QOpenGLShaderProgramclass allows OpenGL shader programs to be linked and used. 更多 …
New in version 5.0.
def
addCacheableShaderFromSourceCode
(type, source)
def
addCacheableShaderFromSourceCode
(type, source)
def
addCacheableShaderFromSourceCode
(type, source)
def
addCacheableShaderFromSourceFile
(type, fileName)
def
addShader
(shader)
def
addShaderFromSourceCode
(type, source)
def
addShaderFromSourceCode
(type, source)
def
addShaderFromSourceCode
(type, source)
def
addShaderFromSourceFile
(type, fileName)
def
attributeLocation
(name)
def
attributeLocation
(name)
def
attributeLocation
(name)
def
bind
()
def
bindAttributeLocation
(name, location)
def
bindAttributeLocation
(name, location)
def
bindAttributeLocation
(name, location)
def
create
()
def
disableAttributeArray
(location)
def
disableAttributeArray
(name)
def
enableAttributeArray
(location)
def
enableAttributeArray
(name)
def
isLinked
()
def
log
()
def
maxGeometryOutputVertices
()
def
patchVertexCount
()
def
programId
()
def
release
()
def
removeAllShaders
()
def
removeShader
(shader)
def
setAttributeArray
(location, type, values, tupleSize[, stride=0])
def
setAttributeArray
(location, values, tupleSize[, stride=0])
def
setAttributeArray
(name, type, values, tupleSize[, stride=0])
def
setAttributeArray
(name, values, tupleSize[, stride=0])
def
setAttributeBuffer
(location, type, offset, tupleSize[, stride=0])
def
setAttributeBuffer
(name, type, offset, tupleSize[, stride=0])
def
setAttributeValue
(location, value)
def
setAttributeValue
(location, value)
def
setAttributeValue
(location, value)
def
setAttributeValue
(location, value)
def
setAttributeValue
(location, value)
def
setAttributeValue
(location, values, columns, rows)
def
setAttributeValue
(location, x, y)
def
setAttributeValue
(location, x, y, z)
def
setAttributeValue
(location, x, y, z, w)
def
setAttributeValue
(name, value)
def
setAttributeValue
(name, value)
def
setAttributeValue
(name, value)
def
setAttributeValue
(name, value)
def
setAttributeValue
(name, value)
def
setAttributeValue
(name, values, columns, rows)
def
setAttributeValue
(name, x, y)
def
setAttributeValue
(name, x, y, z)
def
setAttributeValue
(name, x, y, z, w)
def
setDefaultInnerTessellationLevels
(levels)
def
setDefaultOuterTessellationLevels
(levels)
def
setPatchVertexCount
(count)
def
setUniformValue1f
(arg__1, arg__2)
def
setUniformValue1f
(arg__1, arg__2)
def
setUniformValue1i
(arg__1, arg__2)
def
setUniformValue1i
(arg__1, arg__2)
def
setUniformValue
(location, color)
def
setUniformValue
(location, point)
def
setUniformValue
(location, point)
def
setUniformValue
(location, size)
def
setUniformValue
(location, size)
def
setUniformValue
(location, value)
def
setUniformValue
(location, value)
def
setUniformValue
(location, value)
def
setUniformValue
(location, value)
def
setUniformValue
(location, value)
def
setUniformValue
(location, value)
def
setUniformValue
(location, value)
def
setUniformValue
(location, value)
def
setUniformValue
(location, value)
def
setUniformValue
(location, value)
def
setUniformValue
(location, value)
def
setUniformValue
(location, value)
def
setUniformValue
(location, value)
def
setUniformValue
(location, value)
def
setUniformValue
(location, value)
def
setUniformValue
(location, value)
def
setUniformValue
(location, value)
def
setUniformValue
(location, value)
def
setUniformValue
(location, value)
def
setUniformValue
(location, x, y)
def
setUniformValue
(location, x, y, z)
def
setUniformValue
(location, x, y, z, w)
def
setUniformValue
(name, color)
def
setUniformValue
(name, point)
def
setUniformValue
(name, point)
def
setUniformValue
(name, size)
def
setUniformValue
(name, size)
def
setUniformValue
(name, value)
def
setUniformValue
(name, value)
def
setUniformValue
(name, value)
def
setUniformValue
(name, value)
def
setUniformValue
(name, value)
def
setUniformValue
(name, value)
def
setUniformValue
(name, value)
def
setUniformValue
(name, value)
def
setUniformValue
(name, value)
def
setUniformValue
(name, value)
def
setUniformValue
(name, value)
def
setUniformValue
(name, value)
def
setUniformValue
(name, value)
def
setUniformValue
(name, value)
def
setUniformValue
(name, value)
def
setUniformValue
