Provides storage for a name and value pair. This maps to a shader uniform. More...
Import Statement: | import Qt3D.Render 2.0 |
A Parameter can be referenced by a RenderPass, Technique, Effect, Material, TechniqueFilter, RenderPassFilter. At runtime, depending on which shader is selected for a given step of the rendering, the value contained in a Parameter will be converted and uploaded if the shader contains a uniform with a name matching that of the Parameter.
Parameter { name: "diffuseColor" value: "blue" } // Works with the following GLSL uniform shader declarations // uniform vec4 diffuseColor; // uniform vec3 diffuseColor; // uniform vec2 diffuseColor; // uniform float diffuseColor;
Note: some care must be taken to ensure the value wrapped by a Parameter can actually be converted to what the real uniform expect. Giving a value stored as an int where the actual shader uniform is of type float could result in undefined behaviors.
Note: when the targeted uniform is an array, the name should be the name of the uniform with [0] appended to it.
Parameter { name: "diffuseValues[0]" value: [0.0, 1.0. 2.0, 3.0, 4.0, 883.0, 1340.0, 1584.0] } // Matching GLSL shader uniform declaration // uniform float diffuseValues[8];
When it comes to texture support, the Parameter value should be set to the appropriate texture subclass that matches the sampler type of the shader uniform.
Parameter { name: "diffuseTexture" value: Texture2D { ... } } // Works with the following GLSL uniform shader declaration // uniform sampler2D diffuseTexture
See also Qt3DRender::QAbstractTexture.
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