The QOpenGLShaderProgram class allows OpenGL shader programs to be linked and used. More...
Header: | #include <QOpenGLShaderProgram> |
qmake: | QT += gui |
Since: | Qt 5.0 |
Inherits: | 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() |
QVector<float> | defaultInnerTessellationLevels() const |
QVector<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 *values, int tupleSize, int stride = 0) |
void | setAttributeArray(int location, const QVector2D *values, int stride = 0) |
void | setAttributeArray(int location, const QVector3D *values, int stride = 0) |
void | setAttributeArray(int location, const QVector4D *values, int stride = 0) |
void | setAttributeArray(int location, GLenum type, const void *values, int tupleSize, int stride = 0) |
void | setAttributeArray(const char *name, const GLfloat *values, int tupleSize, int stride = 0) |
void | setAttributeArray(const char *name, const QVector2D *values, int stride = 0) |
void | setAttributeArray(const char *name, const QVector3D *values, int stride = 0) |
void | setAttributeArray(const char *name, const QVector4D *values, int stride = 0) |
void | setAttributeArray(const char *name, GLenum type, const void *values, 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 *values, 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 *values, int columns, int rows) |
void | setDefaultInnerTessellationLevels(const QVector<float> &levels) |
void | setDefaultOuterTessellationLevels(const QVector<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 = 2) |
void | setUniformValue(const char *name, const GLfloat [3][3] value = 3) |
void | setUniformValue(const char *name, const GLfloat [4][4] value = 4) |
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 = 2) |
void | setUniformValue(int location, const GLfloat [3][3] value = 3) |
void | setUniformValue(int location, const GLfloat [4][4] value = 4) |
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 *values, int count, int tupleSize) |
void | setUniformValueArray(int location, const GLint *values, int count) |
void | setUniformValueArray(int location, const GLuint *values, int count) |
void | setUniformValueArray(int location, const QVector2D *values, int count) |
void | setUniformValueArray(int location, const QVector3D *values, int count) |
void | setUniformValueArray(int location, const QVector4D *values, int count) |
void | setUniformValueArray(int location, const QMatrix2x2 *values, int count) |
void | setUniformValueArray(int location, const QMatrix2x3 *values, int count) |
void | setUniformValueArray(int location, const QMatrix2x4 *values, int count) |
void | setUniformValueArray(int location, const QMatrix3x2 *values, int count) |
void | setUniformValueArray(int location, const QMatrix3x3 *values, int count) |
void | setUniformValueArray(int location, const QMatrix3x4 *values, int count) |
void | setUniformValueArray(int location, const QMatrix4x2 *values, int count) |
void | setUniformValueArray(int location, const QMatrix4x3 *values, int count) |
void | setUniformValueArray(int location, const QMatrix4x4 *values, int count) |
void | setUniformValueArray(const char *name, const GLfloat *values, int count, int tupleSize) |
void | setUniformValueArray(const char *name, const GLint *values, int count) |
void | setUniformValueArray(const char *name, const GLuint *values, int count) |
void | setUniformValueArray(const char *name, const QVector2D *values, int count) |
void | setUniformValueArray(const char *name, const QVector3D *values, int count) |
void | setUniformValueArray(const char *name, const QVector4D *values, int count) |
void | setUniformValueArray(const char *name, const QMatrix2x2 *values, int count) |
void | setUniformValueArray(const char *name, const QMatrix2x3 *values, int count) |
void | setUniformValueArray(const char *name, const QMatrix2x4 *values, int count) |
void | setUniformValueArray(const char *name, const QMatrix3x2 *values, int count) |
void | setUniformValueArray(const char *name, const QMatrix3x3 *values, int count) |
void | setUniformValueArray(const char *name, const QMatrix3x4 *values, int count) |
void | setUniformValueArray(const char *name, const QMatrix4x2 *values, int count) |
void | setUniformValueArray(const char *name, const QMatrix4x3 *values, int count) |
void | setUniformValueArray(const char *name, const QMatrix4x4 *values, 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) |
The QOpenGLShaderProgram class allows OpenGL shader programs to be linked and used.
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
by calling 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
, and
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(). The 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() function.
As of Qt 5.9, support for caching program binaries on disk is built in. To enable this, switch to using addCacheableShaderFromSourceCode() and
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.
