Encapsulates a Shader Program. More...
Import Statement: | import Qt3D.Render 2.0 |
Since: | Qt 5.5 |
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 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; | |||
Time (in nano seconds) |
time | uniform float time; | |||
EyePosition | eyePosition | uniform vec3 eyePosition; | |||
SkinningPalette | skinningPalette[0] | const int maxJoints = 100; uniform mat4 skinningPalette[maxJoints]; |
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.
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 |
Holds the log of the current shader program. This is useful to diagnose a compilation failure of the shader program.
status : string |
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.