<?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE html> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <!-- qshaderprogram.cpp --> <title>QShaderProgram Class | Qt 3D 5.12.6</title> <link rel="stylesheet" type="text/css" href="style/offline-simple.css" /> <script type="text/javascript"> document.getElementsByTagName("link").item(0).setAttribute("href", "style/offline.css"); // loading style sheet breaks anchors that were jumped to before // so force jumping to anchor again setTimeout(function() { var anchor = location.hash; // need to jump to different anchor first (e.g. none) location.hash = "#"; setTimeout(function() { location.hash = anchor; }, 0); }, 0); </script> </head> <body> <div class="header" id="qtdocheader"> <div class="main"> <div class="main-rounded"> <div class="navigationbar"> <table><tr> <td >Qt 5.12</td><td ><a href="qt3d-index.html">Qt 3D</a></td><td ><a href="qt3d-cpp.html">C++ Classes</a></td><td >QShaderProgram</td></tr></table><table class="buildversion"><tr> <td id="buildversion" width="100%" align="right"><a href="qt3d-index.html">Qt 5.12.6 Reference Documentation</a></td> </tr></table> </div> </div> <div class="content"> <div class="line"> <div class="content mainContent"> <div class="sidebar"> <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="#properties">Properties</a></li> <li class="level1"><a href="#public-functions">Public Functions</a></li> <li class="level1"><a href="#public-slots">Public Slots</a></li> <li class="level1"><a href="#signals">Signals</a></li> <li class="level1"><a href="#static-public-members">Static Public Members</a></li> <li class="level1"><a href="#reimplemented-protected-functions">Reimplemented Protected Functions</a></li> <li class="level1"><a href="#details">Detailed Description</a></li> </ul> </div> <div class="sidebar-content" id="sidebar-content"></div></div> <h1 class="title">QShaderProgram Class</h1> <span class="small-subtitle">(<a href="qt3drender-qshaderprogram.html">Qt3DRender::QShaderProgram</a>)<br/></span> <!-- $$$QShaderProgram-brief --> <p>Encapsulates a Shader Program. <a href="#details">More...</a></p> <!-- @@@QShaderProgram --> <div class="table"><table class="alignedsummary"> <tr><td class="memItemLeft rightAlign topAlign"> Header:</td><td class="memItemRight bottomAlign"> <span class="preprocessor">#include <QShaderProgram></span> </td></tr><tr><td class="memItemLeft rightAlign topAlign"> qmake:</td><td class="memItemRight bottomAlign"> QT += 3drender</td></tr><tr><td class="memItemLeft rightAlign topAlign"> Since:</td><td class="memItemRight bottomAlign"> Qt 5.5</td></tr><tr><td class="memItemLeft rightAlign topAlign"> Instantiated By:</td><td class="memItemRight bottomAlign"> <a href="qml-qt3d-render-shaderprogram.html">ShaderProgram</a></td></tr><tr><td class="memItemLeft rightAlign topAlign"> Inherits:</td><td class="memItemRight bottomAlign"> <a href="qt3dcore-qnode.html">Qt3DCore::QNode</a></td></tr></table></div><ul> <li><a href="qt3drender-qshaderprogram-members.html">List of all members, including inherited members</a></li> </ul> <a name="public-types"></a> <h2 id="public-types">Public Types</h2> <div class="table"><table class="alignedsummary"> <tr><td class="memItemLeft rightAlign topAlign"> enum </td><td class="memItemRight bottomAlign"><b><a href="qt3drender-qshaderprogram.html#ShaderType-enum">ShaderType</a></b> { Vertex, Fragment, TessellationControl, TessellationEvaluation, Geometry, Compute }</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> enum </td><td class="memItemRight bottomAlign"><b><a href="qt3drender-qshaderprogram.html#Status-enum">Status</a></b> { NotReady, Ready, Error }</td></tr> </table></div> <a name="properties"></a> <h2 id="properties">Properties</h2> <div class="table"><table class="propsummary"> <tr><td class="topAlign"><ul> <li class="fn"><b><a href="qt3drender-qshaderprogram.html#computeShaderCode-prop">computeShaderCode</a></b> : QByteArray</li> <li class="fn"><b><a href="qt3drender-qshaderprogram.html#fragmentShaderCode-prop">fragmentShaderCode</a></b> : QByteArray</li> <li class="fn"><b><a