QShaderProgram — PyQt Documentation v6.9.0 (original) (raw)
PyQt6.Qt3DRender.QShaderProgram
Inherits from QNode.
Description¶
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]; |
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:
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)); }
Enums¶
Format
This enum identifies the format of the shader code used.
Member | Value | Description |
---|---|---|
GLSL | 0 | OpenGL |
SPIRV | 1 | Vulkan, OpenGL 5 |
ShaderType
This enum identifies the type of shader used.
Member | Value | Description |
---|---|---|
Compute | 5 | Compute shader |
Fragment | 1 | Fragment shader |
Geometry | 4 | Geometry shader |
TessellationControl | 2 | Tesselation control shader |
TessellationEvaluation | 3 | Tesselation evaluation shader |
Vertex | 0 | Vertex shader |
Status
This enum identifies the status of shader used.
Member | Value | Description |
---|---|---|
Error | 2 | An error occurred while compiling the shader |
NotReady | 0 | The shader hasn’t been compiled and linked yet |
Ready | 1 | The shader was successfully compiled |
Methods¶
__init__(parent: QNode = None)
TODO
computeShaderCode() → QByteArray
format() → Format
fragmentShaderCode() → QByteArray
geometryShaderCode() → QByteArray
@staticmethod
loadSource(QUrl) → QByteArray
Returns the shader code loaded from sourceUrl.
log() → str
TODO
setComputeShaderCode(Union[QByteArray, bytes, bytearray, memoryview])
See also
setFormat(Format)
setFragmentShaderCode(Union[QByteArray, bytes, bytearray, memoryview])
See also
setGeometryShaderCode(Union[QByteArray, bytes, bytearray, memoryview])
See also
setShaderCode(ShaderType, Union[QByteArray, bytes, bytearray, memoryview])
Sets the shader code for type of shader to the shaderCode.
setTessellationControlShaderCode(Union[QByteArray, bytes, bytearray, memoryview])
setTessellationEvaluationShaderCode(Union[QByteArray, bytes, bytearray, memoryview])
setVertexShaderCode(Union[QByteArray, bytes, bytearray, memoryview])
See also
shaderCode(ShaderType) → QByteArray
Returns the shader code for type.
See also
status() → Status
Returns the status of the current shader program.
tessellationControlShaderCode() → QByteArray
tessellationEvaluationShaderCode() → QByteArray
vertexShaderCode() → QByteArray
Signals¶
computeShaderCodeChanged(Union[QByteArray, bytes, bytearray, memoryview])
TODO
formatChanged(Format)
TODO
fragmentShaderCodeChanged(Union[QByteArray, bytes, bytearray, memoryview])
TODO
geometryShaderCodeChanged(Union[QByteArray, bytes, bytearray, memoryview])
TODO
logChanged(Optional[str])
TODO
statusChanged(Status)
TODO
tessellationControlShaderCodeChanged(Union[QByteArray, bytes, bytearray, memoryview])
TODO
tessellationEvaluationShaderCodeChanged(Union[QByteArray, bytes, bytearray, memoryview])
TODO
vertexShaderCodeChanged(Union[QByteArray, bytes, bytearray, memoryview])
TODO