(name, value)
def
setUniformValue
(name, value)
def
setUniformValue
(name, value)
def
setUniformValue
(name, value)
def
setUniformValue
(name, x, y)
def
setUniformValue
(name, x, y, z)
def
setUniformValue
(name, x, y, z, w)
def
setUniformValueArray
(location, values, count)
def
setUniformValueArray
(location, values, count)
def
setUniformValueArray
(location, values, count, tupleSize)
def
setUniformValueArray
(name, values, count)
def
setUniformValueArray
(name, values, count)
def
setUniformValueArray
(name, values, count, tupleSize)
def
shaders
()
def
uniformLocation
(name)
def
uniformLocation
(name)
def
uniformLocation
(name)
def
hasOpenGLShaderPrograms
([context=None])
This class supports shader programs written in the OpenGL Shading Language (GLSL) and in the OpenGL/ES Shading Language (GLSL/ES).
QOpenGLShaderandQOpenGLShaderProgramshelter the programmer from the details of compiling and linking vertex and fragment shaders.The following example creates a vertex shader program using the supplied source
code. Once compiled and linked, the shader program is activated in the currentQOpenGLContext通过调用bind():QOpenGLShader shader(QOpenGLShader::Vertex); shader.compileSourceCode(code); QOpenGLShaderProgram program(context); program.addShader(&shader); program.link(); program.bind();
Shader programs can be difficult to reuse across OpenGL implementations because of varying levels of support for standard vertex attributes and uniform variables. In particular, GLSL/ES lacks all of the standard variables that are present on desktop OpenGL systems:
gl_Vertex,gl_Normal,gl_Color, and so on. Desktop OpenGL lacks the variable qualifiershighp,mediump,和lowp.
QOpenGLShaderProgramclass makes the process of writing portable shaders easier by prefixing all shader programs with the following lines on desktop OpenGL:#define highp #define mediump #define lowpThis 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.
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");With the above shader program active, we can draw a green triangle as follows:
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 may be specified using
glShaderBinary()on the return value fromshaderId()。QOpenGLShaderinstance containing the binary can then be added to the shader program withaddShader()and linked in the usual fashion withlink().Binary programs may be specified using
glProgramBinaryOES()on the return value fromprogramId(). Then the application should calllink(), which will notice that the program has already been specified and linked, allowing other operations to be performed on the shader program. The shader program’s id can be explicitly created using thecreate()函数。
As of Qt 5.9, support for caching program binaries on disk is built in. To enable this, switch to using
addCacheableShaderFromSourceCode()andaddCacheableShaderFromSourceFile(). With an OpenGL ES 3.x context or support forGL_ARB_get_program_binary, this will transparently cache program binaries underGenericCacheLocationorCacheLocation. When support is not available, calling the cacheable function variants is equivalent to the normal ones.注意
Some drivers do not have any binary formats available, even though they advertise the extension or offer OpenGL ES 3.0. In this case program binary support will be disabled.
另请参阅
QOpenGLShaderProgram
(
[
parent=None
]
)
¶
- param parent
QObject
Constructs a new shader program and attaches it to
parent
. The program will be invalid until
addShader()
被调用。
The shader program will be associated with the current
QOpenGLContext
.
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
addCacheableShaderFromSourceCode
(
type
,
source
)
¶
type
–
ShaderType
source
–
QByteArray
bool
PySide2.QtGui.QOpenGLShaderProgram.
addCacheableShaderFromSourceCode
(
type
,
source
)
¶
type
–
ShaderType
source – str
bool
Registers the shader of the specified
type
and
source
to this program. Unlike
addShaderFromSourceCode()
, this function does not perform compilation. Compilation is deferred to
link()
, and may not happen at all, because
link()
may potentially use a program binary from Qt’s shader disk cache. This will typically lead to a significant increase in performance.