Note: 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.
See also QOpenGLShader.
Constructs a new shader program and attaches it to parent. The program will be invalid until addShader() is called.
The shader program will be associated with the current QOpenGLContext.
See also addShader().
[virtual]
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().
This function was introduced in Qt 5.9.
See also addShaderFromSourceCode() and addCacheableShaderFromSourceFile().
This is an overloaded function.
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().
This function was introduced in Qt 5.9.
See also addShaderFromSourceCode() and addCacheableShaderFromSourceFile().
This is an overloaded function.
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().
This function was introduced in Qt 5.9.
See also addShaderFromSourceCode() and 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().
This function was introduced in Qt 5.9.
See also addShaderFromSourceFile() and 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.
See also addShaderFromSourceCode(), addShaderFromSourceFile(), removeShader(), link(), and 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 first.
See also addShader(), addShaderFromSourceFile(), removeShader(), link(), log(), and removeAllShaders().
This is an overloaded function.
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 first.
See also addShader(), addShaderFromSourceFile(), removeShader(), link(), log(), and removeAllShaders().
This is an overloaded function.
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 first.
See also addShader(), addShaderFromSourceFile(), removeShader(), link(), log(), and 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 first.
See also addShader() and 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.
See also uniformLocation() and bindAttributeLocation().
This is an overloaded function.
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.
See also uniformLocation() and bindAttributeLocation().
This is an overloaded function.
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.
See also uniformLocation() and 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(). Returns 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().
See also link() and release().
Binds the attribute name to the specified 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.
See also attributeLocation().
This is an overloaded function.
Binds the attribute name to the specified 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.
See also attributeLocation().
This is an overloaded function.
Binds the attribute name to the specified 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.
See also attributeLocation().
Requests the shader program's id to be created immediately. Returns true
if successful; false
otherwise.
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.
This function was introduced in Qt 5.3.
See also 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.
Returns a QVector 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.
Note: This returns the global OpenGL state value. It is not specific to this QOpenGLShaderProgram instance.
See also setDefaultInnerTessellationLevels() and 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.
Returns a QVector 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.
Note: This returns the global OpenGL state value. It is not specific to this QOpenGLShaderProgram instance.
See also setDefaultOuterTessellationLevels() and defaultInnerTessellationLevels().
Disables the vertex array at location in this shader program that was enabled by a previous call to enableAttributeArray().
See also enableAttributeArray(), setAttributeArray(), setAttributeValue(), and setUniformValue().
This is an overloaded function.
Disables the vertex array called name in this shader program that was enabled by a previous call to enableAttributeArray().
See also enableAttributeArray(), setAttributeArray(), setAttributeValue(), and setUniformValue().
Enables the vertex array at location in this shader program so that the value set by setAttributeArray() on location will be used by the shader program.
See also disableAttributeArray(), setAttributeArray(), setAttributeValue(), and setUniformValue().
This is an overloaded function.
Enables the vertex array called name in this shader program so that the value set by setAttributeArray() on name will be used by the shader program.
See also disableAttributeArray(), setAttributeArray(), setAttributeValue(), and setUniformValue().
[static]
bool QOpenGLShaderProgram::hasOpenGLShaderPrograms(QOpenGLContext *context = nullptr)Returns 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 null, then QOpenGLContext::currentContext() is used.
Returns true
if this shader program has been linked; false otherwise.
See also link().
[virtual]
bool QOpenGLShaderProgram::link()Links together the shaders that were added to this program with addShader(). Returns 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() or 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.
See also addShader() and log().
Returns the errors and warnings that occurred during the last link() or addShader() with explicitly specified source code.
See also 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.
Note: This returns the global OpenGL state value. It is not specific to this QOpenGLShaderProgram instance.
See also setPatchVertexCount().
Returns the OpenGL identifier associated with this shader program.
See also QOpenGLShader::shaderId().
Releases the active shader program from the current QOpenGLContext. This is equivalent to calling glUseProgram(0)
.
See also 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.
See also addShader() and removeShader().
Removes shader from this shader program. The object is not deleted.
The shader program must be valid in the current QOpenGLContext.
See also addShader(), link(), and removeAllShaders().
Sets an array of vertex values 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 values.
