class QOpenGLShaderProgram#

The QOpenGLShaderProgram class allows OpenGL shader programs to be linked and used. More

Inheritance diagram of PySide6.QtOpenGL.QOpenGLShaderProgram

Synopsis#

Methods#

Virtual methods#

Static functions#

Note

This documentation may contain snippets that were automatically translated from C++ to Python. We always welcome contributions to the snippet translation. If you see an issue with the translation, you can also let us know by creating a ticket on https:/bugreports.qt.io/projects/PYSIDE

Detailed Description#

Warning

This section contains snippets that were automatically translated from C++ to Python and may contain errors.

Introduction#

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 bind() :

shader = QOpenGLShader(QOpenGLShader.Vertex)
shader.compileSourceCode(code)
program = QOpenGLShaderProgram(context)
program.addShader(shader)
program.link()
program.bind()

Writing Portable Shaders#

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.

Simple Shader Example#

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()
vertexLocation = program.attributeLocation("vertex")
matrixLocation = program.uniformLocation("matrix")
colorLocation = program.uniformLocation("color")

With the above shader program active, we can draw a green triangle as follows:

triangleVertices = {
    60.0f, 10.0f, 0.0f,
    110.0f, 110.0f, 0.0f,
    10.0f, 110.0f, 0.0f

color = QColor(0, 255, 0, 255)
pmvMatrix = QMatrix4x4()
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 and Programs#

Binary shaders may be specified using glShaderBinary() on the return value from 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.

Caching Program Binaries#

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

__init__([parent=None])#
Parameters:

parentQObject

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()

addCacheableShaderFromSourceCode(type, source)#
Parameters:
Return type:

bool

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() .

addCacheableShaderFromSourceCode(type, source)
Parameters:
Return type:

bool

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() .

addCacheableShaderFromSourceCode(type, source)
Parameters:
Return type:

bool

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() .

addCacheableShaderFromSourceFile(type, fileName)#
Parameters:
Return type:

bool

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() .

addShader(shader)#
Parameters:

shaderQOpenGLShader

Return type:

bool

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.

addShaderFromSourceCode(type, source)#
Parameters:
Return type:

bool

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.

addShaderFromSourceCode(type, source)
Parameters:
Return type:

bool

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.

addShaderFromSourceCode(type, source)
Parameters:
Return type:

bool

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.

addShaderFromSourceFile(type, fileName)#
Parameters:
Return type:

bool

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.

attributeLocation(name)#
Parameters:

nameQByteArray

Return type:

int

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.

attributeLocation(name)
Parameters:

name – str

Return type:

int

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.

attributeLocation(name)
Parameters:

name – str

Return type:

int

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.

bind()#
Return type:

bool

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() release()

bindAttributeLocation(name, location)#
Parameters:

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.

bindAttributeLocation(name, location)
Parameters:
  • name – str

  • location – int

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.

bindAttributeLocation(name, location)
Parameters:
  • name – str

  • location – int

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.

create()#
Return type:

bool

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.

See also

programId()

defaultInnerTessellationLevels()#
Return type:

.list of float

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 QList 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.

Note

This function is only supported with OpenGL >= 4.0 and will not return valid results with OpenGL ES 3.2.

defaultOuterTessellationLevels()#
Return type:

.list of float

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 QList 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.

Note

This function is only supported with OpenGL >= 4.0 and will not return valid results with OpenGL ES 3.2.

disableAttributeArray(name)#
Parameters:

name – str

This is an overloaded function.

Disables the vertex array called name in this shader program that was enabled by a previous call to enableAttributeArray() .

disableAttributeArray(location)
Parameters:

location – int

Disables the vertex array at location in this shader program that was enabled by a previous call to enableAttributeArray() .

enableAttributeArray(name)#
Parameters:

name – str

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.

enableAttributeArray(location)
Parameters:

location – int

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.

static hasOpenGLShaderPrograms([context=None])#
Parameters:

contextQOpenGLContext

Return type:

bool

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 None, then QOpenGLContext::currentContext() is used.

isLinked()#
Return type:

bool

Returns true if this shader program has been linked; false otherwise.

See also

link()

Return type:

bool

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() log()

log()#
Return type:

str

Returns the errors and warnings that occurred during the last link() or addShader() with explicitly specified source code.

See also

link()

maxGeometryOutputVertices()#
Return type:

int

Returns the hardware limit for how many vertices a geometry shader can output.

patchVertexCount()#
Return type:

int

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.

programId()#
Return type:

int

Returns the OpenGL identifier associated with this shader program.

See also

shaderId()

release()#

Releases the active shader program from the current QOpenGLContext. This is equivalent to calling glUseProgram(0).

See also

bind()

removeAllShaders()#

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.

removeShader(shader)#
Parameters:

shaderQOpenGLShader

Removes shader from this shader program. The object is not deleted.

