CopperSpice API  1.9.2
QOpenGLShaderProgram Class Reference

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

Inheritance diagram for QOpenGLShaderProgram:
QObject

Public Methods

 QOpenGLShaderProgram (QObject *parent=nullptr)
 
virtual ~QOpenGLShaderProgram ()
 
bool addShader (QOpenGLShader *shader)
 
bool addShaderFromSourceCode (QOpenGLShader::ShaderType type, const char *source)
 
bool addShaderFromSourceCode (QOpenGLShader::ShaderType type, const QByteArray &source)
 
bool addShaderFromSourceCode (QOpenGLShader::ShaderType type, const QString &source)
 
bool addShaderFromSourceFile (QOpenGLShader::ShaderType type, const QString &fileName)
 
int attributeLocation (const char *name) const
 
int attributeLocation (const QByteArray &name) const
 
int attributeLocation (const QString &name) const
 
bool bind ()
 
void bindAttributeLocation (const char *name, int location)
 
void bindAttributeLocation (const QByteArray &name, int location)
 
void bindAttributeLocation (const QString &name, int location)
 
bool create ()
 
QVector< float > defaultInnerTessellationLevels () const
 
QVector< float > defaultOuterTessellationLevels () const
 
void disableAttributeArray (const char *name)
 
void disableAttributeArray (int location)
 
void enableAttributeArray (const char *name)
 
void enableAttributeArray (int location)
 
bool isLinked () const
 
virtual bool link ()
 
QString log () const
 
int maxGeometryOutputVertices () const
 
int patchVertexCount () const
 
GLuint programId () const
 
void release ()
 
void removeAllShaders ()
 
void removeShader (QOpenGLShader *shader)
 
void setAttributeArray (const char *name, const GLfloat *values, int tupleSize, int stride=0)
 
void setAttributeArray (const char *name, const QVector2D *values, int stride=0)
 
void setAttributeArray (const char *name, const QVector3D *values, int stride=0)
 
void setAttributeArray (const char *name, const QVector4D *values, int stride=0)
 
void setAttributeArray (const char *name, GLenum type, const void *values, int tupleSize, int stride=0)
 
void setAttributeArray (int location, const GLfloat *values, int tupleSize, int stride=0)
 
void setAttributeArray (int location, const QVector2D *values, int stride=0)
 
void setAttributeArray (int location, const QVector3D *values, int stride=0)
 
void setAttributeArray (int location, const QVector4D *values, int stride=0)
 
void setAttributeArray (int location, GLenum type, const void *values, int tupleSize, int stride=0)
 
void setAttributeBuffer (const char *name, GLenum type, int offset, int tupleSize, int stride=0)
 
void setAttributeBuffer (int location, GLenum type, int offset, int tupleSize, int stride=0)
 
void setAttributeValue (const char *name, const GLfloat *values, int columns, int rows)
 
void setAttributeValue (const char *name, const QColor &value)
 
void setAttributeValue (const char *name, const QVector2D &value)
 
void setAttributeValue (const char *name, const QVector3D &value)
 
void setAttributeValue (const char *name, const QVector4D &value)
 
void setAttributeValue (const char *name, GLfloat value)
 
void setAttributeValue (const char *name, GLfloat x, GLfloat y)
 
void setAttributeValue (const char *name, GLfloat x, GLfloat y, GLfloat z)
 
void setAttributeValue (const char *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
 
void setAttributeValue (int location, const GLfloat *values, int columns, int rows)
 
void setAttributeValue (int location, const QColor &value)
 
void setAttributeValue (int location, const QVector2D &value)
 
void setAttributeValue (int location, const QVector3D &value)
 
void setAttributeValue (int location, const QVector4D &value)
 
void setAttributeValue (int location, GLfloat value)
 
void setAttributeValue (int location, GLfloat x, GLfloat y)
 
void setAttributeValue (int location, GLfloat x, GLfloat y, GLfloat z)
 
void setAttributeValue (int location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
 
void setDefaultInnerTessellationLevels (const QVector< float > &levels)
 
void setDefaultOuterTessellationLevels (const QVector< float > &levels)
 
void setPatchVertexCount (int count)
 
void setUniformValue (const char *name, const GLfloat value[2][2])
 
void setUniformValue (const char *name, const GLfloat value[3][3])
 
void setUniformValue (const char *name, const GLfloat value[4][4])
 
void setUniformValue (const char *name, const QColor &color)
 
void setUniformValue (const char *name, const QMatrix2x2 &value)
 
void setUniformValue (const char *name, const QMatrix2x3 &value)
 
void setUniformValue (const char *name, const QMatrix2x4 &value)
 
void setUniformValue (const char *name, const QMatrix3x2 &value)
 
void setUniformValue (const char *name, const QMatrix3x3 &value)
 
void setUniformValue (const char *name, const QMatrix3x4 &value)
 
void setUniformValue (const char *name, const QMatrix4x2 &value)
 
void setUniformValue (const char *name, const QMatrix4x3 &value)
 
void setUniformValue (const char *name, const QMatrix4x4 &value)
 
void setUniformValue (const char *name, const QPoint &point)
 
void setUniformValue (const char *name, const QPointF &point)
 
void setUniformValue (const char *name, const QSize &size)
 
void setUniformValue (const char *name, const QSizeF &size)
 
void setUniformValue (const char *name, const QTransform &value)
 
void setUniformValue (const char *name, const QVector2D &value)
 
void setUniformValue (const char *name, const QVector3D &value)
 
void setUniformValue (const char *name, const QVector4D &value)
 
void setUniformValue (const char *name, GLfloat value)
 
void setUniformValue (const char *name, GLfloat x, GLfloat y)
 
void setUniformValue (const char *name, GLfloat x, GLfloat y, GLfloat z)
 
void setUniformValue (const char *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
 
void setUniformValue (const char *name, GLint value)
 
void setUniformValue (const char *name, GLuint value)
 
void setUniformValue (int location, const GLfloat value[2][2])
 
void setUniformValue (int location, const GLfloat value[3][3])
 
void setUniformValue (int location, const GLfloat value[4][4])
 
void setUniformValue (int location, const QColor &color)
 
void setUniformValue (int location, const QMatrix2x2 &value)
 
void setUniformValue (int location, const QMatrix2x3 &value)
 
void setUniformValue (int location, const QMatrix2x4 &value)
 
void setUniformValue (int location, const QMatrix3x2 &value)
 
void setUniformValue (int location, const QMatrix3x3 &value)
 
void setUniformValue (int location, const QMatrix3x4 &value)
 
void setUniformValue (int location, const QMatrix4x2 &value)
 