Returns true if the shader has been registered or, in the non-cached case, compiled successfully; false if there was an error. The compilation error messages can be retrieved via
log()
.
When the disk cache is disabled, via
AA_DisableShaderDiskCache
for example, or the OpenGL context has no support for context binaries, calling this function is equivalent to
addShaderFromSourceCode()
.
PySide2.QtGui.QOpenGLShaderProgram.
addCacheableShaderFromSourceCode
(
type
,
source
)
¶
type
–
ShaderType
source – unicode
bool
PySide2.QtGui.QOpenGLShaderProgram.
addCacheableShaderFromSourceFile
(
type
,
fileName
)
¶
type
–
ShaderType
fileName – unicode
bool
Registers the shader of the specified
type
and
fileName
to this program. Unlike
addShaderFromSourceFile()
, this function does not perform compilation. Compilation is deferred to
link()
, and may not happen at all, because
link()
may potentially use a program binary from Qt’s shader disk cache. This will typically lead to a significant increase in performance.
Returns true if the file has been read successfully, false if the file could not be opened or the normal, non-cached compilation of the shader has failed. The compilation error messages can be retrieved via
log()
.
When the disk cache is disabled, via
AA_DisableShaderDiskCache
for example, or the OpenGL context has no support for context binaries, calling this function is equivalent to
addShaderFromSourceFile()
.
PySide2.QtGui.QOpenGLShaderProgram.
addShader
(
shader
)
¶
shader
–
QOpenGLShader
bool
Adds a compiled
shader
to this shader program. Returns
true
if the shader could be added, or false otherwise.
Ownership of the
shader
object remains with the caller. It will not be deleted when this
QOpenGLShaderProgram
instance is deleted. This allows the caller to add the same shader to multiple shader programs.
PySide2.QtGui.QOpenGLShaderProgram.
addShaderFromSourceCode
(
type
,
source
)
¶
type
–
ShaderType
source
–
QByteArray
bool
PySide2.QtGui.QOpenGLShaderProgram.
addShaderFromSourceCode
(
type
,
source
)
¶
type
–
ShaderType
source – unicode
bool
PySide2.QtGui.QOpenGLShaderProgram.
addShaderFromSourceCode
(
type
,
source
)
¶
type
–
ShaderType
source – str
bool
Compiles
source
as a shader of the specified
type
and adds it to this shader program. Returns
true
if compilation was successful, false otherwise. The compilation errors and warnings will be made available via
log()
.
This function is intended to be a short-cut for quickly adding vertex and fragment shaders to a shader program without creating an instance of
QOpenGLShader
first.
PySide2.QtGui.QOpenGLShaderProgram.
addShaderFromSourceFile
(
type
,
fileName
)
¶
type
–
ShaderType
fileName – unicode
bool
Compiles the contents of
fileName
as a shader of the specified
type
and adds it to this shader program. Returns
true
if compilation was successful, false otherwise. The compilation errors and warnings will be made available via
log()
.
This function is intended to be a short-cut for quickly adding vertex and fragment shaders to a shader program without creating an instance of
QOpenGLShader
first.
PySide2.QtGui.QOpenGLShaderProgram.
attributeLocation
(
name
)
¶
name
–
QByteArray
int
PySide2.QtGui.QOpenGLShaderProgram.
attributeLocation
(
name
)
¶
name – unicode
int
PySide2.QtGui.QOpenGLShaderProgram.
attributeLocation
(
name
)
¶
name – str
int
Returns the location of the attribute
name
within this shader program’s parameter list. Returns -1 if
name
is not a valid attribute for this shader program.
PySide2.QtGui.QOpenGLShaderProgram.
bind
(
)
¶
bool
Binds this shader program to the active
QOpenGLContext
and makes it the current shader program. Any previously bound shader program is released. This is equivalent to calling
glUseProgram()
on
programId()
。返回
true
if the program was successfully bound; false otherwise. If the shader program has not yet been linked, or it needs to be re-linked, this function will call
link()
.
