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Breadcrumbs go here --> <li><a href="modules.html">Modules</a></li> <li><a href="qtopengl.html">QtOpenGL</a></li> <li>QGLShader</li> </ul> </div> <div class="toolbuttons toolblock"> <ul> <li id="smallA" class="t_button">A</li> <li id="medA" class="t_button active">A</li> <li id="bigA" class="t_button">A</li> <li id="print" class="t_button"><a href="javascript:this.print();"> <span>Print</span></a></li> </ul> </div> </div> <div class="content mainContent"> <div class="toc"> <h3><a name="toc">Contents</a></h3> <ul> <li class="level1"><a href="#public-types">Public Types</a></li> <li class="level1"><a href="#public-functions">Public Functions</a></li> <li class="level1"><a href="#static-public-members">Static Public Members</a></li> <li class="level1"><a href="#details">Detailed Description</a></li> </ul> </div> <h1 class="title">QGLShader Class Reference</h1> <!-- $$$QGLShader-brief --> <p>The QGLShader class allows OpenGL shaders to be compiled. <a href="#details">More...</a></p> <!-- @@@QGLShader --> <pre class="cpp"> <span class="preprocessor">#include <QGLShader></span></pre><p><b>Inherits: </b><a href="qobject.html">QObject</a>.</p> <p>This class was introduced in Qt 4.6.</p> <ul> <li><a href="qglshader-members.html">List of all members, including inherited members</a></li> </ul> <a name="public-types"></a> <h2>Public Types</h2> <table class="alignedsummary"> <tr><td class="memItemLeft rightAlign topAlign"> flags </td><td class="memItemRight bottomAlign"><b><a href="qglshader.html#ShaderTypeBit-enum">ShaderType</a></b></td></tr> <tr><td class="memItemLeft rightAlign topAlign"> enum </td><td class="memItemRight bottomAlign"><b><a href="qglshader.html#ShaderTypeBit-enum">ShaderTypeBit</a></b> { Vertex, Fragment, Geometry }</td></tr> </table> <a name="public-functions"></a> <h2>Public Functions</h2> <table class="alignedsummary"> <tr><td class="memItemLeft rightAlign topAlign"> </td><td class="memItemRight bottomAlign"><b><a href="qglshader.html#QGLShader">QGLShader</a></b> ( QGLShader::ShaderType <i>type</i>, QObject * <i>parent</i> = 0 )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> </td><td class="memItemRight bottomAlign"><b><a href="qglshader.html#QGLShader-2">QGLShader</a></b> ( QGLShader::ShaderType <i>type</i>, const QGLContext * <i>context</i>, QObject * <i>parent</i> = 0 )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> virtual </td><td class="memItemRight bottomAlign"><b><a href="qglshader.html#dtor.QGLShader">~QGLShader</a></b> ()</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> bool </td><td class="memItemRight bottomAlign"><b><a href="qglshader.html#compileSourceCode">compileSourceCode</a></b> ( const char * <i>source</i> )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> bool </td><td class="memItemRight bottomAlign"><b><a href="qglshader.html#compileSourceCode-2">compileSourceCode</a></b> ( const QByteArray & <i>source</i> )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> bool </td><td class="memItemRight bottomAlign"><b><a href="qglshader.html#compileSourceCode-3">compileSourceCode</a></b> ( const QString & <i>source</i> )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> bool </td><td class="memItemRight bottomAlign"><b><a href="qglshader.html#compileSourceFile">compileSourceFile</a></b> ( const QString & <i>fileName</i> )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> bool </td><td class="memItemRight bottomAlign"><b><a href="qglshader.html#isCompiled">isCompiled</a></b> () const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> QString </td><td class="memItemRight bottomAlign"><b><a href="qglshader.html#log">log</a></b> () const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> GLuint </td><td class="memItemRight bottomAlign"><b><a