void setUniformValue (int location, const QMatrix4x3 &value)
 
void setUniformValue (int location, const QMatrix4x4 &value)
 
void setUniformValue (int location, const QPoint &point)
 
void setUniformValue (int location, const QPointF &point)
 
void setUniformValue (int location, const QSize &size)
 
void setUniformValue (int location, const QSizeF &size)
 
void setUniformValue (int location, const QTransform &value)
 
void setUniformValue (int location, const QVector2D &value)
 
void setUniformValue (int location, const QVector3D &value)
 
void setUniformValue (int location, const QVector4D &value)
 
void setUniformValue (int location, GLfloat value)
 
void setUniformValue (int location, GLfloat x, GLfloat y)
 
void setUniformValue (int location, GLfloat x, GLfloat y, GLfloat z)
 
void setUniformValue (int location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
 
void setUniformValue (int location, GLint value)
 
void setUniformValue (int location, GLuint value)
 
void setUniformValueArray (const char *name, const GLfloat *values, int count, int tupleSize)
 
void setUniformValueArray (const char *name, const GLint *values, int count)
 
void setUniformValueArray (const char *name, const GLuint *values, int count)
 
void setUniformValueArray (const char *name, const QMatrix2x2 *values, int count)
 
void setUniformValueArray (const char *name, const QMatrix2x3 *values, int count)
 
void setUniformValueArray (const char *name, const QMatrix2x4 *values, int count)
 
void setUniformValueArray (const char *name, const QMatrix3x2 *values, int count)
 
void setUniformValueArray (const char *name, const QMatrix3x3 *values, int count)
 
void setUniformValueArray (const char *name, const QMatrix3x4 *values, int count)
 
void setUniformValueArray (const char *name, const QMatrix4x2 *values, int count)
 
void setUniformValueArray (const char *name, const QMatrix4x3 *values, int count)
 
void setUniformValueArray (const char *name, const QMatrix4x4 *values, int count)
 
void setUniformValueArray (const char *name, const QVector2D *values, int count)
 
void setUniformValueArray (const char *name, const QVector3D *values, int count)
 
void setUniformValueArray (const char *name, const QVector4D *values, int count)
 
void setUniformValueArray (int location, const GLfloat *values, int count, int tupleSize)
 
void setUniformValueArray (int location, const GLint *values, int count)
 
void setUniformValueArray (int location, const GLuint *values, int count)
 
void setUniformValueArray (int location, const QMatrix2x2 *values, int count)
 
void setUniformValueArray (int location, const QMatrix2x3 *values, int count)
 
void setUniformValueArray (int location, const QMatrix2x4 *values, int count)
 
void setUniformValueArray (int location, const QMatrix3x2 *values, int count)
 
void setUniformValueArray (int location, const QMatrix3x3 *values, int count)
 
void setUniformValueArray (int location, const QMatrix3x4 *values, int count)
 
void setUniformValueArray (int location, const QMatrix4x2 *values, int count)
 
void setUniformValueArray (int location, const QMatrix4x3 *values, int count)
 
void setUniformValueArray (int location, const QMatrix4x4 *values, int count)
 
void setUniformValueArray (int location, const QVector2D *values, int count)
 
void setUniformValueArray (int location, const QVector3D *values, int count)
 
void setUniformValueArray (int location, const QVector4D *values, int count)
 
QList< QOpenGLShader * > shaders () const
 
int uniformLocation (const char *name) const
 
int uniformLocation (const QByteArray &name) const
 
int uniformLocation (const QString &name) const
 
- Public Methods inherited from QObject
 QObject (QObject *parent=nullptr)
 
 ~QObject ()
 
bool blockSignals (bool block)
 
const QList< QObject * > & children () const
 
bool connect (const QObject *sender, const QString &signalMethod, const QString &location, const QString &slotMethod, Qt::ConnectionType type=Qt::AutoConnection)
 
bool connect (const QObject *sender, const QString &signalMethod, const QString &slotMethod, Qt::ConnectionType type=Qt::AutoConnection)
 
bool disconnect (const QObject *receiver, const QString &slotMethod=QString ()) const
 
bool disconnect (const QString &signalMethod, const QString &location, const QObject *receiver=nullptr, const QString &slotMethod=QString ()) const
 
bool disconnect (const QString &signalMethod=QString (), const QObject *receiver=nullptr, const QString &slotMethod=QString ()) const
 
void dumpObjectInfo ()
 
void dumpObjectTree ()
 
QList< QStringdynamicPropertyNames () const
 
virtual bool event (QEvent *event)
 
virtual bool eventFilter (QObject *watched, QEvent *event)
 
template<typename T >
findChild (const QString &childName=QString ()) const
 
template<class T >
QList< T > findChildren (const QRegularExpression &regExp, Qt::FindChildOptions options=Qt::FindChildrenRecursively) const
 
template<class T >
QList< T > findChildren (const QString &childName=QString (), Qt::FindChildOptions options=Qt::FindChildrenRecursively) const
 
bool inherits (const QString &className) const
 
void installEventFilter (QObject *filterObj)
 
bool isWidgetType () const
 
bool isWindowType () const
 
void killTimer (int id)
 
const QMetaObjectmetaObject () const
 
void moveToThread (QThread *targetThread)
 
QString objectName () const
 
QObject * parent () const
 
template<class T = QVariant>
property (const QString &name) const
 
void removeEventFilter (QObject *obj)
 
void setObjectName (const QString &name)
 
void setParent (QObject *parent)
 
bool setProperty (const QString &name, const QVariant &value)
 
bool signalsBlocked () const
 
int startTimer (int interval, Qt::TimerType timerType=Qt::CoarseTimer)
 
QThreadthread () const
 

Static Public Methods

static bool hasOpenGLShaderPrograms (QOpenGLContext *context=nullptr)
 