PySide2.QtGui.QOpenGLShaderProgram.
bindAttributeLocation
(
name
,
location
)
¶
name – unicode
location
–
int
PySide2.QtGui.QOpenGLShaderProgram.
bindAttributeLocation
(
name
,
location
)
¶
name – str
location
–
int
Binds the attribute
name
到指定
location
. This function can be called before or after the program has been linked. Any attributes that have not been explicitly bound when the program is linked will be assigned locations automatically.
When this function is called after the program has been linked, the program will need to be relinked for the change to take effect.
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
bindAttributeLocation
(
name
,
location
)
¶
name
–
QByteArray
location
–
int
PySide2.QtGui.QOpenGLShaderProgram.
create
(
)
¶
bool
Requests the shader program’s id to be created immediately. Returns
true
if successful;
false
否则。
This function is primarily useful when combining
QOpenGLShaderProgram
with other OpenGL functions that operate directly on the shader program id, like
GL_OES_get_program_binary
.
When the shader program is used normally, the shader program’s id will be created on demand.
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
defaultInnerTessellationLevels
(
)
¶
Returns the default inner tessellation levels to be used by the tessellation primitive generator in the event that the tessellation control shader does not output them. For more details on OpenGL and Tessellation shaders see OpenGL Tessellation Shaders .
返回
QVector
of floats describing the inner tessellation levels. The vector will always have two elements but not all of them make sense for every mode of tessellation.
注意
This returns the global OpenGL state value. It is not specific to this
QOpenGLShaderProgram
实例。
注意
This function is only supported with OpenGL >= 4.0 and will not return valid results with OpenGL ES 3.2.
PySide2.QtGui.QOpenGLShaderProgram.
defaultOuterTessellationLevels
(
)
¶
Returns the default outer tessellation levels to be used by the tessellation primitive generator in the event that the tessellation control shader does not output them. For more details on OpenGL and Tessellation shaders see OpenGL Tessellation Shaders .
返回
QVector
of floats describing the outer tessellation levels. The vector will always have four elements but not all of them make sense for every mode of tessellation.
注意
This returns the global OpenGL state value. It is not specific to this
QOpenGLShaderProgram
实例。
注意
This function is only supported with OpenGL >= 4.0 and will not return valid results with OpenGL ES 3.2.
PySide2.QtGui.QOpenGLShaderProgram.
disableAttributeArray
(
name
)
¶
name – str
这是重载函数。
Disables the vertex array called
name
in this shader program that was enabled by a previous call to
enableAttributeArray()
.
PySide2.QtGui.QOpenGLShaderProgram.
disableAttributeArray
(
location
)
¶
location
–
int
Disables the vertex array at
location
in this shader program that was enabled by a previous call to
enableAttributeArray()
.
PySide2.QtGui.QOpenGLShaderProgram.
enableAttributeArray
(
location
)
¶
location
–
int
Enables the vertex array at
location
in this shader program so that the value set by
setAttributeArray()
on
location
will be used by the shader program.
PySide2.QtGui.QOpenGLShaderProgram.
enableAttributeArray
(
name
)
¶
name – str
这是重载函数。
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.
PySide2.QtGui.QOpenGLShaderProgram.
hasOpenGLShaderPrograms
(
[
context=None
]
)
¶
context
–
QOpenGLContext
bool
返回
true
if shader programs written in the OpenGL Shading Language (GLSL) are supported on this system; false otherwise.
context
is used to resolve the GLSL extensions. If
context
is
None
,那么
currentContext()
被使用。
PySide2.QtGui.QOpenGLShaderProgram.
isLinked
(
)
¶
bool
返回
true
if this shader program has been linked; false otherwise.
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
link
(
)
¶
bool
Links together the shaders that were added to this program with
addShader()
。返回
true
if the link was successful or false otherwise. If the link failed, the error messages can be retrieved with
log()
.
Subclasses can override this function to initialize attributes and uniform variables for use in specific shader programs.
If the shader program was already linked, calling this function again will force it to be re-linked.
When shaders were added to this program via
addCacheableShaderFromSourceCode()
or
addCacheableShaderFromSourceFile()
, program binaries are supported, and a cached binary is available on disk, actual compilation and linking are skipped. Instead, 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.