href="qt3drender-qshaderprogram.html#geometryShaderCode-prop">geometryShaderCode</a></b> : QByteArray</li> <li class="fn"><b><a href="qt3drender-qshaderprogram.html#log-prop">log</a></b> : const QString</li> </ul></td><td class="topAlign"><ul> <li class="fn"><b><a href="qt3drender-qshaderprogram.html#status-prop">status</a></b> : const Status</li> <li class="fn"><b><a href="qt3drender-qshaderprogram.html#tessellationControlShaderCode-prop">tessellationControlShaderCode</a></b> : QByteArray</li> <li class="fn"><b><a href="qt3drender-qshaderprogram.html#tessellationEvaluationShaderCode-prop">tessellationEvaluationShaderCode</a></b> : QByteArray</li> <li class="fn"><b><a href="qt3drender-qshaderprogram.html#vertexShaderCode-prop">vertexShaderCode</a></b> : QByteArray</li> </ul> </td></tr> </table></div> <ul> <li class="fn">3 properties inherited from <a href="qt3dcore-qnode.html#properties">Qt3DCore::QNode</a></li> </ul> <a name="public-functions"></a> <h2 id="public-functions">Public Functions</h2> <div class="table"><table class="alignedsummary"> <tr><td class="memItemLeft rightAlign topAlign"> </td><td class="memItemRight bottomAlign"><b><a href="qt3drender-qshaderprogram.html#QShaderProgram">QShaderProgram</a></b>(Qt3DCore::QNode *<i>parent</i> = nullptr)</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> virtual </td><td class="memItemRight bottomAlign"><b><a href="qt3drender-qshaderprogram.html#dtor.QShaderProgram">~QShaderProgram</a></b>()</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> QByteArray </td><td class="memItemRight bottomAlign"><b><a href="qt3drender-qshaderprogram.html#computeShaderCode-prop">computeShaderCode</a></b>() const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> QByteArray </td><td class="memItemRight bottomAlign"><b><a href="qt3drender-qshaderprogram.html#fragmentShaderCode-prop">fragmentShaderCode</a></b>() const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> QByteArray </td><td class="memItemRight bottomAlign"><b><a href="qt3drender-qshaderprogram.html#geometryShaderCode-prop">geometryShaderCode</a></b>() const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> QString </td><td class="memItemRight bottomAlign"><b><a href="qt3drender-qshaderprogram.html#log-prop">log</a></b>() const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qt3drender-qshaderprogram.html#setShaderCode">setShaderCode</a></b>(Qt3DRender::QShaderProgram::ShaderType <i>type</i>, const QByteArray &<i>shaderCode</i>)</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> QByteArray </td><td class="memItemRight bottomAlign"><b><a href="qt3drender-qshaderprogram.html#shaderCode">shaderCode</a></b>(Qt3DRender::QShaderProgram::ShaderType <i>type</i>) const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> Qt3DRender::QShaderProgram::Status </td><td class="memItemRight bottomAlign"><b><a href="qt3drender-qshaderprogram.html#status">status</a></b>() const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> QByteArray </td><td class="memItemRight bottomAlign"><b><a href="qt3drender-qshaderprogram.html#tessellationControlShaderCode-prop">tessellationControlShaderCode</a></b>() const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> QByteArray </td><td class="memItemRight bottomAlign"><b><a href="qt3drender-qshaderprogram.html#tessellationEvaluationShaderCode-prop">tessellationEvaluationShaderCode</a></b>() const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> QByteArray </td><td class="memItemRight bottomAlign"><b><a href="qt3drender-qshaderprogram.html#vertexShaderCode-prop">vertexShaderCode</a></b>() const</td></tr> </table></div> <ul> <li class="fn">13 public functions inherited from <a href="qt3dcore-qnode.html#public-functions">Qt3DCore::QNode</a></li> </ul> <a name="public-slots"></a> <h2 id="public-slots">Public Slots</h2> <div class="table"><table class="alignedsummary"> <tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qt3drender-qshaderprogram.html#computeShaderCode-prop">setComputeShaderCode</a></b>(const QByteArray &<i>computeShaderCode</i>)</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qt3drender-qshaderprogram.html#fragmentShaderCode-prop">setFragmentShaderCode</a></b>(const