- Static Public Methods inherited from QObject
static bool connect (const QObject *sender, const QMetaMethod &signalMethod, const QObject *receiver, const QMetaMethod &slotMethod, Qt::ConnectionType type=Qt::AutoConnection)
 
static bool connect (const QObject *sender, const QString &signalMethod, const QObject *receiver, const QString &slotMethod, Qt::ConnectionType type=Qt::AutoConnection, const QString &location=QString ())
 
static bool connect (const QObject *sender, const QString &signalMethod, const QString &location, const QObject *receiver, const QString &slotMethod, Qt::ConnectionType type=Qt::AutoConnection)
 
template<class Sender , class SignalClass , class... SignalArgs, class Receiver , class SlotClass , class... SlotArgs, class SlotReturn >
static bool connect (const Sender *sender, void (SignalClass::*signalMethod)(SignalArgs...), const Receiver *receiver, SlotReturn (SlotClass::*slotMethod)(SlotArgs...), Qt::ConnectionType type=Qt::AutoConnection)
 
template<class Sender , class SignalClass , class... SignalArgs, class Receiver , class T >
static bool connect (const Sender *sender, void (SignalClass::*signalMethod)(SignalArgs...), const Receiver *receiver, T slotLambda, Qt::ConnectionType type=Qt::AutoConnection)
 
static bool disconnect (const QObject *sender, const QMetaMethod &signalMethod, const QObject *receiver, const QMetaMethod &slotMethod)
 
static bool disconnect (const QObject *sender, const QString &signalMethod, const QObject *receiver, const QString &slotMethod)
 
static bool disconnect (const QObject *sender, const QString &signalMethod, const QString &location, const QObject *receiver, const QString &slotMethod)
 
static bool disconnect (const QObject *sender, std::nullptr_t, const QObject *receiver, std::nullptr_t)
 
template<class Sender , class SignalClass , class... SignalArgs, class Receiver , class SlotClass , class... SlotArgs, class SlotReturn >
static bool disconnect (const Sender *sender, void (SignalClass::*signalMethod)(SignalArgs...), const Receiver *receiver, SlotReturn (SlotClass::*slotMethod)(SlotArgs...))
 
template<class Sender , class SignalClass , class... SignalArgs, class Receiver >
static bool disconnect (const Sender *sender, void (SignalClass::*signalMethod)(SignalArgs...), const Receiver *receiver, std::nullptr_t slotMethod=nullptr)
 
template<class Sender , class SignalClass , class... SignalArgs, class Receiver , class T >
static bool disconnect (const Sender *sender, void (SignalClass::*signalMethod)(SignalArgs...), const Receiver *receiver, T slotMethod)
 
static QMetaObjectstaticMetaObject ()
 
static QString tr (const char *text, const char *comment=nullptr, std::optional< int > numArg=std::optional< int >())
 

Additional Inherited Members

- Public Signals inherited from QObject
void destroyed (QObject *obj=nullptr)
 
void objectNameChanged (const QString &objectName)
 
- Public Slots inherited from QObject
void deleteLater ()
 
- Protected Methods inherited from QObject
virtual void childEvent (QChildEvent *event)
 
virtual void connectNotify (const QMetaMethod &signalMethod) const
 
virtual void customEvent (QEvent *event)
 
virtual void disconnectNotify (const QMetaMethod &signalMethod) const
 
bool isSignalConnected (const QMetaMethod &signalMethod) const
 
int receivers (const QString &signal) const
 
QObject * sender () const
 
int senderSignalIndex () const
 
virtual void timerEvent (QTimerEvent *event)
 
- Properties inherited from QObject
 objectName
 

Detailed Description

This class supports shader programs written in the OpenGL Shading Language (GLSL) and in the OpenGL/ES Shading Language (GLSL/ES). QOpenGLShader and QOpenGLShaderProgram encapsulate the details of compiling and linking vertex and fragment shaders.

Vertex Shader Example

The following example creates a vertex shader program. Once it is compiled and linked the shader program is activated in the current QOpenGLContext by calling QOpenGLShaderProgram::bind().

QOpenGLShader shader(QOpenGLShader::Vertex);
shader.compileSourceCode(code);
QOpenGLShaderProgram program(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. 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.

#define highp
#define mediump
#define lowp

Simple Shader Example

The following block of code sets up a shader program.

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

Using this shader program we can draw a green triangle.

static GLfloat const triangleVertices[] = {
60.0f, 10.0f, 0.0f,
110.0f, 110.0f, 0.0f,
10.0f, 110.0f, 0.0f
};
QColor color(0, 255, 0, 255);
QMatrix4x4 pmvMatrix;
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 QOpenGLShader::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() method.

Constructor & Destructor Documentation

QOpenGLShaderProgram::QOpenGLShaderProgram ( QObject parent = nullptr)
explicit

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.

QOpenGLShaderProgram::~QOpenGLShaderProgram ( )
virtual

Deletes this QOpenGLShaderProgram.

Method Documentation

bool QOpenGLShaderProgram::addShader ( QOpenGLShader *  shader)

Adds a compiled shader to this shader program. Returns true if the shader could be added, otherwise returns false. 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.

See also
addShaderFromSourceCode(), addShaderFromSourceFile(), link(), removeShader(), removeAllShaders()
bool QOpenGLShaderProgram::addShaderFromSourceCode ( QOpenGLShader::ShaderType  type,
const char *  source 
)

Compiles source as a shader of the specified type and adds it to this shader program. Returns true if compilation was successful, otherwise returns false. The compilation errors and warnings will be made available via log().

This method is a shortcut to add a vertex or fragment shader to a shader program without needing to create a QOpenGLShader.

See also
addShader(), addShaderFromSourceFile(), link(), removeShader(), removeAllShaders()
bool QOpenGLShaderProgram::addShaderFromSourceCode ( QOpenGLShader::ShaderType  type,
const QByteArray source 
)

Compiles source as a shader of the specified type and adds it to this shader program. Returns true if compilation was successful, otherwise returns false. The compilation errors and warnings will be made available via log().

This method is a shortcut to add a vertex or fragment shader to a shader program without needing to create a QOpenGLShader.

See also
addShader(), addShaderFromSourceFile(), link(), removeShader(), removeAllShaders()
bool QOpenGLShaderProgram::addShaderFromSourceCode ( QOpenGLShader::ShaderType  type,
const QString source 
)

Compiles source as a shader of the specified type and adds it to this shader program. Returns true if compilation was successful, otherwise returns false. The compilation errors and warnings will be made available via log().

This method is a shortcut to add a vertex or fragment shader to a shader program without needing to create a QOpenGLShader.

See also
addShader(), addShaderFromSourceFile(), link(), removeShader(), removeAllShaders()
bool QOpenGLShaderProgram::addShaderFromSourceFile ( QOpenGLShader::ShaderType  type,
const QString fileName 
)

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, otherwise returns false. The compilation errors and warnings will be made available via log().

This method is a shortcut to add a vertex or fragment shader to a shader program without needing to create a QOpenGLShader.

See also
addShader(), addShaderFromSourceCode()
int QOpenGLShaderProgram::attributeLocation ( const char *  name) const

Returns the position of the attribute with the given name. A return value of -1 indicates the name is not a valid attribute for this shader program.