href="qglshader.html#shaderId">shaderId</a></b> () const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> QGLShader::ShaderType </td><td class="memItemRight bottomAlign"><b><a href="qglshader.html#shaderType">shaderType</a></b> () const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> QByteArray </td><td class="memItemRight bottomAlign"><b><a href="qglshader.html#sourceCode">sourceCode</a></b> () const</td></tr> </table> <ul> <li class="fn">29 public functions inherited from <a href="qobject.html#public-functions">QObject</a></li> </ul> <a name="static-public-members"></a> <h2>Static Public Members</h2> <table class="alignedsummary"> <tr><td class="memItemLeft rightAlign topAlign"> bool </td><td class="memItemRight bottomAlign"><b><a href="qglshader.html#hasOpenGLShaders">hasOpenGLShaders</a></b> ( ShaderType <i>type</i>, const QGLContext * <i>context</i> = 0 )</td></tr> </table> <ul> <li class="fn">7 static public members inherited from <a href="qobject.html#static-public-members">QObject</a></li> </ul> <h3>Additional Inherited Members</h3> <ul> <li class="fn">1 property inherited from <a href="qobject.html#properties">QObject</a></li> <li class="fn">1 public slot inherited from <a href="qobject.html#public-slots">QObject</a></li> <li class="fn">1 signal inherited from <a href="qobject.html#signals">QObject</a></li> <li class="fn">8 protected functions inherited from <a href="qobject.html#protected-functions">QObject</a></li> </ul> <a name="details"></a> <!-- $$$QGLShader-description --> <div class="descr"> <h2>Detailed Description</h2> <p>The QGLShader class allows OpenGL shaders to be compiled.</p> <p>This class supports shaders written in the OpenGL Shading Language (GLSL) and in the OpenGL/ES Shading Language (GLSL/ES).</p> <p>QGLShader and <a href="qglshaderprogram.html">QGLShaderProgram</a> shelter the programmer from the details of compiling and linking vertex and fragment shaders.</p> </div> <p><b>See also </b><a href="qglshaderprogram.html">QGLShaderProgram</a>.</p> <!-- @@@QGLShader --> <div class="types"> <h2>Member Type Documentation</h2> <!-- $$$ShaderTypeBit$$$Vertex$$$Fragment$$$Geometry --> <h3 class="flags"><a name="ShaderTypeBit-enum"></a>enum QGLShader::<span class="name">ShaderTypeBit</span><br/>flags QGLShader::<span class="name">ShaderType</span></h3> <p>This enum specifies the type of <a href="qglshader.html">QGLShader</a> that is being created.</p> <table class="valuelist"><tr valign="top" class="odd"><th class="tblConst">Constant</th><th class="tblval">Value</th><th class="tbldscr">Description</th></tr> <tr><td class="topAlign"><tt>QGLShader::Vertex</tt></td><td class="topAlign"><tt>0x0001</tt></td><td class="topAlign">Vertex shader written in the OpenGL Shading Language (GLSL).</td></tr> <tr><td class="topAlign"><tt>QGLShader::Fragment</tt></td><td class="topAlign"><tt>0x0002</tt></td><td class="topAlign">Fragment shader written in the OpenGL Shading Language (GLSL).</td></tr> <tr><td class="topAlign"><tt>QGLShader::Geometry</tt></td><td class="topAlign"><tt>0x0004</tt></td><td class="topAlign">Geometry shaders written in the OpenGL Shading Language (GLSL), based on the GL_EXT_geometry_shader4 extension.</td></tr> </table> <p>The ShaderType type is a typedef for <a href="qflags.html">QFlags</a><ShaderTypeBit>. It stores an OR combination of ShaderTypeBit values.</p> <!-- @@@ShaderTypeBit --> </div> <div class="func"> <h2>Member Function Documentation</h2> <!-- $$$QGLShader[overload1]$$$QGLShaderQGLShader::ShaderTypeQObject* --> <h3 class="fn"><a name="QGLShader"></a>QGLShader::<span class="name">QGLShader</span> ( <span class="type"><a href="qglshader.html#ShaderTypeBit-enum">QGLShader::ShaderType</a></span> <i>type</i>, <span class="type"><a href="qobject.html">QObject</a></span> * <i>parent</i> = 0 )</h3> <p>Constructs a new <a href="qglshader.html">QGLShader</a> object of the specified <i>type</i> and attaches it to <i>parent</i>. If shader programs are not supported, <a href="qglshaderprogram.html#hasOpenGLShaderPrograms">QGLShaderProgram::hasOpenGLShaderPrograms</a>() will return false.