QByteArray &<i>fragmentShaderCode</i>)</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qt3drender-qshaderprogram.html#geometryShaderCode-prop">setGeometryShaderCode</a></b>(const QByteArray &<i>geometryShaderCode</i>)</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qt3drender-qshaderprogram.html#tessellationControlShaderCode-prop">setTessellationControlShaderCode</a></b>(const QByteArray &<i>tessellationControlShaderCode</i>)</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qt3drender-qshaderprogram.html#tessellationEvaluationShaderCode-prop">setTessellationEvaluationShaderCode</a></b>(const QByteArray &<i>tessellationEvaluationShaderCode</i>)</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qt3drender-qshaderprogram.html#vertexShaderCode-prop">setVertexShaderCode</a></b>(const QByteArray &<i>vertexShaderCode</i>)</td></tr> </table></div> <ul> <li class="fn">3 public slots inherited from <a href="qt3dcore-qnode.html#public-slots">Qt3DCore::QNode</a></li> </ul> <a name="signals"></a> <h2 id="signals">Signals</h2> <div class="table"><table class="alignedsummary"> <tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qt3drender-qshaderprogram.html#computeShaderCode-prop">computeShaderCodeChanged</a></b>(const QByteArray &<i>computeShaderCode</i>)</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qt3drender-qshaderprogram.html#fragmentShaderCode-prop">fragmentShaderCodeChanged</a></b>(const QByteArray &<i>fragmentShaderCode</i>)</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qt3drender-qshaderprogram.html#geometryShaderCode-prop">geometryShaderCodeChanged</a></b>(const QByteArray &<i>geometryShaderCode</i>)</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qt3drender-qshaderprogram.html#log-prop">logChanged</a></b>(const QString &<i>log</i>)</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qt3drender-qshaderprogram.html#status-prop">statusChanged</a></b>(Qt3DRender::QShaderProgram::Status <i>status</i>)</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qt3drender-qshaderprogram.html#tessellationControlShaderCode-prop">tessellationControlShaderCodeChanged</a></b>(const QByteArray &<i>tessellationControlShaderCode</i>)</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qt3drender-qshaderprogram.html#tessellationEvaluationShaderCode-prop">tessellationEvaluationShaderCodeChanged</a></b>(const QByteArray &<i>tessellationEvaluationShaderCode</i>)</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qt3drender-qshaderprogram.html#vertexShaderCode-prop">vertexShaderCodeChanged</a></b>(const QByteArray &<i>vertexShaderCode</i>)</td></tr> </table></div> <ul> <li class="fn">4 signals inherited from <a href="qt3dcore-qnode.html#signals">Qt3DCore::QNode</a></li> </ul> <a name="static-public-members"></a> <h2 id="static-public-members">Static Public Members</h2> <div class="table"><table class="alignedsummary"> <tr><td class="memItemLeft rightAlign topAlign"> QByteArray </td><td class="memItemRight bottomAlign"><b><a href="qt3drender-qshaderprogram.html#loadSource">loadSource</a></b>(const QUrl &<i>sourceUrl</i>)</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> const QMetaObject </td><td class="memItemRight bottomAlign"><b><a href="qt3drender-qshaderprogram.html#staticMetaObject-var">staticMetaObject</a></b></td></tr> </table></div> <a name="reimplemented-protected-functions"></a> <h2 id="reimplemented-protected-functions">Reimplemented Protected Functions</h2> <div class="table"><table class="alignedsummary"> <tr><td class="memItemLeft rightAlign topAlign"> virtual void </td><td class="memItemRight bottomAlign"><b><a href="qt3drender-qshaderprogram.html#sceneChangeEvent">sceneChangeEvent</a></b>(const Qt3DCore::QSceneChangePtr &<i>change</i>) override</td></tr> </table></div> <ul> <li class="fn">2 protected functions inherited from <a href="qt3dcore-qnode.html#protected-functions">Qt3DCore::QNode</a></li> </ul> <a name="details"></a> <!-- $$$QShaderProgram-description --> <div class="descr"> <h2 id="details">Detailed Description</h2> <p>Encapsulates a Shader Program.