See also
bindAttributeLocation(), uniformLocation()
int QOpenGLShaderProgram::attributeLocation ( const QByteArray name) const

Returns the position of the attribute with the given name. A return value of -1 indicates the name is not a valid attribute for this shader program.

See also
bindAttributeLocation(), uniformLocation()
int QOpenGLShaderProgram::attributeLocation ( const QString name) const

Returns the position of the attribute with the given name. A return value of -1 indicates the name is not a valid attribute for this shader program.

See also
bindAttributeLocation(), uniformLocation()
bool QOpenGLShaderProgram::bind ( )

Binds this QOpenGLShaderProgram to the active QOpenGLContext. The shader program becomes active and is used for rendering. Any previously bound shader program is released. Returns true if the program was successfully bound, otherwise false is returned.

If the shader program has not been linked or it needs to be relinked this method will automatically call link().

Equivalent to calling glUseProgram() and passing the programId().

See also
release()
void QOpenGLShaderProgram::bindAttributeLocation ( const char *  name,
int  location 
)

Binds the attribute name to the specified location. This method 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.

If this method is called after the shader program has been linked the shader program will need to be relinked.

See also
attributeLocation()
void QOpenGLShaderProgram::bindAttributeLocation ( const QByteArray name,
int  location 
)

Binds the attribute name to the specified location. This method 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.

If this method is called after the shader program has been linked the shader program will need to be relinked.

See also
attributeLocation()
void QOpenGLShaderProgram::bindAttributeLocation ( const QString name,
int  location 
)

Binds the attribute name to the specified location. This method 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.

If this method is called after the shader program has been linked the shader program will need to be relinked.

See also
attributeLocation()
bool QOpenGLShaderProgram::create ( )

Requests the shader program's id to be created immediately. Returns true if successful, otherwise returns false. This method 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()
QVector< float > QOpenGLShaderProgram::defaultInnerTessellationLevels ( ) const

Returns a QVector of floats describing the inner tessellation levels. The vector will always have two elements but not all of them may be used for every mode of tessellation. These default inner tessellation levels will be used by the tessellation primitive generator if the tessellation control shader does not provide any.

Note
This method is only supported with OpenGL >= 4.0 and will not return valid results with OpenGL ES 3.2.
See also
defaultOuterTessellationLevels(), setDefaultInnerTessellationLevels()
QVector< float > QOpenGLShaderProgram::defaultOuterTessellationLevels ( ) const

Returns a QVector of floats describing the outer tessellation levels. The vector will always have two elements but not all of them may be used for every mode of tessellation. These default outer tessellation levels will be used by the tessellation primitive generator if the tessellation control shader does not provide any.

Note
This method is only supported with OpenGL >= 4.0 and will not return valid results with OpenGL ES 3.2.
See also
defaultInnerTessellationLevels(), setDefaultOuterTessellationLevels()
void QOpenGLShaderProgram::disableAttributeArray ( const char *  name)

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

See also
enableAttributeArray(), setAttributeArray(), setAttributeValue(), setUniformValue()
void QOpenGLShaderProgram::disableAttributeArray ( int  location)

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

See also
enableAttributeArray(), setAttributeArray(), setAttributeValue(), setUniformValue()
void QOpenGLShaderProgram::enableAttributeArray ( const char *  name)

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.

See also
disableAttributeArray(), setAttributeArray(), setAttributeValue(), setUniformValue()
void QOpenGLShaderProgram::enableAttributeArray ( int  location)

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.

See also
disableAttributeArray(), setAttributeArray(), setAttributeValue(), setUniformValue()
bool QOpenGLShaderProgram::hasOpenGLShaderPrograms ( QOpenGLContext context = nullptr)
static

The context is used to resolve the GLSL extensions. If context is nullptr, then QOpenGLContext::currentContext() is used. Returns true if shader programs written in the OpenGL Shading Language (GLSL) are supported on this system, otherwise false is returned.

bool QOpenGLShaderProgram::isLinked ( ) const

Returns true if this shader program has been linked, otherwise false is returned.

See also
link()
bool QOpenGLShaderProgram::link ( )
virtual

Links together the shaders that were added to this program with addShader(). Returns true if the link was successful or otherwise returns false. If the link failed, the error messages can be retrieved with log(). Subclasses can override this method to initialize attributes and uniform variables for use in specific shader programs.

If the shader program was already linked, calling this method again will force it to be relinked.

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, this method 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.

QString QOpenGLShaderProgram::log ( ) const

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

int QOpenGLShaderProgram::maxGeometryOutputVertices ( ) const

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

int QOpenGLShaderProgram::patchVertexCount ( ) const

Returns the number of vertices per patch to be used when rendering.

See also
setPatchVertexCount()
GLuint QOpenGLShaderProgram::programId ( ) const

Returns the OpenGL identifier associated with this shader program.

void QOpenGLShaderProgram::release ( )

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

See also
bind()
void QOpenGLShaderProgram::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.

See also
addShader(), removeShader()
void QOpenGLShaderProgram::removeShader ( QOpenGLShader *  shader)

Removes shader from this shader program. The object is not deleted. The shader program must be valid in the current QOpenGLContext.

See also
addShader(), link(), removeAllShaders()
void QOpenGLShaderProgram::setAttributeArray ( const char *  name,
const GLfloat *  values,
int  tupleSize,
int  stride = 0 
)

Sets an array of vertex values on the attribute called name in this shader program. The tupleSize indicates the number of components per vertex (1, 2, 3, or 4), and the stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in values.

The array will become active when enableAttributeArray() is called on name. Otherwise the value specified with setAttributeValue() for name will be used.

See also
disableAttributeArray(), enableAttributeArray(), setAttributeValue(), setUniformValue()
void QOpenGLShaderProgram::setAttributeArray ( const char *  name,
const QVector2D values,
int  stride = 0 
)

Sets an array of 2D vertex values on the attribute called name in this shader program. The stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in values.

The array will become active when enableAttributeArray() is called on name. Otherwise the value specified with setAttributeValue() for name will be used.

See also
disableAttributeArray(), enableAttributeArray(), setAttributeValue(), setUniformValue()
void QOpenGLShaderProgram::setAttributeArray ( const char *  name,
const QVector3D values,
int  stride = 0 
)

Sets an array of 3D vertex values on the attribute called name in this shader program. The stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in values.

The array will become active when enableAttributeArray() is called on name. Otherwise the value specified with setAttributeValue() for name will be used.

See also
disableAttributeArray(), enableAttributeArray(), setAttributeValue(), setUniformValue()
void QOpenGLShaderProgram::setAttributeArray ( const char *  name,
const QVector4D values,
int  stride = 0 
)

Sets an array of 4D vertex values on the attribute called name in this shader program. The stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in values.