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
log
(
)
¶
unicode
Returns the errors and warnings that occurred during the last
link()
or
addShader()
with explicitly specified source code.
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
maxGeometryOutputVertices
(
)
¶
int
Returns the hardware limit for how many vertices a geometry shader can output.
PySide2.QtGui.QOpenGLShaderProgram.
patchVertexCount
(
)
¶
int
Returns the number of vertices per-patch to be used when rendering.
注意
This returns the global OpenGL state value. It is not specific to this
QOpenGLShaderProgram
实例。
PySide2.QtGui.QOpenGLShaderProgram.
programId
(
)
¶
GLuint
Returns the OpenGL identifier associated with this shader program.
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
release
(
)
¶
Releases the active shader program from the current
QOpenGLContext
. This is equivalent to calling
glUseProgram(0)
.
另请参阅
PySide2.QtGui.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.
PySide2.QtGui.QOpenGLShaderProgram.
removeShader
(
shader
)
¶
shader
–
QOpenGLShader
移除
shader
from this shader program. The object is not deleted.
The shader program must be valid in the current
QOpenGLContext
.
PySide2.QtGui.QOpenGLShaderProgram.
setAttributeArray
(
name
,
type
,
values
,
tupleSize
[
,
stride=0
]
)
¶
name – str
type
–
GLenum
values
–
void
tupleSize
–
int
stride
–
int
这是重载函数。
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
.
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
会被使用。
setAttributeBuffer()
function can be used to set the attribute array to an offset within a vertex buffer.
PySide2.QtGui.QOpenGLShaderProgram.
setAttributeArray
(
name
,
values
,
tupleSize
[
,
stride=0
]
)
¶
name – str
values
–
GLfloat
tupleSize
–
int
stride
–
int
这是重载函数。
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
会被使用。
PySide2.QtGui.QOpenGLShaderProgram.
setAttributeArray
(
location
,
type
,
values
,
tupleSize
[
,
stride=0
]
)
¶
location
–
int
type
–
GLenum
values
–
void
tupleSize
–
int
stride
–
int
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
.
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
会被使用。
setAttributeBuffer()
function can be used to set the attribute array to an offset within a vertex buffer.
注意
Normalization will be enabled. If this is not desired, call glVertexAttribPointer directly through
QOpenGLFunctions
.
PySide2.QtGui.QOpenGLShaderProgram.
setAttributeArray
(
location
,
values
,
tupleSize
[
,
stride=0
]
)
¶
location
–
int
values
–
GLfloat
tupleSize
–
int
stride
–
int
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
会被使用。
PySide2.QtGui.QOpenGLShaderProgram.
setAttributeBuffer
(
name
,
type
,
offset
,
tupleSize
[
,
stride=0
]
)
¶
name – str
type
–
GLenum
offset
–
int
tupleSize
–
int
stride
–
int
这是重载函数。
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.
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
会被使用。
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
setAttributeBuffer
(
location
,
type
,
offset
,
tupleSize
[
,
stride=0
]
)
¶
location
–
int
type
–
GLenum
offset
–
int
tupleSize
–
int
stride
–
int
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.
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
会被使用。
注意
Normalization will be enabled. If this is not desired, call glVertexAttribPointer directly through
QOpenGLFunctions
.
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
setAttributeValue
(
location
,
value
)
¶
location
–
int
value
–
QVector4D
PySide2.QtGui.QOpenGLShaderProgram.
setAttributeValue
(
location
,
value
)
¶
location
–
int
value
–
QVector3D
PySide2.QtGui.QOpenGLShaderProgram.
setAttributeValue
(
location
,
value
)
¶
location
–
int
value
–
QVector2D
PySide2.QtGui.QOpenGLShaderProgram.
setAttributeValue
(
location
,
value
)
¶
location
–
int
value
–
QColor
PySide2.QtGui.QOpenGLShaderProgram.
setAttributeValue
(
location
,
values
,
columns
,
rows
)
¶
location
–
int
values
–
GLfloat
columns
–
int
rows
–
int
Sets the attribute at
location
in the current context to the contents of
values
, which contains
columns
elements, each consisting of
rows
元素。
rows
value should be 1, 2, 3, or 4. This function is typically used to set matrix values and column vectors.