</p> <p>A shader program consists of several different shaders, such as vertex and fragment shaders.</p> <p>Qt3D will automatically populate a set of default uniforms if they are encountered during the shader instrospection phase.</p> <div class="table"><table class="generic"> <thead><tr class="qt-style"><th rowspan=" 1">Default Uniform</th><th colspan="2" rowspan=" 1">Associated Qt3D Parameter name</th><th colspan="3" rowspan=" 1">GLSL declaration</th></tr></thead> <tr valign="top" class="odd"><td rowspan=" 1">ModelMatrix</td><td colspan="2" rowspan=" 1">modelMatrix</td><td colspan="3" rowspan=" 1">uniform mat4 modelMatrix;</td></tr> <tr valign="top" class="even"><td rowspan=" 1">ViewMatrix</td><td colspan="2" rowspan=" 1">viewMatrix</td><td colspan="3" rowspan=" 1">uniform mat4 viewMatrix;</td></tr> <tr valign="top" class="odd"><td rowspan=" 1">ProjectionMatrix</td><td colspan="2" rowspan=" 1">projectionMatrix</td><td colspan="3" rowspan=" 1">uniform mat4 projectionMatrix;</td></tr> <tr valign="top" class="even"><td rowspan=" 1">ModelViewMatrix</td><td colspan="2" rowspan=" 1">modelView</td><td colspan="3" rowspan=" 1">uniform mat4 modelView;</td></tr> <tr valign="top" class="odd"><td rowspan=" 1">ViewProjectionMatrix</td><td colspan="2" rowspan=" 1">viewProjectionMatrix</td><td colspan="3" rowspan=" 1">uniform mat4 viewProjectionMatrix;</td></tr> <tr valign="top" class="even"><td rowspan=" 1">ModelViewProjectionMatrix</td><td colspan="2" rowspan=" 1">modelViewProjection <br /> mvp</td><td colspan="3" rowspan=" 1">uniform mat4 modelViewProjection; <br /> uniform mat4 mvp;</td></tr> <tr valign="top" class="odd"><td rowspan=" 1">InverseModelMatrix</td><td colspan="2" rowspan=" 1">inverseModelMatrix</td><td colspan="3" rowspan=" 1">uniform mat4 inverseModelMatrix;</td></tr> <tr valign="top" class="even"><td rowspan=" 1">InverseViewMatrix</td><td colspan="2" rowspan=" 1">inverseViewMatrix</td><td colspan="3" rowspan=" 1">uniform mat4 inverseViewMatrix;</td></tr> <tr valign="top" class="odd"><td rowspan=" 1">InverseProjectionMatrix</td><td colspan="2" rowspan=" 1">inverseProjectionMatrix</td><td colspan="3" rowspan=" 1">uniform mat4 inverseProjectionMatrix;</td></tr> <tr valign="top" class="even"><td rowspan=" 1">InverseModelViewMatrix</td><td colspan="2" rowspan=" 1">inverseModelView</td><td colspan="3" rowspan=" 1">uniform mat4 inverseModelView;</td></tr> <tr valign="top" class="odd"><td rowspan=" 1">InverseViewProjectionMatrix</td><td colspan="2" rowspan=" 1">inverseViewProjectionMatrix</td><td colspan="3" rowspan=" 1">uniform mat4 inverseViewProjectionMatrix;</td></tr> <tr valign="top" class="even"><td rowspan=" 1">InverseModelViewProjectionMatrix</td><td colspan="2" rowspan=" 1">inverseModelViewProjection</td><td colspan="3" rowspan=" 1">uniform mat4 inverseModelViewProjection;</td></tr> <tr valign="top" class="odd"><td rowspan=" 1">ModelNormalMatrix</td><td colspan="2" rowspan=" 1">modelNormalMatrix</td><td colspan="3" rowspan=" 1">uniform mat3 modelNormalMatrix;</td></tr> <tr valign="top" class="even"><td rowspan=" 1">ModelViewNormalMatrix</td><td colspan="2" rowspan=" 1">modelViewNormal</td><td colspan="3" rowspan=" 1">uniform mat3 modelViewNormal;</td></tr> <tr valign="top" class="odd"><td rowspan=" 1">ViewportMatrix</td><td colspan="2" rowspan=" 1">viewportMatrix</td><td colspan="3" rowspan=" 1">uniform mat4 viewportMatrix;</td></tr> <tr valign="top" class="even"><td rowspan=" 1">InverseViewportMatrix</td><td colspan="2" rowspan=" 1">inverseViewportMatrix</td><td colspan="3" rowspan=" 1">uniform mat4 inverseViewportMatrix;</td></tr> <tr valign="top" class="odd"><td rowspan=" 1">AspectRatio <br /> (surface width / surface height)</td><td colspan="2" rowspan=" 1">aspectRatio</td><td colspan="3" rowspan=" 1">uniform float aspectRatio;</td></tr> <tr valign="top" class="even"><td rowspan=" 1">Exposure</td><td colspan="2" rowspan=" 1">exposure</td><td colspan="3" rowspan=" 1">uniform float exposure;</td></tr> <tr valign="top" class="odd"><td rowspan=" 1">Gamma</td><td colspan="2" rowspan=" 1">gamma</td><td colspan="3" rowspan=" 1">uniform float gamma;</td></tr> <tr valign="top" class="even"><td rowspan=" 1">Time <br /> (in nano seconds)</td><td colspan="2" rowspan=" 1">time</td><td colspan="3" rowspan=" 1">uniform float time;</td></tr> <tr valign="top" class="odd"><td rowspan=" 1">EyePosition</td><td colspan="2" rowspan=" 1">eyePosition</td><td colspan="3" rowspan=" 1">uniform vec3 eyePosition;</td></tr> <tr valign="top" class="even"><td rowspan=" 1">SkinningPalette</td><td colspan="2" rowspan=" 1">skinningPalette[0]</td><td colspan="3" rowspan=" 1">const int maxJoints = 100; <br /> uniform mat4 skinningPalette[maxJoints];</td></tr> </table></div> </div> <!