The array will become active when enableAttributeArray() is called on name. Otherwise the value specified with setAttributeValue() for name will be used.

See also
disableAttributeArray(), enableAttributeArray(), setAttributeValue(), setUniformValue()
void QOpenGLShaderProgram::setAttributeArray ( const char *  name,
GLenum  type,
const void *  values,
int  tupleSize,
int  stride = 0 
)

Sets an array of vertex values on the attribute called name in this shader program. The stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in values.

The type indicates the type of elements in the values array, usually GL_FLOAT, GL_UNSIGNED_BYTE, etc. The tupleSize indicates the number of components per vertex: 1, 2, 3, or 4.

The array will become active when enableAttributeArray() is called on the name. Otherwise the value specified with setAttributeValue() for name will be used. The setAttributeBuffer() method can be used to set the attribute array to an offset within a vertex buffer.

See also
disableAttributeArray(), enableAttributeArray(), setAttributeValue(), setAttributeBuffer(), setUniformValue()
void QOpenGLShaderProgram::setAttributeArray ( int  location,
const GLfloat *  values,
int  tupleSize,
int  stride = 0 
)

Sets an array of vertex values on the attribute at location in this shader program. The tupleSize indicates the number of components per vertex (1, 2, 3, or 4), and the stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in values.

The array will become active when enableAttributeArray() is called on the location. Otherwise the value specified with setAttributeValue() for location will be used.

See also
disableAttributeArray(), enableAttributeArray(), setAttributeValue(), setUniformValue()
void QOpenGLShaderProgram::setAttributeArray ( int  location,
const QVector2D values,
int  stride = 0 
)

Sets an array of 2D vertex values on the attribute at location in this shader program. The stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in values.

The array will become active when enableAttributeArray() is called on the location. Otherwise the value specified with setAttributeValue() for location will be used.

See also
disableAttributeArray(), enableAttributeArray(), setAttributeValue(), setUniformValue()
void QOpenGLShaderProgram::setAttributeArray ( int  location,
const QVector3D values,
int  stride = 0 
)

Sets an array of 3D vertex values on the attribute at location in this shader program. The stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in values.

The array will become active when enableAttributeArray() is called on the location. Otherwise the value specified with setAttributeValue() for location will be used.

See also
disableAttributeArray(), enableAttributeArray(), setAttributeValue(), setUniformValue()
void QOpenGLShaderProgram::setAttributeArray ( int  location,
const QVector4D values,
int  stride = 0 
)

Sets an array of 4D vertex values on the attribute at location in this shader program. The stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in values.

The array will become active when enableAttributeArray() is called on the location. Otherwise the value specified with setAttributeValue() for location will be used.

See also
disableAttributeArray(), enableAttributeArray(), setAttributeValue(), setUniformValue()
void QOpenGLShaderProgram::setAttributeArray ( int  location,
GLenum  type,
const void *  values,
int  tupleSize,
int  stride = 0 
)

Sets an array of vertex values on the attribute at location in this shader program. The stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in values.

The type indicates the type of elements in the values array, usually GL_FLOAT, GL_UNSIGNED_BYTE, etc. The tupleSize indicates the number of components per vertex: 1, 2, 3, or 4.

The array will become active when enableAttributeArray() is called on the location. Otherwise the value specified with setAttributeValue() for location will be used. The setAttributeBuffer() method can be used to set the attribute array to an offset within a vertex buffer.

Normalization will be enabled. If this is not desired, call glVertexAttribPointer directly through QOpenGLFunctions.

See also
disableAttributeArray(), enableAttributeArray(), setAttributeValue(), setAttributeBuffer(), setUniformValue()
void QOpenGLShaderProgram::setAttributeBuffer ( const char *  name,
GLenum  type,
int  offset,
int  tupleSize,
int  stride = 0 
)

Sets an array of vertex values on the attribute called name in this shader program, starting at a specific offset in the currently bound vertex buffer. The stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in the value array.

The type indicates the type of elements in the vertex value array, usually GL_FLOAT, GL_UNSIGNED_BYTE, etc. The tupleSize indicates the number of components per vertex: 1, 2, 3, or 4.

The array will become active when enableAttributeArray() is called on the name. Otherwise the value specified with setAttributeValue() for name will be used.

void QOpenGLShaderProgram::setAttributeBuffer ( int  location,
GLenum  type,
int  offset,
int  tupleSize,
int  stride = 0 
)

Sets an array of vertex values on the attribute at location in this shader program, starting at a specific offset in the currently bound vertex buffer. The stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in the value array.

The type indicates the type of elements in the vertex value array, usually GL_FLOAT, GL_UNSIGNED_BYTE, etc. The tupleSize indicates the number of components per vertex: 1, 2, 3, or 4.

The array will become active when enableAttributeArray() is called on the location. Otherwise the value specified with setAttributeValue() for location will be used.

Normalization will be enabled. If this is not desired, call glVertexAttribPointer directly through QOpenGLFunctions.

void QOpenGLShaderProgram::setAttributeValue ( const char *  name,
const GLfloat *  values,
int  columns,
int  rows 
)

Sets the attribute called name in the current context to the contents of values, which contains columns elements, each consisting of rows elements. The rows value should be 1, 2, 3, or 4. This method is typically used to set matrix values and column vectors.

void QOpenGLShaderProgram::setAttributeValue ( const char *  name,
const QColor value 
)

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

void QOpenGLShaderProgram::setAttributeValue ( const char *  name,
const QVector2D value 
)

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

void QOpenGLShaderProgram::setAttributeValue ( const char *  name,
const QVector3D value 
)

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

void QOpenGLShaderProgram::setAttributeValue ( const char *  name,
const QVector4D value 
)

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

void QOpenGLShaderProgram::setAttributeValue ( const char *  name,
GLfloat  value 
)

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

void QOpenGLShaderProgram::setAttributeValue ( const char *  name,
GLfloat  x,
GLfloat  y 
)

Sets the attribute called name in the current context to the 2D vector (x, y).

void QOpenGLShaderProgram::setAttributeValue ( const char *  name,
GLfloat  x,
GLfloat  y,
GLfloat  z 
)

Sets the attribute called name in the current context to the 3D vector (x, y, z).

void QOpenGLShaderProgram::setAttributeValue ( const char *  name,
GLfloat  x,
GLfloat  y,
GLfloat  z,
GLfloat  w 
)

Sets the attribute called name in the current context to the 4D vector (x, y, z, w).

void QOpenGLShaderProgram::setAttributeValue ( int  location,
const GLfloat *  values,
int  columns,
int  rows 
)

