ShaderProgram QML Type

Encapsulates a Shader Program. More...

Import Statement: import Qt3D.Render 2.7
Instantiates: QShaderProgram

Properties

Methods

Detailed Description

ShaderProgram class encapsulates a shader program. 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 UniformAssociated Qt3D Parameter nameGLSL declaration
ModelMatrixmodelMatrixuniform mat4 modelMatrix;
ViewMatrixviewMatrixuniform mat4 viewMatrix;
ProjectionMatrixprojectionMatrixuniform mat4 projectionMatrix;
ModelViewMatrixmodelViewuniform mat4 modelView;
ViewProjectionMatrixviewProjectionMatrixuniform mat4 viewProjectionMatrix;
ModelViewProjectionMatrixmodelViewProjection
mvp
uniform mat4 modelViewProjection;
uniform mat4 mvp;
InverseModelMatrixinverseModelMatrixuniform mat4 inverseModelMatrix;
InverseViewMatrixinverseViewMatrixuniform mat4 inverseViewMatrix;
InverseProjectionMatrixinverseProjectionMatrixuniform mat4 inverseProjectionMatrix;
InverseModelViewMatrixinverseModelViewuniform mat4 inverseModelView;
InverseViewProjectionMatrixinverseViewProjectionMatrixuniform mat4 inverseViewProjectionMatrix;
InverseModelViewProjectionMatrixinverseModelViewProjectionuniform mat4 inverseModelViewProjection;
ModelNormalMatrixmodelNormalMatrixuniform mat3 modelNormalMatrix;
ModelViewNormalMatrixmodelViewNormaluniform mat3 modelViewNormal;
ViewportMatrixviewportMatrixuniform mat4 viewportMatrix;
InverseViewportMatrixinverseViewportMatrixuniform mat4 inverseViewportMatrix;
AspectRatio
(surface width / surface height)
aspectRatiouniform float aspectRatio;
Exposureexposureuniform float exposure;
Gammagammauniform float gamma;
Time
(in nano seconds)
timeuniform float time;
EyePositioneyePositionuniform vec3 eyePosition;
SkinningPaletteskinningPalette[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:

 Parameter { name: "myColor"; value: "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));
 }

Property Documentation

computeShaderCode : string

Holds the compute shader code used by this shader program.


computeShaderGraph : string

Holds the URL to the compute shader graph used by this shader program builder.


format : enumeration

Holds the format of the code provided on the ShaderProgram. The default is ShaderProgram.GLSL


fragmentShaderCode : string

Holds the fragment shader code used by this shader program.


fragmentShaderGraph : string

Holds the URL to the fragment shader graph used by this shader program builder.


geometryShaderCode : string

Holds the geometry shader code used by this shader program.


geometryShaderGraph : string

Holds the URL to the geometry shader graph used by this shader program builder.


log : string [read-only]

Holds the log of the current shader program. This is useful to diagnose a compilation failure of the shader program.


status : enumeration [read-only]

Holds the status of the current shader program.


tessellationControlShaderCode : string

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


tessellationControlShaderGraph : string

Holds the URL to the tesselation control shader graph used by this shader program builder.


tessellationEvaluationShaderCode : string

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


tessellationEvaluationShaderGraph : string

Holds the URL to the tesselation evaluation shader graph used by this shader program builder.


vertexShaderCode : string

Holds the vertex shader code used by this shader program.


vertexShaderGraph : string

Holds the URL to the vertex shader graph used by this shader program builder.


Method Documentation

string loadSource(url sourceUrl)

Returns the shader code loaded from sourceUrl.