-- @@@QShaderProgram --> <div class="types"> <h2>Member Type Documentation</h2> <!-- $$$ShaderType$$$Vertex$$$Fragment$$$TessellationControl$$$TessellationEvaluation$$$Geometry$$$Compute --> <h3 class="fn" id="ShaderType-enum"><a name="ShaderType-enum"></a>enum QShaderProgram::<span class="name">ShaderType</span></h3> <p>This enum identifies the type of shader used.</p> <div class="table"><table class="valuelist"><tr valign="top" class="odd"><th class="tblConst">Constant</th><th class="tblval">Value</th><th class="tbldscr">Description</th></tr> <tr><td class="topAlign"><code>Qt3DRender::QShaderProgram::Vertex</code></td><td class="topAlign tblval"><code>0</code></td><td class="topAlign">Vertex shader</td></tr> <tr><td class="topAlign"><code>Qt3DRender::QShaderProgram::Fragment</code></td><td class="topAlign tblval"><code>1</code></td><td class="topAlign">Fragment shader</td></tr> <tr><td class="topAlign"><code>Qt3DRender::QShaderProgram::TessellationControl</code></td><td class="topAlign tblval"><code>2</code></td><td class="topAlign">Tesselation control shader</td></tr> <tr><td class="topAlign"><code>Qt3DRender::QShaderProgram::TessellationEvaluation</code></td><td class="topAlign tblval"><code>3</code></td><td class="topAlign">Tesselation evaluation shader</td></tr> <tr><td class="topAlign"><code>Qt3DRender::QShaderProgram::Geometry</code></td><td class="topAlign tblval"><code>4</code></td><td class="topAlign">Geometry shader</td></tr> <tr><td class="topAlign"><code>Qt3DRender::QShaderProgram::Compute</code></td><td class="topAlign tblval"><code>5</code></td><td class="topAlign">Compute shader</td></tr> </table></div> <!-- @@@ShaderType --> <!-- $$$Status$$$NotReady$$$Ready$$$Error --> <h3 class="fn" id="Status-enum"><a name="Status-enum"></a>enum QShaderProgram::<span class="name">Status</span></h3> <p>This enum identifies the status of shader used.</p> <div class="table"><table class="valuelist"><tr valign="top" class="odd"><th class="tblConst">Constant</th><th class="tblval">Value</th><th class="tbldscr">Description</th></tr> <tr><td class="topAlign"><code>Qt3DRender::QShaderProgram::NotReady</code></td><td class="topAlign tblval"><code>0</code></td><td class="topAlign">The shader hasn't been compiled and linked yet</td></tr> <tr><td class="topAlign"><code>Qt3DRender::QShaderProgram::Ready</code></td><td class="topAlign tblval"><code>1</code></td><td class="topAlign">The shader was successfully compiled</td></tr> <tr><td class="topAlign"><code>Qt3DRender::QShaderProgram::Error</code></td><td class="topAlign tblval"><code>2</code></td><td class="topAlign">An error occurred while compiling the shader</td></tr> </table></div> <!-- @@@Status --> </div> <div class="prop"> <h2>Property Documentation</h2> <!-- $$$computeShaderCode-prop$$$computeShaderCode$$$setComputeShaderCodeconstQByteArray&$$$computeShaderCodeChangedconstQByteArray& --> <h3 class="fn" id="computeShaderCode-prop"><a name="computeShaderCode-prop"></a><span class="name">computeShaderCode</span> : <span class="type">QByteArray</span></h3> <p>Holds the compute shader code used by this shader program.</p> <p><b>Access functions:</b></p> <div class="table"><table class="alignedsummary"> <tr><td class="memItemLeft topAlign rightAlign"> QByteArray </td><td class="memItemRight bottomAlign"><span class="name"><b>computeShaderCode</b></span>() const</td></tr> <tr><td class="memItemLeft topAlign rightAlign"> void </td><td class="memItemRight bottomAlign"><span class="name"><b>setComputeShaderCode</b></span>(const QByteArray &<i>computeShaderCode</i>)</td></tr> </table></div> <p><b>Notifier signal:</b></p> <div class="table"><table class="alignedsummary"> <tr><td class="memItemLeft topAlign rightAlign"> void </td><td class="memItemRight bottomAlign"><span class="name"><b>computeShaderCodeChanged</b></span>(const QByteArray &<i>computeShaderCode</i>)</td></tr> </table></div> <!