Sets the attribute at location in the current context to the contents of values, which contains columns elements, each consisting of rows elements. The rows value should be 1, 2, 3, or 4. This method is typically used to set matrix values and column vectors.

void QOpenGLShaderProgram::setAttributeValue ( int  location,
const QColor value 
)

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

void QOpenGLShaderProgram::setAttributeValue ( int  location,
const QVector2D value 
)

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

void QOpenGLShaderProgram::setAttributeValue ( int  location,
const QVector3D value 
)

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

void QOpenGLShaderProgram::setAttributeValue ( int  location,
const QVector4D value 
)

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

void QOpenGLShaderProgram::setAttributeValue ( int  location,
GLfloat  value 
)

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

void QOpenGLShaderProgram::setAttributeValue ( int  location,
GLfloat  x,
GLfloat  y 
)

Sets the attribute at location in the current context to the 2D vector (x, y).

void QOpenGLShaderProgram::setAttributeValue ( int  location,
GLfloat  x,
GLfloat  y,
GLfloat  z 
)

Sets the attribute at location in the current context to the 3D vector (x, y, z).

void QOpenGLShaderProgram::setAttributeValue ( int  location,
GLfloat  x,
GLfloat  y,
GLfloat  z,
GLfloat  w 
)

Sets the attribute at location in the current context to the 4D vector (x, y, z, w).

void QOpenGLShaderProgram::setDefaultInnerTessellationLevels ( const QVector< float > &  levels)

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 QVector 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.

Calling this method will modify the global OpenGL state and the values are not isolated to this specific QOpenGLShaderProgram instance.

Note
This method is only available with OpenGL >= 4.0 and is not supported with OpenGL ES 3.2.
See also
defaultInnerTessellationLevels(), setDefaultOuterTessellationLevels()
void QOpenGLShaderProgram::setDefaultOuterTessellationLevels ( const QVector< float > &  levels)

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 QVector 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.

Calling this method will modify the global OpenGL state and the values are not isolated to this specific QOpenGLShaderProgram instance.

Note
This method is only available with OpenGL >= 4.0 and is not supported with OpenGL ES 3.2.
See also
defaultOuterTessellationLevels(), setDefaultInnerTessellationLevels()
void QOpenGLShaderProgram::setPatchVertexCount ( int  count)

Use this method 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 method 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.

Equivalent to calling glPatchParameteri(GL_PATCH_VERTICES, count).

Calling this method will modify the global OpenGL state and the values are not isolated to this specific QOpenGLShaderProgram instance.

See also
patchVertexCount()
void QOpenGLShaderProgram::setUniformValue ( const char *  name,
const GLfloat  value[2][2] = 2 
)

Sets the uniform variable called name in the current context to a 2x2 matrix value. The matrix elements must be specified in column-major order.

void QOpenGLShaderProgram::setUniformValue ( const char *  name,
const GLfloat  value[3][3] = 3 
)

Sets the uniform variable called name in the current context to a 3x3 matrix value. The matrix elements must be specified in column-major order.

void QOpenGLShaderProgram::setUniformValue ( const char *  name,
const GLfloat  value[4][4] = 4 
)

Sets the uniform variable called name in the current context to a 4x4 matrix value. The matrix elements must be specified in column-major order.

void QOpenGLShaderProgram::setUniformValue ( const char *  name,
const QColor color 
)

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

void QOpenGLShaderProgram::setUniformValue ( const char *  name,
const QMatrix2x2 value 
)

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

void QOpenGLShaderProgram::setUniformValue ( const char *  name,
const QMatrix2x3 value 
)

Sets the uniform variable called name in the current context to a 2x3 matrix value.

This method is not aware of non square matrix support for GLSL types like mat2x3 which are present in modern OpenGL versions. Instead, it treats the uniform as an array of vec3.

void QOpenGLShaderProgram::setUniformValue ( const char *  name,
const QMatrix2x4 value 
)

Sets the uniform variable called name in the current context to a 2x4 matrix value.

This method is not aware of non square matrix support for GLSL types like mat2x4 which are present in modern OpenGL versions. Instead, it treats the uniform as an array of vec4.

void QOpenGLShaderProgram::setUniformValue ( const char *  name,
const QMatrix3x2 value 
)

Sets the uniform variable called name in the current context to a 3x2 matrix value.

This method is not aware of non square matrix support for GLSL types like mat3x2 which are present in modern OpenGL versions. Instead, it treats the uniform as an array of vec2.

void QOpenGLShaderProgram::setUniformValue ( const char *  name,
const QMatrix3x3 value 
)

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

void QOpenGLShaderProgram::setUniformValue ( const char *  name,
const QMatrix3x4 value 
)

Sets the uniform variable called name in the current context to a 3x4 matrix value.

This method is not aware of non square matrix support for GLSL types like mat3x4 which are present in modern OpenGL versions. Instead, it treats the uniform as an array of vec4.

void QOpenGLShaderProgram::setUniformValue ( const char *  name,
const QMatrix4x2 value 
)

Sets the uniform variable called name in the current context to a 4x2 matrix value.

This method is not aware of non square matrix support for GLSL types like mat4x2 which are present in modern OpenGL versions. Instead, it treats the uniform as an array of vec2.

void QOpenGLShaderProgram::setUniformValue ( const char *  name,
const QMatrix4x3 value 
)

Sets the uniform variable called name in the current context to a 4x3 matrix value.

This method is not aware of non square matrix support for GLSL types like mat4x3 which are present in modern OpenGL versions. Instead, it treats the uniform as an array of vec3.

void QOpenGLShaderProgram::setUniformValue ( const char *  name,
const QMatrix4x4 value 
)

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

void QOpenGLShaderProgram::setUniformValue ( const char *  name,
const QPoint point 
)

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

void QOpenGLShaderProgram::setUniformValue ( const char *  name,
const QPointF point 
)

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

void QOpenGLShaderProgram::setUniformValue ( const char *  name,
const QSize size 
)

Sets the uniform variable associated with name in the current context to the width and height of the given size.

void QOpenGLShaderProgram::setUniformValue ( const char *  name,
const QSizeF size 
)

Sets the uniform variable associated with name in the current context to the width and height of the given size.

void QOpenGLShaderProgram::setUniformValue ( const char *  name,
const QTransform value 
)

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)).

void QOpenGLShaderProgram::setUniformValue ( const char *  name,
const QVector2D value 
)

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

void QOpenGLShaderProgram::setUniformValue ( const char *  name,
const QVector3D value 
)