The shader program must be valid in the current QOpenGLContext.

setAttributeArray(location, type, values, tupleSize[, stride=0])#
Parameters:
  • location – int

  • type – int

  • valuesvoid

  • tupleSize – int

  • stride – int

setAttributeArray(location, values, tupleSize[, stride=0])
Parameters:
  • location – int

  • values – float

  • tupleSize – int

  • stride – int

setAttributeArray(name, type, values, tupleSize[, stride=0])
Parameters:
  • name – str

  • type – int

  • valuesvoid

  • tupleSize – int

  • stride – int

setAttributeArray(name, values, tupleSize[, stride=0])
Parameters:
  • name – str

  • values – float

  • tupleSize – int

  • stride – int

setAttributeBuffer(name, type, offset, tupleSize[, stride=0])#
Parameters:
  • name – str

  • type – int

  • offset – int

  • tupleSize – int

  • stride – int

setAttributeBuffer(location, type, offset, tupleSize[, stride=0])
Parameters:
  • location – int

  • type – int

  • offset – int

  • tupleSize – int

  • stride – int

setAttributeValue(name, value)#
Parameters:

This is an overloaded function.

Sets the attribute called name in the current context to value.

setAttributeValue(location, x, y, z, w)
Parameters:
  • location – int

  • x – float

  • y – float

  • z – float

  • w – float

setAttributeValue(location, x, y, z)
Parameters:
  • location – int

  • x – float

  • y – float

  • z – float

setAttributeValue(location, x, y)
Parameters:
  • location – int

  • x – float

  • y – float

setAttributeValue(location, value)
Parameters:
  • location – int

  • value – float

setAttributeValue(location, values, columns, rows)
Parameters:
  • location – int

  • values – float

  • columns – int

  • rows – int

setAttributeValue(location, value)
Parameters:

Sets the attribute at location in the current context to value.

setAttributeValue(location, value)
Parameters:

Sets the attribute at location in the current context to value.

setAttributeValue(location, value)
Parameters:

Sets the attribute at location in the current context to value.

setAttributeValue(name, x, y, z, w)
Parameters:
  • name – str

  • x – float

  • y – float

  • z – float

  • w – float

setAttributeValue(name, x, y, z)
Parameters:
  • name – str

  • x – float

  • y – float

  • z – float

setAttributeValue(name, x, y)
Parameters:
  • name – str

  • x – float

  • y – float

setAttributeValue(name, value)
Parameters:
  • name – str

  • value – float

setAttributeValue(name, values, columns, rows)
Parameters:
  • name – str

  • values – float

  • columns – int

  • rows – int

setAttributeValue(location, value)
Parameters:
  • location – int

  • valueQColor

Sets the attribute at location in the current context to value.

setAttributeValue(name, value)
Parameters:

This is an overloaded function.

Sets the attribute called name in the current context to value.

setAttributeValue(name, value)
Parameters:

This is an overloaded function.

Sets the attribute called name in the current context to value.

setAttributeValue(name, value)
Parameters:
  • name – str

  • valueQColor

This is an overloaded function.

Sets the attribute called name in the current context to value.

setDefaultInnerTessellationLevels(levels)#
Parameters:

levels – .list of float

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 QList 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.

Note

This function is only available with OpenGL >= 4.0 and is not supported with OpenGL ES 3.2.

setDefaultOuterTessellationLevels(levels)#
Parameters:

levels – .list of float

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 QList 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.

Note

This function is only available with OpenGL >= 4.0 and is not supported with OpenGL ES 3.2.

setPatchVertexCount(count)#
Parameters:

count – int

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.

setUniformValue(location, value)#
Parameters:

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.

setUniformValue(location, size)
Parameters:
  • location – int

  • sizeQSizeF

Sets the uniform variable at location in the current context to the width and height of the given size.

setUniformValue(location, value)
Parameters:

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)).

setUniformValue(location, size)
Parameters:
  • location – int

  • sizeQSize

Sets the uniform variable at location in the current context to the width and height of the given size.

setUniformValue(location, point)
Parameters:
  • location – int

  • pointQPointF

Sets the uniform variable at location in the current context to the x and y coordinates of point.

setUniformValue(location, point)
Parameters:
  • location – int

  • pointQPoint

Sets the uniform variable at location in the current context to the x and y coordinates of point.

setUniformValue(location, value)
Parameters:

Sets the uniform variable at location in the current context to a 4x4 matrix value.

setUniformValue(location, value)
Parameters:

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.

setUniformValue(location, value)
Parameters:

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.

setUniformValue(location, value)
Parameters:

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.

setUniformValue(location, value)
Parameters:

Sets the uniform variable at location in the current context to a 3x3 matrix value.

setUniformValue(location, value)
Parameters:

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.

setUniformValue(location, value)
Parameters:

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.

setUniformValue(location, value)
Parameters:

Sets the uniform variable at location in the current context to value.

setUniformValue(location, value)
Parameters:

Sets the uniform variable at location in the current context to value.

setUniformValue(location, value)
Parameters:

Sets the uniform variable at location in the current context to value.