-- @@@computeShaderCode --> <!-- $$$fragmentShaderCode-prop$$$fragmentShaderCode$$$setFragmentShaderCodeconstQByteArray&$$$fragmentShaderCodeChangedconstQByteArray& --> <h3 class="fn" id="fragmentShaderCode-prop"><a name="fragmentShaderCode-prop"></a><span class="name">fragmentShaderCode</span> : <span class="type">QByteArray</span></h3> <p>Holds the fragment shader code used by this shader program.</p> <p><b>Access functions:</b></p> <div class="table"><table class="alignedsummary"> <tr><td class="memItemLeft topAlign rightAlign"> QByteArray </td><td class="memItemRight bottomAlign"><span class="name"><b>fragmentShaderCode</b></span>() const</td></tr> <tr><td class="memItemLeft topAlign rightAlign"> void </td><td class="memItemRight bottomAlign"><span class="name"><b>setFragmentShaderCode</b></span>(const QByteArray &<i>fragmentShaderCode</i>)</td></tr> </table></div> <p><b>Notifier signal:</b></p> <div class="table"><table class="alignedsummary"> <tr><td class="memItemLeft topAlign rightAlign"> void </td><td class="memItemRight bottomAlign"><span class="name"><b>fragmentShaderCodeChanged</b></span>(const QByteArray &<i>fragmentShaderCode</i>)</td></tr> </table></div> <!-- @@@fragmentShaderCode --> <!-- $$$geometryShaderCode-prop$$$geometryShaderCode$$$setGeometryShaderCodeconstQByteArray&$$$geometryShaderCodeChangedconstQByteArray& --> <h3 class="fn" id="geometryShaderCode-prop"><a name="geometryShaderCode-prop"></a><span class="name">geometryShaderCode</span> : <span class="type">QByteArray</span></h3> <p>Holds the geometry shader code used by this shader program.</p> <p><b>Access functions:</b></p> <div class="table"><table class="alignedsummary"> <tr><td class="memItemLeft topAlign rightAlign"> QByteArray </td><td class="memItemRight bottomAlign"><span class="name"><b>geometryShaderCode</b></span>() const</td></tr> <tr><td class="memItemLeft topAlign rightAlign"> void </td><td class="memItemRight bottomAlign"><span class="name"><b>setGeometryShaderCode</b></span>(const QByteArray &<i>geometryShaderCode</i>)</td></tr> </table></div> <p><b>Notifier signal:</b></p> <div class="table"><table class="alignedsummary"> <tr><td class="memItemLeft topAlign rightAlign"> void </td><td class="memItemRight bottomAlign"><span class="name"><b>geometryShaderCodeChanged</b></span>(const QByteArray &<i>geometryShaderCode</i>)</td></tr> </table></div> <!-- @@@geometryShaderCode --> <!-- $$$log-prop$$$log$$$logChangedconstQString& --> <h3 class="fn" id="log-prop"><a name="log-prop"></a><span class="name">log</span> : const <span class="type">QString</span></h3> <p>Holds the log of the current shader program. This is useful to diagnose a compilation failure of the shader program.</p> <p><b>Access functions:</b></p> <div class="table"><table class="alignedsummary"> <tr><td class="memItemLeft topAlign rightAlign"> QString </td><td class="memItemRight bottomAlign"><span class="name"><b>log</b></span>() const</td></tr> </table></div> <p><b>Notifier signal:</b></p> <div class="table"><table class="alignedsummary"> <tr><td class="memItemLeft topAlign rightAlign"> void </td><td class="memItemRight bottomAlign"><span class="name"><b>logChanged</b></span>(const QString &<i>log</i>)</td></tr> </table></div> <!-- @@@log --> <!-- $$$status-prop$$$status$$$statusChangedQt3DRender::QShaderProgram::Status --> <h3 class="fn" id="status-prop"><a name="status-prop"></a><span class="name">status</span> : const <span class="type"><a href="qt3drender-qshaderprogram.html#Status-enum">Status</a></span></h3> <p>Holds the status of the current shader program.