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
setAttributeValue
(
location
,
x
,
y
,
z
,
w
)
¶
location
–
int
x
–
GLfloat
y
–
GLfloat
z
–
GLfloat
w
–
GLfloat
Sets the attribute at
location
in the current context to the 4D vector (
x
,
y
,
z
,
w
).
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
setAttributeValue
(
location
,
x
,
y
,
z
)
¶
location
–
int
x
–
GLfloat
y
–
GLfloat
z
–
GLfloat
Sets the attribute at
location
in the current context to the 3D vector (
x
,
y
,
z
).
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
setAttributeValue
(
name
,
value
)
¶
name – str
value
–
QVector3D
PySide2.QtGui.QOpenGLShaderProgram.
setAttributeValue
(
location
,
x
,
y
)
¶
location
–
int
x
–
GLfloat
y
–
GLfloat
Sets the attribute at
location
in the current context to the 2D vector (
x
,
y
).
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
setAttributeValue
(
name
,
value
)
¶
name – str
value
–
QVector4D
PySide2.QtGui.QOpenGLShaderProgram.
setAttributeValue
(
name
,
value
)
¶
name – str
value
–
QVector2D
PySide2.QtGui.QOpenGLShaderProgram.
setAttributeValue
(
name
,
value
)
¶
name – str
value
–
QColor
PySide2.QtGui.QOpenGLShaderProgram.
setAttributeValue
(
name
,
values
,
columns
,
rows
)
¶
name – str
values
–
GLfloat
columns
–
int
rows
–
int
这是重载函数。
Sets the attribute called
name
in the current context to the contents of
values
, which contains
columns
elements, each consisting of
rows
元素。
rows
value should be 1, 2, 3, or 4. This function is typically used to set matrix values and column vectors.
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
setAttributeValue
(
name
,
x
,
y
,
z
,
w
)
¶
name – str
x
–
GLfloat
y
–
GLfloat
z
–
GLfloat
w
–
GLfloat
这是重载函数。
Sets the attribute called
name
in the current context to the 4D vector (
x
,
y
,
z
,
w
).
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
setAttributeValue
(
name
,
x
,
y
,
z
)
¶
name – str
x
–
GLfloat
y
–
GLfloat
z
–
GLfloat
这是重载函数。
Sets the attribute called
name
in the current context to the 3D vector (
x
,
y
,
z
).
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
setAttributeValue
(
name
,
x
,
y
)
¶
name – str
x
–
GLfloat
y
–
GLfloat
这是重载函数。
Sets the attribute called
name
in the current context to the 2D vector (
x
,
y
).
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
setAttributeValue
(
name
,
value
)
¶
name – str
value
–
GLfloat
这是重载函数。
Sets the attribute called
name
in the current context to
value
.
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
setAttributeValue
(
location
,
value
)
¶
location
–
int
value
–
GLfloat
Sets the attribute at
location
in the current context to
value
.
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
setDefaultInnerTessellationLevels
(
levels
)
¶
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
.
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.
注意
This modifies global OpenGL state and is not specific to this
QOpenGLShaderProgram
instance. You should call this in your render function when needed, as
QOpenGLShaderProgram
will not apply this for you. This is purely a convenience function.
注意
This function is only available with OpenGL >= 4.0 and is not supported with OpenGL ES 3.2.
PySide2.QtGui.QOpenGLShaderProgram.
setDefaultOuterTessellationLevels
(
levels
)
¶
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
.
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.
注意
This modifies global OpenGL state and is not specific to this
QOpenGLShaderProgram
instance. You should call this in your render function when needed, as
QOpenGLShaderProgram
will not apply this for you. This is purely a convenience function.
注意
This function is only available with OpenGL >= 4.0 and is not supported with OpenGL ES 3.2.
PySide2.QtGui.QOpenGLShaderProgram.
setPatchVertexCount
(
count
)
¶
count
–
int
Use this function to specify to OpenGL the number of vertices in a patch to
count
. A patch is a custom OpenGL primitive whose interpretation is entirely defined by the tessellation shader stages. Therefore, calling this function only makes sense when using a
QOpenGLShaderProgram
containing tessellation stage shaders. When using OpenGL tessellation, the only primitive that can be rendered with
glDraw*()
functions is
GL_PATCHES
.