</p> <p>This constructor is normally followed by a call to <a href="qglshader.html#compileSourceCode">compileSourceCode</a>() or <a href="qglshader.html#compileSourceFile">compileSourceFile</a>().</p> <p>The shader will be associated with the current <a href="qglcontext.html">QGLContext</a>.</p> <p><b>See also </b><a href="qglshader.html#compileSourceCode">compileSourceCode</a>() and <a href="qglshader.html#compileSourceFile">compileSourceFile</a>().</p> <!-- @@@QGLShader --> <!-- $$$QGLShader$$$QGLShaderQGLShader::ShaderTypeconstQGLContext*QObject* --> <h3 class="fn"><a name="QGLShader-2"></a>QGLShader::<span class="name">QGLShader</span> ( <span class="type"><a href="qglshader.html#ShaderTypeBit-enum">QGLShader::ShaderType</a></span> <i>type</i>, const <span class="type"><a href="qglcontext.html">QGLContext</a></span> * <i>context</i>, <span class="type"><a href="qobject.html">QObject</a></span> * <i>parent</i> = 0 )</h3> <p>Constructs a new <a href="qglshader.html">QGLShader</a> object of the specified <i>type</i> and attaches it to <i>parent</i>. If shader programs are not supported, then <a href="qglshaderprogram.html#hasOpenGLShaderPrograms">QGLShaderProgram::hasOpenGLShaderPrograms</a>() will return false.</p> <p>This constructor is normally followed by a call to <a href="qglshader.html#compileSourceCode">compileSourceCode</a>() or <a href="qglshader.html#compileSourceFile">compileSourceFile</a>().</p> <p>The shader will be associated with <i>context</i>.</p> <p><b>See also </b><a href="qglshader.html#compileSourceCode">compileSourceCode</a>() and <a href="qglshader.html#compileSourceFile">compileSourceFile</a>().</p> <!-- @@@QGLShader --> <!-- $$$~QGLShader[overload1]$$$~QGLShader --> <h3 class="fn"><a name="dtor.QGLShader"></a>QGLShader::<span class="name">~QGLShader</span> ()<tt> [virtual]</tt></h3> <p>Deletes this shader. If the shader has been attached to a <a href="qglshaderprogram.html">QGLShaderProgram</a> object, then the actual shader will stay around until the <a href="qglshaderprogram.html">QGLShaderProgram</a> is destroyed.</p> <!-- @@@~QGLShader --> <!-- $$$compileSourceCode[overload1]$$$compileSourceCodeconstchar* --> <h3 class="fn"><a name="compileSourceCode"></a><span class="type">bool</span> QGLShader::<span class="name">compileSourceCode</span> ( const <span class="type">char</span> * <i>source</i> )</h3> <p>Sets the <i>source</i> code for this shader and compiles it. Returns true if the source was successfully compiled, false otherwise.</p> <p><b>See also </b><a href="qglshader.html#compileSourceFile">compileSourceFile</a>().</p> <!-- @@@compileSourceCode --> <!-- $$$compileSourceCode$$$compileSourceCodeconstQByteArray& --> <h3 class="fn"><a name="compileSourceCode-2"></a><span class="type">bool</span> QGLShader::<span class="name">compileSourceCode</span> ( const <span class="type"><a href="qbytearray.html">QByteArray</a></span> & <i>source</i> )</h3> <p>This is an overloaded function.</p> <p>Sets the <i>source</i> code for this shader and compiles it. Returns true if the source was successfully compiled, false otherwise.</p> <p><b>See also </b><a href="qglshader.html#compileSourceFile">compileSourceFile</a>().</p> <!-- @@@compileSourceCode --> <!-- $$$compileSourceCode$$$compileSourceCodeconstQString& --> <h3 class="fn"><a name="compileSourceCode-3"></a><span class="type">bool</span> QGLShader::<span class="name">compileSourceCode</span> ( const <span class="type"><a href="qstring.html">QString</a></span> & <i>source</i> )</h3> <p>This is an overloaded function.