</p> <p><b>Access functions:</b></p> <div class="table"><table class="alignedsummary"> <tr><td class="memItemLeft topAlign rightAlign"> Qt3DRender::QShaderProgram::Status </td><td class="memItemRight bottomAlign"><span class="name"><b><a href="qt3drender-qshaderprogram.html#status">status</a></b></span>() const</td></tr> </table></div> <p><b>Notifier signal:</b></p> <div class="table"><table class="alignedsummary"> <tr><td class="memItemLeft topAlign rightAlign"> void </td><td class="memItemRight bottomAlign"><span class="name"><b>statusChanged</b></span>(Qt3DRender::QShaderProgram::Status <i>status</i>)</td></tr> </table></div> <!-- @@@status --> <!-- $$$tessellationControlShaderCode-prop$$$tessellationControlShaderCode$$$setTessellationControlShaderCodeconstQByteArray&$$$tessellationControlShaderCodeChangedconstQByteArray& --> <h3 class="fn" id="tessellationControlShaderCode-prop"><a name="tessellationControlShaderCode-prop"></a><span class="name">tessellationControlShaderCode</span> : <span class="type">QByteArray</span></h3> <p>Holds the tesselation control shader code used by this shader program.</p> <p><b>Access functions:</b></p> <div class="table"><table class="alignedsummary"> <tr><td class="memItemLeft topAlign rightAlign"> QByteArray </td><td class="memItemRight bottomAlign"><span class="name"><b>tessellationControlShaderCode</b></span>() const</td></tr> <tr><td class="memItemLeft topAlign rightAlign"> void </td><td class="memItemRight bottomAlign"><span class="name"><b>setTessellationControlShaderCode</b></span>(const QByteArray &<i>tessellationControlShaderCode</i>)</td></tr> </table></div> <p><b>Notifier signal:</b></p> <div class="table"><table class="alignedsummary"> <tr><td class="memItemLeft topAlign rightAlign"> void </td><td class="memItemRight bottomAlign"><span class="name"><b>tessellationControlShaderCodeChanged</b></span>(const QByteArray &<i>tessellationControlShaderCode</i>)</td></tr> </table></div> <!-- @@@tessellationControlShaderCode --> <!-- $$$tessellationEvaluationShaderCode-prop$$$tessellationEvaluationShaderCode$$$setTessellationEvaluationShaderCodeconstQByteArray&$$$tessellationEvaluationShaderCodeChangedconstQByteArray& --> <h3 class="fn" id="tessellationEvaluationShaderCode-prop"><a name="tessellationEvaluationShaderCode-prop"></a><span class="name">tessellationEvaluationShaderCode</span> : <span class="type">QByteArray</span></h3> <p>Holds the tesselation evaluation shader code used by this shader program.</p> <p><b>Access functions:</b></p> <div class="table"><table class="alignedsummary"> <tr><td class="memItemLeft topAlign rightAlign"> QByteArray </td><td class="memItemRight bottomAlign"><span class="name"><b>tessellationEvaluationShaderCode</b></span>() const</td></tr> <tr><td class="memItemLeft topAlign rightAlign"> void </td><td class="memItemRight bottomAlign"><span class="name"><b>setTessellationEvaluationShaderCode</b></span>(const QByteArray &<i>tessellationEvaluationShaderCode</i>)</td></tr> </table></div> <p><b>Notifier signal:</b></p> <div class="table"><table class="alignedsummary"> <tr><td class="memItemLeft topAlign rightAlign"> void </td><td class="memItemRight bottomAlign"><span class="name"><b>tessellationEvaluationShaderCodeChanged</b></span>(const QByteArray &<i>tessellationEvaluationShaderCode</i>)</td></tr> </table></div> <!-- @@@tessellationEvaluationShaderCode --> <!-- $$$vertexShaderCode-prop$$$vertexShaderCode$$$setVertexShaderCodeconstQByteArray&$$$vertexShaderCodeChangedconstQByteArray& --> <h3 class="fn" id="vertexShaderCode-prop"><a name="vertexShaderCode-prop"></a><span class="name">vertexShaderCode</span> : <span class="type">QByteArray</span></h3> <p>Holds the vertex shader code used by this shader program.</p> <p><b>Access functions:</b></p> <div class="table"><table class="alignedsummary"> <tr><td class="memItemLeft topAlign rightAlign"> QByteArray </td><td class="memItemRight bottomAlign"><span class="name"><b>vertexShaderCode</b></span>() const</td></tr> <tr><td class="memItemLeft topAlign rightAlign"> void </td><td class="memItemRight bottomAlign"><span class="name"><b>setVertexShaderCode</b></span>(const QByteArray &<i>vertexShaderCode</i>)</td></tr> </table></div> <p><b>Notifier signal:</b></p> <div class="table"><table class="alignedsummary"> <tr><td class="memItemLeft topAlign rightAlign"> void </td><td class="memItemRight bottomAlign"><span class="name"><b>vertexShaderCodeChanged</b></span>(const QByteArray &<i>vertexShaderCode</i>)</td></tr> </table></div> <!