- class QOpenGLShaderProgram#
The
QOpenGLShaderProgram
class allows OpenGL shader programs to be linked and used. More…Synopsis#
Methods#
def
__init__()
def
addShader()
def
bind()
def
create()
def
isLinked()
def
log()
def
programId()
def
release()
def
removeShader()
def
shaders()
Virtual methods#
def
link()
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
andQOpenGLShaderProgram
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 callingbind()
: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 qualifiershighp
,mediump
, andlowp
.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 fromshaderId()
. TheQOpenGLShader
instance containing the binary can then be added to the shader program withaddShader()
and linked in the usual fashion withlink()
.Binary programs may be specified using
glProgramBinaryOES()
on the return value fromprogramId()
. Then the application should calllink()
, 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 thecreate()
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()
andaddCacheableShaderFromSourceFile()
. With an OpenGL ES 3.x context or support forGL_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
Constructs a new shader program and attaches it to
parent
. The program will be invalid untiladdShader()
is called.The shader program will be associated with the current QOpenGLContext.
See also
- addCacheableShaderFromSourceCode(type, source)#
- Parameters:
type – Combination of
ShaderTypeBit
source –
QByteArray
- Return type:
bool
This is an overloaded function.
Registers the shader of the specified
type
andsource
to this program. UnlikeaddShaderFromSourceCode()
, this function does not perform compilation. Compilation is deferred tolink()
, and may not happen at all, becauselink()
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:
type – Combination of
ShaderTypeBit
source – str
- Return type:
bool
Registers the shader of the specified
type
andsource
to this program. UnlikeaddShaderFromSourceCode()
, this function does not perform compilation. Compilation is deferred tolink()
, and may not happen at all, becauselink()
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:
type – Combination of
ShaderTypeBit
source – str
- Return type:
bool
This is an overloaded function.
Registers the shader of the specified
type
andsource
to this program. UnlikeaddShaderFromSourceCode()
, this function does not perform compilation. Compilation is deferred tolink()
, and may not happen at all, becauselink()
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:
type – Combination of
ShaderTypeBit
fileName – str
- Return type:
bool
Registers the shader of the specified
type
andfileName
to this program. UnlikeaddShaderFromSourceFile()
, this function does not perform compilation. Compilation is deferred tolink()
, and may not happen at all, becauselink()
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:
shader –
QOpenGLShader
- Return type:
bool
Adds a compiled
shader
to this shader program. Returnstrue
if the shader could be added, or false otherwise.Ownership of the
shader
object remains with the caller. It will not be deleted when thisQOpenGLShaderProgram
instance is deleted. This allows the caller to add the same shader to multiple shader programs.- addShaderFromSourceCode(type, source)#
- Parameters:
type – Combination of
ShaderTypeBit
source –
QByteArray
- Return type:
bool
This is an overloaded function.
Compiles
source
as a shader of the specifiedtype
and adds it to this shader program. Returnstrue
if compilation was successful, false otherwise. The compilation errors and warnings will be made available vialog()
.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:
type – Combination of
ShaderTypeBit
source – str
- Return type:
bool
This is an overloaded function.
Compiles
source
as a shader of the specifiedtype
and adds it to this shader program. Returnstrue
if compilation was successful, false otherwise. The compilation errors and warnings will be made available vialog()
.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:
type – Combination of
ShaderTypeBit
source – str
- Return type:
bool
Compiles
source
as a shader of the specifiedtype
and adds it to this shader program. Returnstrue
if compilation was successful, false otherwise. The compilation errors and warnings will be made available vialog()
.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:
type – Combination of
ShaderTypeBit
fileName – str
- Return type:
bool
Compiles the contents of
fileName
as a shader of the specifiedtype
and adds it to this shader program. Returnstrue
if compilation was successful, false otherwise. The compilation errors and warnings will be made available vialog()
.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
- attributeLocation(name)#
- Parameters:
name –
QByteArray
- Return type:
int
This is an overloaded function.
Returns the location of the attribute
name
within this shader program’s parameter list. Returns -1 ifname
is not a valid attribute for this shader program.See also
- 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 ifname
is not a valid attribute for this shader program.See also
- attributeLocation(name)
- Parameters:
name – str
- Return type:
int
Returns the location of the attribute
name
within this shader program’s parameter list. Returns -1 ifname
is not a valid attribute for this shader program.See also
- 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()
onprogramId()
. Returnstrue
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 calllink()
.- bindAttributeLocation(name, location)#
- Parameters:
name –
QByteArray
location – int
This is an overloaded function.
Binds the attribute
name
to the specifiedlocation
. 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
- bindAttributeLocation(name, location)
- Parameters:
name – str
location – int
Binds the attribute
name
to the specifiedlocation
. 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
- bindAttributeLocation(name, location)
- Parameters:
name – str
location – int
This is an overloaded function.
Binds the attribute
name
to the specifiedlocation
. 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
- 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, likeGL_OES_get_program_binary
.When the shader program is used normally, the shader program’s id will be created on demand.