setUniformValue(location, value)
Parameters:
  • location – int

  • valuefloat[][]

setUniformValue(location, value)
Parameters:
  • location – int

  • valuefloat[][]

setUniformValue(location, value)
Parameters:
  • location – int

  • valuefloat[][]

setUniformValue(location, value)
Parameters:
  • location – int

  • value – float

setUniformValue(location, x, y)
Parameters:
  • location – int

  • x – float

  • y – float

setUniformValue(location, x, y, z)
Parameters:
  • location – int

  • x – float

  • y – float

  • z – float

setUniformValue(location, x, y, z, w)
Parameters:
  • location – int

  • x – float

  • y – float

  • z – float

  • w – float

setUniformValue(location, value)
Parameters:
  • location – int

  • value – int

setUniformValue(location, value)
Parameters:
  • location – int

  • value – int

setUniformValue(name, value)
Parameters:

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.

setUniformValue(location, color)
Parameters:
  • location – int

  • colorQColor

Sets the uniform variable at location in the current context to the red, green, blue, and alpha components of color.

setUniformValue(name, color)
Parameters:
  • name – str

  • colorQColor

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.

setUniformValue(name, value)
Parameters:

This is an overloaded function.

Sets the uniform variable called name in the current context to a 2x2 matrix value.

setUniformValue(name, value)
Parameters:

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.

setUniformValue(name, value)
Parameters:

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.

setUniformValue(name, value)
Parameters:

This is an overloaded function.

Sets the uniform variable called name in the current context to a 3x3 matrix value.

setUniformValue(name, value)
Parameters:

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.

setUniformValue(name, value)
Parameters:

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.

setUniformValue(name, value)
Parameters:

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.

setUniformValue(name, value)
Parameters:

This is an overloaded function.

Sets the uniform variable called name in the current context to a 4x4 matrix value.

setUniformValue(name, point)
Parameters:
  • name – str

  • pointQPoint

This is an overloaded function.

Sets the uniform variable associated with name in the current context to the x and y coordinates of point.

setUniformValue(name, point)
Parameters:

This is an overloaded function.

Sets the uniform variable associated with name in the current context to the x and y coordinates of point.

setUniformValue(name, size)
Parameters:
  • name – str

  • sizeQSize

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.

setUniformValue(name, value)
Parameters:

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)).

setUniformValue(name, value)
Parameters:

This is an overloaded function.

Sets the uniform variable called name in the current context to value.

setUniformValue(name, value)
Parameters:

This is an overloaded function.

Sets the uniform variable called name in the current context to value.

setUniformValue(name, value)
Parameters:

This is an overloaded function.

Sets the uniform variable called name in the current context to value.

setUniformValue(name, value)
Parameters:
  • name – str

  • valuefloat[][]

setUniformValue(name, value)
Parameters:
  • name – str

  • valuefloat[][]

setUniformValue(name, value)
Parameters:
  • name – str

  • valuefloat[][]

setUniformValue(name, x, y)
Parameters:
  • name – str

  • x – float

  • y – float

setUniformValue(name, x, y, z)
Parameters:
  • name – str

  • x – float

  • y – float

  • z – float

setUniformValue(name, x, y, z, w)
Parameters:
  • name – str

  • x – float

  • y – float

  • z – float

  • w – float

setUniformValue(location, value)
Parameters:

Sets the uniform variable at location in the current context to a 2x2 matrix value.

setUniformValue(name, size)
Parameters:
  • name – str

  • sizeQSizeF

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.

setUniformValue1f(arg__1, arg__2)#
Parameters:
  • arg__1 – int

  • arg__2 – float

setUniformValue1f(arg__1, arg__2)
Parameters:
  • arg__1 – str

  • arg__2 – float

setUniformValue1i(arg__1, arg__2)#
Parameters:
  • arg__1 – str

  • arg__2 – int

setUniformValue1i(arg__1, arg__2)
Parameters:
  • arg__1 – int

  • arg__2 – int

setUniformValueArray(name, values, count, tupleSize)#
Parameters:
  • name – str

  • values – float

  • count – int

  • tupleSize – int

setUniformValueArray(name, values, count)
Parameters:
  • name – str

  • values – int

  • count – int

setUniformValueArray(name, values, count)
Parameters:
  • name – str

  • valuesunsigned int

  • count – int

setUniformValueArray(location, values, count, tupleSize)
Parameters:
  • location – int

  • values – float

  • count – int

  • tupleSize – int

setUniformValueArray(location, values, count)
Parameters:
  • location – int

  • values – int

  • count – int

setUniformValueArray(location, values, count)
Parameters:
  • location – int

  • valuesunsigned int

  • count – int

shaders()#
Return type:

.list of QOpenGLShader

Returns a list of all shaders that have been added to this shader program using addShader() .

uniformLocation(name)#
Parameters:

nameQByteArray

Return type:

int

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.

uniformLocation(name)
Parameters:

name – str

Return type:

int

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.

uniformLocation(name)
Parameters:

name – str

Return type:

int

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.