matrix value . The matrix elements must be specified in column-major order.
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable at location in the current context to a 4x4 matrix value . The matrix elements must be specified in column-major order.
另请参阅 setAttributeValue ().
Sets the uniform variable at location in the current context to a 3x3 transformation matrix value that is specified as a QTransform 值。
To set a
QTransform
value as a 4x4 matrix in a shader, use
setUniformValue(location, QMatrix4x4(value))
.
这是重载函数。
Sets the uniform variable called name in the current context to value .
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable called name in the current context to value .
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable called name in the current context to value . This function should be used when setting sampler values.
注意: This function is not aware of unsigned int support in modern OpenGL versions and therefore treats value as a GLint and calls glUniform1i.
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable called name in the current context to the 2D vector ( x , y ).
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable called name in the current context to the 3D vector ( x , y , z ).
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable called name in the current context to the 4D vector ( x , y , z , w ).
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable called name in the current context to value .
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable called name in the current context to value .
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable called name in the current context to value .
另请参阅 setAttributeValue ().
Sets the uniform variable array at location in the current context to the count elements of 值 . Each element has tupleSize components. The tupleSize must be 1, 2, 3, or 4.
另请参阅 setAttributeValue ().
Sets the uniform variable array at location in the current context to the count elements of 值 .
另请参阅 setAttributeValue ().
Sets the uniform variable array at location in the current context to the count elements of 值 . This overload should be used when setting an array of sampler values.
注意: This function is not aware of unsigned int support in modern OpenGL versions and therefore treats 值 as a GLint and calls glUniform1iv.
另请参阅 setAttributeValue ().
Sets the uniform variable array at location in the current context to the count 2D vector elements of 值 .
另请参阅 setAttributeValue ().
Sets the uniform variable array at location in the current context to the count 3D vector elements of 值 .
另请参阅 setAttributeValue ().
Sets the uniform variable array at location in the current context to the count 4D vector elements of 值 .
另请参阅 setAttributeValue ().
Sets the uniform variable array at location in the current context to the count 2x2 matrix elements of 值 .
另请参阅 setAttributeValue ().
Sets the uniform variable array at location in the current context to the count 2x3 matrix elements of 值 .
另请参阅 setAttributeValue ().
Sets the uniform variable array at location in the current context to the count 2x4 matrix elements of 值 .
另请参阅 setAttributeValue ().
Sets the uniform variable array at location in the current context to the count 3x2 matrix elements of 值 .
另请参阅 setAttributeValue ().
Sets the uniform variable array at location in the current context to the count 3x3 matrix elements of 值 .
另请参阅 setAttributeValue ().
Sets the uniform variable array at location in the current context to the count 3x4 matrix elements of 值 .
另请参阅 setAttributeValue ().
Sets the uniform variable array at location in the current context to the count 4x2 matrix elements of 值 .
另请参阅 setAttributeValue ().
Sets the uniform variable array at location in the current context to the count 4x3 matrix elements of 值 .
另请参阅 setAttributeValue ().
Sets the uniform variable array at location in the current context to the count 4x4 matrix elements of 值 .
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable array called name in the current context to the count elements of 值 . Each element has tupleSize components. The tupleSize must be 1, 2, 3, or 4.
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable array called name in the current context to the count elements of 值 .
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable array called name in the current context to the count elements of 值 . This overload should be used when setting an array of sampler values.
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable array called name in the current context to the count 2D vector elements of 值 .
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable array called name in the current context to the count 3D vector elements of 值 .
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable array called name in the current context to the count 4D vector elements of 值 .
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable array called name in the current context to the count 2x2 matrix elements of 值 .
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable array called name in the current context to the count 2x3 matrix elements of 值 .
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable array called name in the current context to the count 2x4 matrix elements of 值 .
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable array called name in the current context to the count 3x2 matrix elements of 值 .
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable array called name in the current context to the count 3x3 matrix elements of 值 .
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable array called name in the current context to the count 3x4 matrix elements of 值 .
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable array called name in the current context to the count 4x2 matrix elements of 值 .
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable array called name in the current context to the count 4x3 matrix elements of 值 .
另请参阅 setAttributeValue ().
这是重载函数。
Sets the uniform variable array called name in the current context to the count 4x4 matrix elements of 值 .
另请参阅 setAttributeValue ().
Returns a list of all shaders that have been added to this shader program using addShader ().
另请参阅 addShader () 和 removeShader ().
Returns the location of the uniform variable name within this shader program's parameter list. Returns -1 if name is not a valid uniform variable for this shader program.
另请参阅 attributeLocation ().
这是重载函数。
Returns the location of the uniform variable name within this shader program's parameter list. Returns -1 if name is not a valid uniform variable for this shader program.
另请参阅 attributeLocation ().
这是重载函数。
Returns the location of the uniform variable name within this shader program's parameter list. Returns -1 if name is not a valid uniform variable for this shader program.
另请参阅 attributeLocation ().