-- @@@vertexShaderCode --> </div> <div class="func"> <h2>Member Function Documentation</h2> <!-- $$$QShaderProgram[overload1]$$$QShaderProgramQt3DCore::QNode* --> <h3 class="fn" id="QShaderProgram"><a name="QShaderProgram"></a>QShaderProgram::<span class="name">QShaderProgram</span>(<span class="type"><a href="qt3dcore-qnode.html">Qt3DCore::QNode</a></span> *<i>parent</i> = nullptr)</h3> <p>Default constructs an instance of QShaderProgram.</p><!-- @@@QShaderProgram --> <!-- $$$~QShaderProgram[overload1]$$$~QShaderProgram --> <h3 class="fn" id="dtor.QShaderProgram"><a name="dtor.QShaderProgram"></a><code>[virtual] </code>QShaderProgram::<span class="name">~QShaderProgram</span>()</h3> <p>Destroys the instance of QShaderProgram. The destructor is virtual.</p><!-- @@@~QShaderProgram --> <!-- $$$loadSource[overload1]$$$loadSourceconstQUrl& --> <h3 class="fn" id="loadSource"><a name="loadSource"></a><code>[static] </code><span class="type">QByteArray</span> QShaderProgram::<span class="name">loadSource</span>(const <span class="type">QUrl</span> &<i>sourceUrl</i>)</h3> <p>Returns the shader code loaded from <i>sourceUrl</i>.</p> <p><b>Note: </b>This function can be invoked via the meta-object system and from QML. See Q_INVOKABLE.</p> <!-- @@@loadSource --> <!-- $$$sceneChangeEvent[overload1]$$$sceneChangeEventconstQt3DCore::QSceneChangePtr& --> <h3 class="fn" id="sceneChangeEvent"><a name="sceneChangeEvent"></a><code>[override virtual protected] </code><span class="type">void</span> QShaderProgram::<span class="name">sceneChangeEvent</span>(const <span class="type"><a href="qt3dcore-qscenechange.html#QSceneChangePtr-typedef">Qt3DCore::QSceneChangePtr</a></span> &<i>change</i>)</h3> <p>Reimplemented from <a href="qt3dcore-qnode.html#sceneChangeEvent">QNode::sceneChangeEvent</a>().</p> <p>Posts a scene change with parameter <i>change</i>.</p> <!-- @@@sceneChangeEvent --> <!-- $$$setShaderCode[overload1]$$$setShaderCodeQt3DRender::QShaderProgram::ShaderTypeconstQByteArray& --> <h3 class="fn" id="setShaderCode"><a name="setShaderCode"></a><span class="type">void</span> QShaderProgram::<span class="name">setShaderCode</span>(<span class="type"><a href="qt3drender-qshaderprogram.html#ShaderType-enum">Qt3DRender::QShaderProgram::ShaderType</a></span> <i>type</i>, const <span class="type">QByteArray</span> &<i>shaderCode</i>)</h3> <p>Sets the shader code for <i>type</i> of shader to the <i>shaderCode</i>.</p> <p><b>See also </b><a href="qt3drender-qshaderprogram.html#shaderCode">shaderCode</a>().</p> <!-- @@@setShaderCode --> <!-- $$$shaderCode[overload1]$$$shaderCodeQt3DRender::QShaderProgram::ShaderType --> <h3 class="fn" id="shaderCode"><a name="shaderCode"></a><span class="type">QByteArray</span> QShaderProgram::<span class="name">shaderCode</span>(<span class="type"><a href="qt3drender-qshaderprogram.html#ShaderType-enum">Qt3DRender::QShaderProgram::ShaderType</a></span> <i>type</i>) const</h3> <p>Returns the shader code for <i>type</i>.</p> <p><b>See also </b><a href="qt3drender-qshaderprogram.html#setShaderCode">setShaderCode</a>().</p> <!-- @@@shaderCode --> <!-- $$$status --> <h3 class="fn" id="status"><a name="status"></a><span class="type"><a href="qt3drender-qshaderprogram.html#Status-enum">Qt3DRender::QShaderProgram::Status</a></span> QShaderProgram::<span class="name">status</span>() const</h3> <p>Returns the status of the current shader program.</p> <p><b>Note:</b> Getter function for property <a href="qt3drender-qshaderprogram.html#status-prop">status</a>. </p><!-- @@@status --> </div> </div> </div> </div> </div> </div> <div class="footer"> <p> <acronym title="Copyright">©</acronym> 2019 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners.<br/> The documentation provided herein is licensed under the terms of the <a href="http://www.gnu.org/licenses/fdl.html">GNU Free Documentation License version 1.3</a> as published by the Free Software Foundation.<br/> Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners. </p> </div> </body> </html>