See also
- 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 toenableAttributeArray()
.- disableAttributeArray(location)
- Parameters:
location – int
Disables the vertex array at
location
in this shader program that was enabled by a previous call toenableAttributeArray()
.- 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 bysetAttributeArray()
onname
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 bysetAttributeArray()
onlocation
will be used by the shader program.- static hasOpenGLShaderPrograms([context=None])#
- Parameters:
context –
QOpenGLContext
- 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. Ifcontext
isNone
, 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()
. Returnstrue
if the link was successful or false otherwise. If the link failed, the error messages can be retrieved withlog()
.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()
oraddCacheableShaderFromSourceFile()
, 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
- log()#
- Return type:
str
Returns the errors and warnings that occurred during the last
link()
oraddShader()
with explicitly specified source code.See also
- 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.See also
- programId()#
- Return type:
int
Returns the OpenGL identifier associated with this shader program.
See also
- release()#
Releases the active shader program from the current QOpenGLContext. This is equivalent to calling
glUseProgram(0)
.See also
- 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 byQOpenGLShaderProgram
will be deleted.See also
- removeShader(shader)#
- Parameters:
shader –
QOpenGLShader
Removes
shader
from this shader program. The object is not deleted.The shader program must be valid in the current QOpenGLContext.
See also
- setAttributeArray(location, type, values, tupleSize[, stride=0])#
- Parameters:
location – int
type – int
values –
void
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
values –
void
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
This is an overloaded function.
Sets the attribute called
name
in the current context tovalue
.See also
- 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:
location – int
value –
QVector4D
Sets the attribute at
location
in the current context tovalue
.See also
- setAttributeValue(location, value)
- Parameters:
location – int
value –
QVector3D
Sets the attribute at
location
in the current context tovalue
.See also
- setAttributeValue(location, value)
- Parameters:
location – int
value –
QVector2D
Sets the attribute at
location
in the current context tovalue
.See also
- 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
value –
QColor
Sets the attribute at
location
in the current context tovalue
.See also
- setAttributeValue(name, value)
- Parameters:
name – str
value –
QVector3D
This is an overloaded function.
Sets the attribute called
name
in the current context tovalue
.See also
- setAttributeValue(name, value)
- Parameters:
name – str
value –
QVector2D
This is an overloaded function.
Sets the attribute called
name
in the current context tovalue
.See also
- setAttributeValue(name, value)
- Parameters:
name – str
value –
QColor
This is an overloaded function.
Sets the attribute called
name
in the current context tovalue
.See also
- 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, asQOpenGLShaderProgram
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, asQOpenGLShaderProgram
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 aQOpenGLShaderProgram
containing tessellation stage shaders. When using OpenGL tessellation, the only primitive that can be rendered withglDraw*()
functions isGL_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, asQOpenGLShaderProgram
will not apply this for you. This is purely a convenience function.See also
- setUniformValue(location, value)#
- Parameters:
location – int
value –
QMatrix2x3
Sets the uniform variable at
location
in the current context to a 2x3 matrixvalue
.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
- setUniformValue(location, size)
- Parameters:
location – int
size –
QSizeF
Sets the uniform variable at
location
in the current context to the width and height of the givensize
.See also
- setUniformValue(location, value)
- Parameters:
location – int
value –
QTransform
Sets the uniform variable at
location
in the current context to a 3x3 transformation matrixvalue
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
size –
QSize
Sets the uniform variable at
location
in the current context to the width and height of the givensize
.See also
- setUniformValue(location, point)
- Parameters:
location – int
point –
QPointF
Sets the uniform variable at
location
in the current context to the x and y coordinates ofpoint
.See also
- setUniformValue(location, point)
- Parameters:
location – int
point –
QPoint
Sets the uniform variable at
location
in the current context to the x and y coordinates ofpoint
.See also
- setUniformValue(location, value)
- Parameters:
location – int
value –
QMatrix4x4
Sets the uniform variable at
location
in the current context to a 4x4 matrixvalue
.See also
- setUniformValue(location, value)
- Parameters:
location – int
value –
QMatrix4x3
Sets the uniform variable at
location
in the current context to a 4x3 matrixvalue
.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
- setUniformValue(location, value)
- Parameters:
location – int
value –
QMatrix4x2
Sets the uniform variable at
location
in the current context to a 4x2 matrixvalue
.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
- setUniformValue(location, value)
- Parameters:
location – int
value –
QMatrix3x4
Sets the uniform variable at
location
in the current context to a 3x4 matrixvalue
.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
- setUniformValue(location, value)
- Parameters:
location – int
value –
QMatrix3x3
Sets the uniform variable at
location
in the current context to a 3x3 matrixvalue
.See also
- setUniformValue(location, value)
- Parameters:
location – int
value –
QMatrix3x2
Sets the uniform variable at
location
in the current context to a 3x2 matrixvalue
.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
- setUniformValue(location, value)
- Parameters:
location – int
value –
QMatrix2x4
Sets the uniform variable at
location
in the current context to a 2x4 matrixvalue
.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
- setUniformValue(location, value)
- Parameters:
location – int
value –
QVector2D
Sets the uniform variable at
location
in the current context tovalue
.See also
- setUniformValue(location, value)
- Parameters:
location – int
value –
QVector3D
Sets the uniform variable at
location
in the current context tovalue
.See also
- setUniformValue(location, value)
- Parameters:
location – int
value –
QVector4D
Sets the uniform variable at
location
in the current context tovalue
.See also
- setUniformValue(location, value)
- Parameters:
location – int
value –
float[][]
- setUniformValue(location, value)
- Parameters:
location – int
value –
float[][]
- setUniformValue(location, value)
- Parameters:
location – int
value –
float[][]
- 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:
name – str
value –
QMatrix2x3
This is an overloaded function.