The array will become active when enableAttributeArray() is called on the location. Otherwise the value specified with setAttributeValue() for location will be used.
See also setAttributeValue(), setUniformValue(), enableAttributeArray(), and disableAttributeArray().
Sets an array of 2D vertex values 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 values.
The array will become active when enableAttributeArray() is called on the location. Otherwise the value specified with setAttributeValue() for location will be used.
See also setAttributeValue(), setUniformValue(), enableAttributeArray(), and disableAttributeArray().
Sets an array of 3D vertex values 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 values.
The array will become active when enableAttributeArray() is called on the location. Otherwise the value specified with setAttributeValue() for location will be used.
See also setAttributeValue(), setUniformValue(), enableAttributeArray(), and disableAttributeArray().
Sets an array of 4D vertex values 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 values.
The array will become active when enableAttributeArray() is called on the location. Otherwise the value specified with setAttributeValue() for location will be used.
See also setAttributeValue(), setUniformValue(), enableAttributeArray(), and disableAttributeArray().
Sets an array of vertex values 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 values.
The type indicates the type of elements in the values 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() for location will be used.
The setAttributeBuffer() function can be used to set the attribute array to an offset within a vertex buffer.
Note: Normalization will be enabled. If this is not desired, call glVertexAttribPointer directly through QOpenGLFunctions.
See also setAttributeValue(), setUniformValue(), enableAttributeArray(), disableAttributeArray(), and setAttributeBuffer().
This is an overloaded function.
Sets an array of vertex values 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 values.
The array will become active when enableAttributeArray() is called on name. Otherwise the value specified with setAttributeValue() for name will be used.
See also setAttributeValue(), setUniformValue(), enableAttributeArray(), and disableAttributeArray().
This is an overloaded function.
Sets an array of 2D vertex values 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 values.
The array will become active when enableAttributeArray() is called on name. Otherwise the value specified with setAttributeValue() for name will be used.
See also setAttributeValue(), setUniformValue(), enableAttributeArray(), and disableAttributeArray().
This is an overloaded function.
Sets an array of 3D vertex values 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 values.
The array will become active when enableAttributeArray() is called on name. Otherwise the value specified with setAttributeValue() for name will be used.
See also setAttributeValue(), setUniformValue(), enableAttributeArray(), and disableAttributeArray().
This is an overloaded function.
Sets an array of 4D vertex values 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 values.
The array will become active when enableAttributeArray() is called on name. Otherwise the value specified with setAttributeValue() for name will be used.
See also setAttributeValue(), setUniformValue(), enableAttributeArray(), and disableAttributeArray().
This is an overloaded function.
Sets an array of vertex values 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 values.
The type indicates the type of elements in the values 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() for name will be used.
The setAttributeBuffer() function can be used to set the attribute array to an offset within a vertex buffer.
See also setAttributeValue(), setUniformValue(), enableAttributeArray(), disableAttributeArray(), and 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() for location will be used.
Note: Normalization will be enabled. If this is not desired, call glVertexAttribPointer directly through QOpenGLFunctions.
See also setAttributeArray().
This is an overloaded function.
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() for name will be used.
See also setAttributeArray().
Sets the attribute at location in the current context to value.
See also setUniformValue().
Sets the attribute at location in the current context to the 2D vector (x, y).
See also setUniformValue().
Sets the attribute at location in the current context to the 3D vector (x, y, z).
See also setUniformValue().
Sets the attribute at location in the current context to the 4D vector (x, y, z, w).
See also setUniformValue().
Sets the attribute at location in the current context to value.
See also setUniformValue().
Sets the attribute at location in the current context to value.
See also setUniformValue().
Sets the attribute at location in the current context to value.
See also setUniformValue().
Sets the attribute at location in the current context to value.
See also setUniformValue().
Sets the attribute at location in the current context to the contents of values, which contains columns elements, each consisting of rows elements. The rows value should be 1, 2, 3, or 4. This function is typically used to set matrix values and column vectors.
See also setUniformValue().
This is an overloaded function.
Sets the attribute called name in the current context to value.
See also setUniformValue().
This is an overloaded function.
Sets the attribute called name in the current context to the 2D vector (x, y).
See also setUniformValue().
This is an overloaded function.
Sets the attribute called name in the current context to the 3D vector (x, y, z).