This is equivalent to calling glPatchParameteri(GL_PATCH_VERTICES, count).
注意
This modifies global OpenGL state and is not specific to this
QOpenGLShaderProgram
instance. You should call this in your render function when needed, as
QOpenGLShaderProgram
will not apply this for you. This is purely a convenience function.
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
location
,
x
,
y
,
z
)
¶
location
–
int
x
–
GLfloat
y
–
GLfloat
z
–
GLfloat
Sets the uniform variable at
location
in the current context to the 3D vector (
x
,
y
,
z
).
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
location
,
x
,
y
)
¶
location
–
int
x
–
GLfloat
y
–
GLfloat
Sets the uniform variable at
location
in the current context to the 2D vector (
x
,
y
).
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
location
,
value
)
¶
location
–
int
value
–
GLfloat
Sets the uniform variable at
location
in the current context to
value
.
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
location
,
x
,
y
,
z
,
w
)
¶
location
–
int
x
–
GLfloat
y
–
GLfloat
z
–
GLfloat
w
–
GLfloat
Sets the uniform variable at
location
in the current context to the 4D vector (
x
,
y
,
z
,
w
).
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
location
,
value
)
¶
location
–
int
value
–
GLint
Sets the uniform variable at
location
in the current context to
value
.
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
location
,
value
)
¶
location
–
int
value
–
GLuint
Sets the uniform variable at
location
in the current context to
value
. This function should be used when setting sampler values.
注意
This function is not aware of unsigned int support in modern OpenGL versions and therefore treats
value
as a GLint and calls glUniform1i.
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
location
,
value
)
¶
location
–
int
value
–
GLfloat[][]
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
location
,
value
)
¶
location
–
int
value
–
GLfloat[][]
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
location
,
value
)
¶
location
–
int
value
–
GLfloat[][]
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
location
,
color
)
¶
location
–
int
color
–
QColor
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
location
,
value
)
¶
location
–
int
value
–
QMatrix2x2
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
location
,
value
)
¶
location
–
int
value
–
QMatrix2x3
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
location
,
value
)
¶
location
–
int
value
–
QMatrix2x4
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
location
,
value
)
¶
location
–
int
value
–
QMatrix3x2
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
location
,
value
)
¶
location
–
int
value
–
QMatrix3x3
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
location
,
value
)
¶
location
–
int
value
–
QMatrix3x4
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
location
,
value
)
¶
location
–
int
value
–
QMatrix4x2
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
location
,
value
)
¶
location
–
int
value
–
QMatrix4x3
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
location
,
value
)
¶
location
–
int
value
–
QMatrix4x4
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
location
,
point
)
¶
location
–
int
point
–
QPoint
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
location
,
point
)
¶
location
–
int
point
–
QPointF
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
location
,
size
)
¶
location
–
int
size
–
QSize
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
location
,
size
)
¶
location
–
int
size
–
QSizeF
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
location
,
value
)
¶
location
–
int
value
–
QTransform
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
location
,
value
)
¶
location
–
int
value
–
QVector2D
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
location
,
value
)
¶
location
–
int
value
–
QVector3D
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
location
,
value
)
¶
location
–
int
value
–
QVector4D
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
name
,
value
)
¶
name – str
value
–
QVector3D
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
name
,
value
)
¶
name – str
value
–
GLfloat
这是重载函数。
Sets the uniform variable called
name
in the current context to
value
.
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
name
,
x
,
y
)
¶
name – str
x
–
GLfloat
y
–
GLfloat
这是重载函数。
Sets the uniform variable called
name
in the current context to the 2D vector (
x
,
y
).
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
name
,
x
,
y
,
z
)
¶
name – str
x
–
GLfloat
y
–
GLfloat
z
–
GLfloat
这是重载函数。
Sets the uniform variable called
name
in the current context to the 3D vector (
x
,
y
,
z
).
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
name
,
x
,
y
,
z
,
w
)
¶
name – str
x
–
GLfloat
y
–
GLfloat
z
–
GLfloat
w
–
GLfloat
这是重载函数。
Sets the uniform variable called
name
in the current context to the 4D vector (
x
,
y
,
z
,
w
).