Sets the uniform variable called
name
in the current context to a 2x3 matrixvalue
.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
- setUniformValue(location, color)
- Parameters:
location – int
color –
QColor
Sets the uniform variable at
location
in the current context to the red, green, blue, and alpha components ofcolor
.See also
- setUniformValue(name, color)
- Parameters:
name – str
color –
QColor
This is an overloaded function.
Sets the uniform variable called
name
in the current context to the red, green, blue, and alpha components ofcolor
.See also
- setUniformValue(name, value)
- Parameters:
name – str
value –
QMatrix2x2
This is an overloaded function.
Sets the uniform variable called
name
in the current context to a 2x2 matrixvalue
.See also
- setUniformValue(name, value)
- Parameters:
name – str
value –
QMatrix2x4
This is an overloaded function.
Sets the uniform variable called
name
in the current context to a 2x4 matrixvalue
.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
- setUniformValue(name, value)
- Parameters:
name – str
value –
QMatrix3x2
This is an overloaded function.
Sets the uniform variable called
name
in the current context to a 3x2 matrixvalue
.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
- setUniformValue(name, value)
- Parameters:
name – str
value –
QMatrix3x3
This is an overloaded function.
Sets the uniform variable called
name
in the current context to a 3x3 matrixvalue
.See also
- setUniformValue(name, value)
- Parameters:
name – str
value –
QMatrix3x4
This is an overloaded function.
Sets the uniform variable called
name
in the current context to a 3x4 matrixvalue
.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
- setUniformValue(name, value)
- Parameters:
name – str
value –
QMatrix4x2
This is an overloaded function.
Sets the uniform variable called
name
in the current context to a 4x2 matrixvalue
.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
- setUniformValue(name, value)
- Parameters:
name – str
value –
QMatrix4x3
This is an overloaded function.
Sets the uniform variable called
name
in the current context to a 4x3 matrixvalue
.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
- setUniformValue(name, value)
- Parameters:
name – str
value –
QMatrix4x4
This is an overloaded function.
Sets the uniform variable called
name
in the current context to a 4x4 matrixvalue
.See also
- setUniformValue(name, point)
- Parameters:
name – str
point –
QPoint
This is an overloaded function.
Sets the uniform variable associated with
name
in the current context to the x and y coordinates ofpoint
.See also
- setUniformValue(name, point)
- Parameters:
name – str
point –
QPointF
This is an overloaded function.
Sets the uniform variable associated with
name
in the current context to the x and y coordinates ofpoint
.See also
- setUniformValue(name, size)
- Parameters:
name – str
size –
QSize
This is an overloaded function.
Sets the uniform variable associated with
name
in the current context to the width and height of the givensize
.See also
- setUniformValue(name, value)
- Parameters:
name – str
value –
QTransform
This is an overloaded function.
Sets the uniform variable called
name
in the current context to a 3x3 transformation matrixvalue
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:
name – str
value –
QVector2D
This is an overloaded function.
Sets the uniform variable called
name
in the current context tovalue
.See also
- setUniformValue(name, value)
- Parameters:
name – str
value –
QVector3D
This is an overloaded function.
Sets the uniform variable called
name
in the current context tovalue
.See also
- setUniformValue(name, value)
- Parameters:
name – str
value –
QVector4D
This is an overloaded function.
Sets the uniform variable called
name
in the current context tovalue
.See also
- setUniformValue(name, value)
- Parameters:
name – str
value –
float[][]
- setUniformValue(name, value)
- Parameters:
name – str
value –
float[][]
- setUniformValue(name, value)
- Parameters:
name – str
value –
float[][]
- 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:
location – int
value –
QMatrix2x2
Sets the uniform variable at
location
in the current context to a 2x2 matrixvalue
.See also
- setUniformValue(name, size)
- Parameters:
name – str
size –
QSizeF
This is an overloaded function.
Sets the uniform variable associated with
name
in the current context to the width and height of the givensize
.See also
- 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
values –
unsigned 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
values –
unsigned 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()
.See also
- uniformLocation(name)#
- Parameters:
name –
QByteArray
- 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 ifname
is not a valid uniform variable for this shader program.See also
- 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 ifname
is not a valid uniform variable for this shader program.See also
- 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 ifname
is not a valid uniform variable for this shader program.See also