See also setUniformValue().
This is an overloaded function.
Sets the attribute called name in the current context to the 4D vector (x, y, z, w).
See also setUniformValue().
This is an overloaded function.
Sets the attribute called name in the current context to value.
See also setUniformValue().
This is an overloaded function.
Sets the attribute called name in the current context to value.
See also setUniformValue().
This is an overloaded function.
Sets the attribute called name in the current context to value.
See also setUniformValue().
This is an overloaded function.
Sets the attribute called name in the current context to value.
See also setUniformValue().
This is an overloaded function.
Sets the attribute called name in the current context to the contents of values, which contains columns elements, each consisting of rows elements. The rows value should be 1, 2, 3, or 4. This function is typically used to set matrix values and column vectors.
See also 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 QVector 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.
Note: 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.
See also defaultInnerTessellationLevels() and 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 QVector 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.
Note: 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.
See also defaultOuterTessellationLevels() and 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).
Note: 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.
See also patchVertexCount().
Sets the uniform variable at location in the current context to value.
See also setAttributeValue().
Sets the uniform variable at location in the current context to value.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable called name in the current context to the red, green, blue, and alpha components of color.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable associated with name in the current context to the x and y coordinates of point.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable associated with name in the current context to the x and y coordinates of point.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable associated with name in the current context to the width and height of the given size.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable associated with name in the current context to the width and height of the given size.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable called name in the current context to a 2x2 matrix value.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable called name in the current context to a 2x3 matrix value.
Note: 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.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable called name in the current context to a 2x4 matrix value.
Note: 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.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable called name in the current context to a 3x2 matrix value.
Note: 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.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable called name in the current context to a 3x3 matrix value.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable called name in the current context to a 3x4 matrix value.
Note: 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.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable called name in the current context to a 4x2 matrix value.
Note: 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.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable called name in the current context to a 4x3 matrix value.
Note: 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.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable called name in the current context to a 4x4 matrix value.
See also setAttributeValue().
This is an overloaded function.
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.
See also setAttributeValue().
This is an overloaded function.
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.
See also setAttributeValue().
This is an overloaded function.
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.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable called name in the current context to a 3x3 transformation matrix value that is specified as a QTransform value.
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.
Note: This function is not aware of unsigned int support in modern OpenGL versions and therefore treats value as a GLint and calls glUniform1i.
See also setAttributeValue().
Sets the uniform variable at location in the current context to the 2D vector (x, y).
See also setAttributeValue().
Sets the uniform variable at location in the current context to the 3D vector (x, y, z).
See also setAttributeValue().
Sets the uniform variable at location in the current context to the 4D vector (x, y, z, w).
See also setAttributeValue().
Sets the uniform variable at location in the current context to value.
See also setAttributeValue().
Sets the uniform variable at location in the current context to value.
See also setAttributeValue().
Sets the uniform variable at location in the current context to value.
See also setAttributeValue().
Sets the uniform variable at location in the current context to the red, green, blue, and alpha components of color.
See also setAttributeValue().
Sets the uniform variable at location in the current context to the x and y coordinates of point.
See also setAttributeValue().
Sets the uniform variable at location in the current context to the x and y coordinates of point.
See also setAttributeValue().
Sets the uniform variable at location in the current context to the width and height of the given size.
See also setAttributeValue().
Sets the uniform variable at location in the current context to the width and height of the given size.
See also setAttributeValue().
Sets the uniform variable at location in the current context to a 2x2 matrix value.
See also setAttributeValue().
Sets the uniform variable at location in the current context to a 2x3 matrix value.
Note: 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.
See also setAttributeValue().
Sets the uniform variable at location in the current context to a 2x4 matrix value.
Note: 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.
See also setAttributeValue().
Sets the uniform variable at location in the current context to a 3x2 matrix value.
Note: 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.
See also setAttributeValue().
Sets the uniform variable at location in the current context to a 3x3 matrix value.
See also setAttributeValue().
Sets the uniform variable at location in the current context to a 3x4 matrix value.
Note: 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.
See also setAttributeValue().
Sets the uniform variable at location in the current context to a 4x2 matrix value.
Note: 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.
See also setAttributeValue().
Sets the uniform variable at location in the current context to a 4x3 matrix value.