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
name
,
value
)
¶
name – str
value
–
GLint
这是重载函数。
Sets the uniform variable called
name
in the current context to
value
.
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
name
,
value
)
¶
name – str
value
–
GLuint
这是重载函数。
Sets the uniform variable called
name
in the current context to
value
. This function should be used when setting sampler values.
注意
This function is not aware of unsigned int support in modern OpenGL versions and therefore treats
value
as a GLint and calls glUniform1i.
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
name
,
value
)
¶
name – str
value
–
GLfloat[][]
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
name
,
value
)
¶
name – str
value
–
GLfloat[][]
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
name
,
value
)
¶
name – str
value
–
GLfloat[][]
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
name
,
value
)
¶
name – str
value
–
QMatrix2x2
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
name
,
value
)
¶
name – str
value
–
QMatrix2x3
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
name
,
value
)
¶
name – str
value
–
QMatrix2x4
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
name
,
value
)
¶
name – str
value
–
QMatrix3x3
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
name
,
value
)
¶
name – str
value
–
QMatrix3x4
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
name
,
value
)
¶
name – str
value
–
QMatrix4x2
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
name
,
value
)
¶
name – str
value
–
QMatrix4x3
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
name
,
value
)
¶
name – str
value
–
QMatrix4x4
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
name
,
point
)
¶
name – str
point
–
QPoint
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
name
,
point
)
¶
name – str
point
–
QPointF
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
name
,
size
)
¶
name – str
size
–
QSize
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
name
,
size
)
¶
name – str
size
–
QSizeF
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
name
,
value
)
¶
name – str
value
–
QTransform
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
name
,
value
)
¶
name – str
value
–
QVector2D
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
name
,
value
)
¶
name – str
value
–
QVector4D
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue
(
name
,
value
)
¶
name – str
value
–
QMatrix3x2
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue1f
(
arg__1
,
arg__2
)
¶
arg__1 – str
arg__2
–
float
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue1f
(
arg__1
,
arg__2
)
¶
arg__1
–
int
arg__2
–
float
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue1i
(
arg__1
,
arg__2
)
¶
arg__1
–
int
arg__2
–
int
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValue1i
(
arg__1
,
arg__2
)
¶
arg__1 – str
arg__2
–
int
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValueArray
(
name
,
values
,
count
,
tupleSize
)
¶
name – str
values
–
GLfloat
count
–
int
tupleSize
–
int
这是重载函数。
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.
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValueArray
(
name
,
values
,
count
)
¶
name – str
values
–
GLint
count
–
int
这是重载函数。
Sets the uniform variable array called
name
in the current context to the
count
elements of
values
.
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValueArray
(
name
,
values
,
count
)
¶
name – str
values
–
GLuint
count
–
int
这是重载函数。
Sets the uniform variable array called
name
in the current context to the
count
elements of
values
. This overload should be used when setting an array of sampler values.
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValueArray
(
location
,
values
,
count
,
tupleSize
)
¶
location
–
int
values
–
GLfloat
count
–
int
tupleSize
–
int
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.
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValueArray
(
location
,
values
,
count
)
¶
location
–
int
values
–
GLint
count
–
int
Sets the uniform variable array at
location
in the current context to the
count
elements of
values
.
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
setUniformValueArray
(
location
,
values
,
count
)
¶
location
–
int
values
–
GLuint
count
–
int
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.
注意
This function is not aware of unsigned int support in modern OpenGL versions and therefore treats
values
as a GLint and calls glUniform1iv.
另请参阅
PySide2.QtGui.QOpenGLShaderProgram.
shaders
(
)
¶
Returns a list of all shaders that have been added to this shader program using
addShader()
.
PySide2.QtGui.QOpenGLShaderProgram.
uniformLocation
(
name
)
¶
name
–
QByteArray
int
PySide2.QtGui.QOpenGLShaderProgram.
uniformLocation
(
name
)
¶
name – unicode
int
PySide2.QtGui.QOpenGLShaderProgram.
uniformLocation
(
name
)
¶
name – str
int
Returns the location of the uniform variable
name
within this shader program’s parameter list. Returns -1 if
name
is not a valid uniform variable for this shader program.
另请参阅