Encapsulates a Shader Program. 更多...
头: | #include <QShaderProgram> |
CMake: |
find_package(Qt6 REQUIRED COMPONENTS 3drender)
target_link_libraries(mytarget PRIVATE Qt6::3drender) |
qmake: | QT += 3drender |
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)); }
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 |
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 ) |
Holds the format of the code provided on the ShaderProgram 。默认为 ShaderProgram .GLSL
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。