Note: 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.
See also setAttributeValue().
Sets the uniform variable at location in the current context to a 4x4 matrix value.
See also setAttributeValue().
This is an overloaded function.
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.
See also setAttributeValue().
This is an overloaded function.
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.
See also setAttributeValue().
This is an overloaded function.
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.
See also setAttributeValue().
Sets the uniform variable at location in the current context to a 3x3 transformation matrix value that is specified as a QTransform value.
To set a QTransform value as a 4x4 matrix in a shader, use setUniformValue(location, QMatrix4x4(value))
.
This is an overloaded function.
Sets the uniform variable called name in the current context to value.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable called name in the current context to value.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable called name in the current context to value. This function should be used when setting sampler values.
Note: This function is not aware of unsigned int support in modern OpenGL versions and therefore treats value as a GLint and calls glUniform1i.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable called name in the current context to the 2D vector (x, y).
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable called name in the current context to the 3D vector (x, y, z).
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable called name in the current context to the 4D vector (x, y, z, w).
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable called name in the current context to value.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable called name in the current context to value.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable called name in the current context to value.
See also setAttributeValue().
Sets the uniform variable array at location in the current context to the count elements of values. Each element has tupleSize components. The tupleSize must be 1, 2, 3, or 4.
See also setAttributeValue().
Sets the uniform variable array at location in the current context to the count elements of values.
See also setAttributeValue().
Sets the uniform variable array at location in the current context to the count elements of values. This overload should be used when setting an array of sampler values.
Note: This function is not aware of unsigned int support in modern OpenGL versions and therefore treats values as a GLint and calls glUniform1iv.
See also setAttributeValue().
Sets the uniform variable array at location in the current context to the count 2D vector elements of values.
See also setAttributeValue().
Sets the uniform variable array at location in the current context to the count 3D vector elements of values.
See also setAttributeValue().
Sets the uniform variable array at location in the current context to the count 4D vector elements of values.
See also setAttributeValue().
Sets the uniform variable array at location in the current context to the count 2x2 matrix elements of values.
See also setAttributeValue().
Sets the uniform variable array at location in the current context to the count 2x3 matrix elements of values.
See also setAttributeValue().
Sets the uniform variable array at location in the current context to the count 2x4 matrix elements of values.
See also setAttributeValue().
Sets the uniform variable array at location in the current context to the count 3x2 matrix elements of values.
See also setAttributeValue().
Sets the uniform variable array at location in the current context to the count 3x3 matrix elements of values.
See also setAttributeValue().
Sets the uniform variable array at location in the current context to the count 3x4 matrix elements of values.
See also setAttributeValue().
Sets the uniform variable array at location in the current context to the count 4x2 matrix elements of values.
See also setAttributeValue().
Sets the uniform variable array at location in the current context to the count 4x3 matrix elements of values.
See also setAttributeValue().
Sets the uniform variable array at location in the current context to the count 4x4 matrix elements of values.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable array called name in the current context to the count elements of values. Each element has tupleSize components. The tupleSize must be 1, 2, 3, or 4.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable array called name in the current context to the count elements of values.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable array called name in the current context to the count elements of values. This overload should be used when setting an array of sampler values.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable array called name in the current context to the count 2D vector elements of values.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable array called name in the current context to the count 3D vector elements of values.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable array called name in the current context to the count 4D vector elements of values.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable array called name in the current context to the count 2x2 matrix elements of values.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable array called name in the current context to the count 2x3 matrix elements of values.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable array called name in the current context to the count 2x4 matrix elements of values.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable array called name in the current context to the count 3x2 matrix elements of values.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable array called name in the current context to the count 3x3 matrix elements of values.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable array called name in the current context to the count 3x4 matrix elements of values.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable array called name in the current context to the count 4x2 matrix elements of values.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable array called name in the current context to the count 4x3 matrix elements of values.
See also setAttributeValue().
This is an overloaded function.
Sets the uniform variable array called name in the current context to the count 4x4 matrix elements of values.
See also setAttributeValue().
Returns a list of all shaders that have been added to this shader program using addShader().
See also addShader() and 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.
See also attributeLocation().
This is an overloaded function.
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.
See also attributeLocation().
This is an overloaded function.
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.
See also attributeLocation().