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

void QOpenGLShaderProgram::setUniformValue ( const char *  name,
const QVector4D value 
)

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

void QOpenGLShaderProgram::setUniformValue ( const char *  name,
GLfloat  value 
)

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

void QOpenGLShaderProgram::setUniformValue ( const char *  name,
GLfloat  x,
GLfloat  y 
)

Sets the uniform variable called name in the current context to the 2D vector (x, y).

void QOpenGLShaderProgram::setUniformValue ( const char *  name,
GLfloat  x,
GLfloat  y,
GLfloat  z 
)

Sets the uniform variable called name in the current context to the 3D vector (x, y, z).

void QOpenGLShaderProgram::setUniformValue ( const char *  name,
GLfloat  x,
GLfloat  y,
GLfloat  z,
GLfloat  w 
)

Sets the uniform variable called name in the current context to the 4D vector (x, y, z, w).

void QOpenGLShaderProgram::setUniformValue ( const char *  name,
GLint  value 
)

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

void QOpenGLShaderProgram::setUniformValue ( const char *  name,
GLuint  value 
)

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

This method is not aware of unsigned int support in modern OpenGL versions and therefore treats value as a GLint and calls glUniform1i.

void QOpenGLShaderProgram::setUniformValue ( int  location,
const GLfloat  value[2][2] = 2 
)

Sets the uniform variable at location in the current context to a 2x2 matrix value. The matrix elements must be specified in column-major order.

void QOpenGLShaderProgram::setUniformValue ( int  location,
const GLfloat  value[3][3] = 3 
)

Sets the uniform variable at location in the current context to a 3x3 matrix value. The matrix elements must be specified in column-major order.

void QOpenGLShaderProgram::setUniformValue ( int  location,
const GLfloat  value[4][4] = 4 
)

Sets the uniform variable at location in the current context to a 4x4 matrix value. The matrix elements must be specified in column-major order.

void QOpenGLShaderProgram::setUniformValue ( int  location,
const QColor color 
)

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

void QOpenGLShaderProgram::setUniformValue ( int  location,
const QMatrix2x2 value 
)

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

void QOpenGLShaderProgram::setUniformValue ( int  location,
const QMatrix2x3 value 
)

Sets the uniform variable at location in the current context to a 2x3 matrix value.

This method is not aware of non square matrix support for GLSL types like mat2x3 which are present in modern OpenGL versions. Instead, it treats the uniform as an array of vec3.

void QOpenGLShaderProgram::setUniformValue ( int  location,
const QMatrix2x4 value 
)

Sets the uniform variable at location in the current context to a 2x4 matrix value.

This method is not aware of non square matrix support for GLSL types like mat2x4 which are present in modern OpenGL versions. Instead, it treats the uniform as an array of vec4.

void QOpenGLShaderProgram::setUniformValue ( int  location,
const QMatrix3x2 value 
)

Sets the uniform variable at location in the current context to a 3x2 matrix value.

This method is not aware of non square matrix support for GLSL types like mat3x2 which are present in modern OpenGL versions. Instead, it treats the uniform as an array of vec2.

void QOpenGLShaderProgram::setUniformValue ( int  location,
const QMatrix3x3 value 
)

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

void QOpenGLShaderProgram::setUniformValue ( int  location,
const QMatrix3x4 value 
)

Sets the uniform variable at location in the current context to a 3x4 matrix value.

This method is not aware of non square matrix support for GLSL types like mat3x4 which are present in modern OpenGL versions. Instead, it treats the uniform as an array of vec4.

void QOpenGLShaderProgram::setUniformValue ( int  location,
const QMatrix4x2 value 
)

Sets the uniform variable at location in the current context to a 4x2 matrix value.

This method is not aware of non square matrix support for GLSL types like mat4x2 which are present in modern OpenGL versions. Instead, it treats the uniform as an array of vec2.

void QOpenGLShaderProgram::setUniformValue ( int  location,
const QMatrix4x3 value 
)

Sets the uniform variable at location in the current context to a 4x3 matrix value.

This method is not aware of non square matrix support for GLSL types like mat4x3 which are present in modern OpenGL versions. Instead, it treats the uniform as an array of vec3.

void QOpenGLShaderProgram::setUniformValue ( int  location,
const QMatrix4x4 value 
)

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

void QOpenGLShaderProgram::setUniformValue ( int  location,
const QPoint point 
)

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

void QOpenGLShaderProgram::setUniformValue ( int  location,
const QPointF point 
)

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

void QOpenGLShaderProgram::setUniformValue ( int  location,
const QSize size 
)

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

void QOpenGLShaderProgram::setUniformValue ( int  location,
const QSizeF size 
)

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

void QOpenGLShaderProgram::setUniformValue ( int  location,
const QTransform value 
)

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)).

void QOpenGLShaderProgram::setUniformValue ( int  location,
const QVector2D value 
)

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

void QOpenGLShaderProgram::setUniformValue ( int  location,
const QVector3D value 
)

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

void QOpenGLShaderProgram::setUniformValue ( int  location,
const QVector4D value 
)

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

void QOpenGLShaderProgram::setUniformValue ( int  location,
GLfloat  value 
)

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

void QOpenGLShaderProgram::setUniformValue ( int  location,
GLfloat  x,
GLfloat  y 
)

Sets the uniform variable at location in the current context to the 2D vector (x, y).

void QOpenGLShaderProgram::setUniformValue ( int  location,
GLfloat  x,
GLfloat  y,
GLfloat  z 
)

Sets the uniform variable at location in the current context to the 3D vector (x, y, z).

void QOpenGLShaderProgram::setUniformValue ( int  location,
GLfloat  x,
GLfloat  y,
GLfloat  z,
GLfloat  w 
)

Sets the uniform variable at location in the current context to the 4D vector (x, y, z, w).

void QOpenGLShaderProgram::setUniformValue ( int  location,
GLint  value 
)

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

void QOpenGLShaderProgram::setUniformValue ( int  location,
GLuint  value 
)

Sets the uniform variable at location in the current context to value. This method should be used when setting sampler values.