</p> <p>Sets the <i>source</i> code for this shader and compiles it. Returns true if the source was successfully compiled, false otherwise.</p> <p><b>See also </b><a href="qglshader.html#compileSourceFile">compileSourceFile</a>().</p> <!-- @@@compileSourceCode --> <!-- $$$compileSourceFile[overload1]$$$compileSourceFileconstQString& --> <h3 class="fn"><a name="compileSourceFile"></a><span class="type">bool</span> QGLShader::<span class="name">compileSourceFile</span> ( const <span class="type"><a href="qstring.html">QString</a></span> & <i>fileName</i> )</h3> <p>Sets the source code for this shader to the contents of <i>fileName</i> and compiles it. Returns true if the file could be opened and the source compiled, false otherwise.</p> <p><b>See also </b><a href="qglshader.html#compileSourceCode">compileSourceCode</a>().</p> <!-- @@@compileSourceFile --> <!-- $$$hasOpenGLShaders[overload1]$$$hasOpenGLShadersShaderTypeconstQGLContext* --> <h3 class="fn"><a name="hasOpenGLShaders"></a><span class="type">bool</span> QGLShader::<span class="name">hasOpenGLShaders</span> ( <span class="type"><a href="qglshader.html#ShaderTypeBit-enum">ShaderType</a></span> <i>type</i>, const <span class="type"><a href="qglcontext.html">QGLContext</a></span> * <i>context</i> = 0 )<tt> [static]</tt></h3> <p>Returns true if shader programs of type <i>type</i> are supported on this system; false otherwise.</p> <p>The <i>context</i> is used to resolve the GLSL extensions. If <i>context</i> is null, then <a href="qglcontext.html#currentContext">QGLContext::currentContext</a>() is used.</p> <p>This function was introduced in Qt 4.7.</p> <!-- @@@hasOpenGLShaders --> <!-- $$$isCompiled[overload1]$$$isCompiled --> <h3 class="fn"><a name="isCompiled"></a><span class="type">bool</span> QGLShader::<span class="name">isCompiled</span> () const</h3> <p>Returns true if this shader has been compiled; false otherwise.</p> <p><b>See also </b><a href="qglshader.html#compileSourceCode">compileSourceCode</a>() and <a href="qglshader.html#compileSourceFile">compileSourceFile</a>().</p> <!-- @@@isCompiled --> <!-- $$$log[overload1]$$$log --> <h3 class="fn"><a name="log"></a><span class="type"><a href="qstring.html">QString</a></span> QGLShader::<span class="name">log</span> () const</h3> <p>Returns the errors and warnings that occurred during the last compile.</p> <p><b>See also </b><a href="qglshader.html#compileSourceCode">compileSourceCode</a>() and <a href="qglshader.html#compileSourceFile">compileSourceFile</a>().</p> <!-- @@@log --> <!-- $$$shaderId[overload1]$$$shaderId --> <h3 class="fn"><a name="shaderId"></a><span class="type">GLuint</span> QGLShader::<span class="name">shaderId</span> () const</h3> <p>Returns the OpenGL identifier associated with this shader.</p> <p><b>See also </b><a href="qglshaderprogram.html#programId">QGLShaderProgram::programId</a>().</p> <!-- @@@shaderId --> <!-- $$$shaderType[overload1]$$$shaderType --> <h3 class="fn"><a name="shaderType"></a><span class="type"><a href="qglshader.html#ShaderTypeBit-enum">QGLShader::ShaderType</a></span> QGLShader::<span class="name">shaderType</span> () const</h3> <p>Returns the type of this shader.</p> <!-- @@@shaderType --> <!-- $$$sourceCode[overload1]$$$sourceCode --> <h3 class="fn"><a name="sourceCode"></a><span class="type"><a href="qbytearray.html">QByteArray</a></span> QGLShader::<span class="name">sourceCode</span> () const</h3> <p>Returns the source code for this shader.</p> <p><b>See also </b><a href="qglshader.html#compileSourceCode">compileSourceCode</a>().</p> <!-- @@@sourceCode --> </div> </div> </div> </div> <div class="ft"> <span></span> </div> </div> <div class="footer"> <p> <acronym title="Copyright">©</acronym> 2013 Digia Plc and/or its subsidiaries. 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