This method is not aware of unsigned int support in modern OpenGL versions and therefore treats value as a GLint and calls glUniform1i.

void QOpenGLShaderProgram::setUniformValueArray ( const char *  name,
const GLfloat *  values,
int  count,
int  tupleSize 
)

Sets the uniform variable array called name in the current context to the count elements of values. Each element has tupleSize components. The tupleSize must be 1, 2, 3, or 4.

void QOpenGLShaderProgram::setUniformValueArray ( const char *  name,
const GLint *  values,
int  count 
)

Sets the uniform variable array called name in the current context to the count elements of values.

void QOpenGLShaderProgram::setUniformValueArray ( const char *  name,
const GLuint *  values,
int  count 
)

Sets the uniform variable array called name in the current context to the count elements of values.

void QOpenGLShaderProgram::setUniformValueArray ( const char *  name,
const QMatrix2x2 values,
int  count 
)

Sets the uniform variable array called name in the current context to the count 2x2 matrix elements of values.

void QOpenGLShaderProgram::setUniformValueArray ( const char *  name,
const QMatrix2x3 values,
int  count 
)

Sets the uniform variable array called name in the current context to the count 2x3 matrix elements of values.

void QOpenGLShaderProgram::setUniformValueArray ( const char *  name,
const QMatrix2x4 values,
int  count 
)

Sets the uniform variable array called name in the current context to the count 2x4 matrix elements of values.

void QOpenGLShaderProgram::setUniformValueArray ( const char *  name,
const QMatrix3x2 values,
int  count 
)

Sets the uniform variable array called name in the current context to the count 3x2 matrix elements of values.

void QOpenGLShaderProgram::setUniformValueArray ( const char *  name,
const QMatrix3x3 values,
int  count 
)

Sets the uniform variable array called name in the current context to the count 3x3 matrix elements of values.

void QOpenGLShaderProgram::setUniformValueArray ( const char *  name,
const QMatrix3x4 values,
int  count 
)

Sets the uniform variable array called name in the current context to the count 3x4 matrix elements of values.

void QOpenGLShaderProgram::setUniformValueArray ( const char *  name,
const QMatrix4x2 values,
int  count 
)

Sets the uniform variable array called name in the current context to the count 4x2 matrix elements of values.

void QOpenGLShaderProgram::setUniformValueArray ( const char *  name,
const QMatrix4x3 values,
int  count 
)

Sets the uniform variable array called name in the current context to the count 4x3 matrix elements of values.

void QOpenGLShaderProgram::setUniformValueArray ( const char *  name,
const QMatrix4x4 values,
int  count 
)

Sets the uniform variable array called name in the current context to the count 4x4 matrix elements of values.

void QOpenGLShaderProgram::setUniformValueArray ( const char *  name,
const QVector2D values,
int  count 
)

Sets the uniform variable array called name in the current context to the count 2D vector elements of values.

void QOpenGLShaderProgram::setUniformValueArray ( const char *  name,
const QVector3D values,
int  count 
)

Sets the uniform variable array called name in the current context to the count 3D vector elements of values.

void QOpenGLShaderProgram::setUniformValueArray ( const char *  name,
const QVector4D values,
int  count 
)

Sets the uniform variable array called name in the current context to the count 4D vector elements of values.

void QOpenGLShaderProgram::setUniformValueArray ( int  location,
const GLfloat *  values,
int  count,
int  tupleSize 
)

Sets the uniform variable array at location in the current context to the count elements of values. Each element has tupleSize components. The tupleSize must be 1, 2, 3, or 4.

void QOpenGLShaderProgram::setUniformValueArray ( int  location,
const GLint *  values,
int  count 
)

Sets the uniform variable array at location in the current context to the count elements of values.

void QOpenGLShaderProgram::setUniformValueArray ( int  location,
const GLuint *  values,
int  count 
)

Sets the uniform variable array at location in the current context to the count elements of values. This overload should be used when setting an array of sampler values.

This method is not aware of unsigned int support in modern OpenGL versions and therefore treats values as a GLint and calls glUniform1iv.

void QOpenGLShaderProgram::setUniformValueArray ( int  location,
const QMatrix2x2 values,
int  count 
)

Sets the uniform variable array at location in the current context to the count 2x2 matrix elements of values.

void QOpenGLShaderProgram::setUniformValueArray ( int  location,
const QMatrix2x3 values,
int  count 
)

Sets the uniform variable array at location in the current context to the count 2x3 matrix elements of values.

void QOpenGLShaderProgram::setUniformValueArray ( int  location,
const QMatrix2x4 values,
int  count 
)

Sets the uniform variable array at location in the current context to the count 2x4 matrix elements of values.

void QOpenGLShaderProgram::setUniformValueArray ( int  location,
const QMatrix3x2 values,
int  count 
)

Sets the uniform variable array at location in the current context to the count 3x2 matrix elements of values.

void QOpenGLShaderProgram::setUniformValueArray ( int  location,
const QMatrix3x3 values,
int  count 
)

Sets the uniform variable array at location in the current context to the count 3x3 matrix elements of values.

void QOpenGLShaderProgram::setUniformValueArray ( int  location,
const QMatrix3x4 values,
int  count 
)

Sets the uniform variable array at location in the current context to the count 3x4 matrix elements of values.

void QOpenGLShaderProgram::setUniformValueArray ( int  location,
const QMatrix4x2 values,
int  count 
)

Sets the uniform variable array at location in the current context to the count 4x2 matrix elements of values.

void QOpenGLShaderProgram::setUniformValueArray ( int  location,
const QMatrix4x3 values,
int  count 
)

Sets the uniform variable array at location in the current context to the count 4x3 matrix elements of values.

void QOpenGLShaderProgram::setUniformValueArray ( int  location,
const QMatrix4x4 values,
int  count 
)

Sets the uniform variable array at location in the current context to the count 4x4 matrix elements of values.

void QOpenGLShaderProgram::setUniformValueArray ( int  location,
const QVector2D values,
int  count 
)

Sets the uniform variable array at location in the current context to the count 2D vector elements of values.

void QOpenGLShaderProgram::setUniformValueArray ( int  location,
const QVector3D values,
int  count 
)

Sets the uniform variable array at location in the current context to the count 3D vector elements of values.

void QOpenGLShaderProgram::setUniformValueArray ( int  location,
const QVector4D values,
int  count 
)

Sets the uniform variable array at location in the current context to the count 4D vector elements of values.

QList< QOpenGLShader * > QOpenGLShaderProgram::shaders ( ) const

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

See also
addShader(), removeShader()
int QOpenGLShaderProgram::uniformLocation ( const char *  name) const

Returns the location of the uniform variable name within this shader program's parameter list. A return value of -1 indicates the name is not a valid uniform variable for this shader program.

int QOpenGLShaderProgram::uniformLocation ( const QByteArray name) const

Returns the location of the uniform variable name within this shader program's parameter list. A return value of -1 indicates the name is not a valid uniform variable for this shader program.

int QOpenGLShaderProgram::uniformLocation ( const QString name) const

Returns the location of the uniform variable name within this shader program's parameter list. A return value of -1 indicates the name is not a valid uniform variable for this shader program.