Created
November 14, 2016 14:49
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#include <GL/glew.h> | |
#include <SFML/Window.hpp> | |
// Shader macro | |
#define GLSL(src) "#version 150 core\n" #src | |
// Vertex shader | |
const GLchar* vertexShaderSrc = GLSL( | |
in float inValue; | |
out float outValue; | |
void main() | |
{ | |
outValue = sqrt(inValue); | |
} | |
); | |
int main() | |
{ | |
sf::ContextSettings settings; | |
settings.depthBits = 24; | |
settings.stencilBits = 8; | |
sf::Window window(sf::VideoMode(800, 600, 32), "Transform Feedback", sf::Style::Titlebar | sf::Style::Close, settings); | |
// Initialize GLEW | |
glewExperimental = GL_TRUE; | |
glewInit(); | |
// Compile shader | |
GLuint shader = glCreateShader(GL_VERTEX_SHADER); | |
glShaderSource(shader, 1, &vertexShaderSrc, nullptr); | |
glCompileShader(shader); | |
// Create program and specify transform feedback variables | |
GLuint program = glCreateProgram(); | |
glAttachShader(program, shader); | |
const GLchar* feedbackVaryings[] = { "outValue" }; | |
glTransformFeedbackVaryings(program, 1, feedbackVaryings, GL_INTERLEAVED_ATTRIBS); | |
glLinkProgram(program); | |
glUseProgram(program); | |
// Create VAO | |
GLuint vao; | |
glGenVertexArrays(1, &vao); | |
glBindVertexArray(vao); | |
// Create input VBO and vertex format | |
GLfloat data[] = { 1.0f, 2.0f, 3.0f, 4.0f, 5.0f }; | |
GLuint vbo; | |
glGenBuffers(1, &vbo); | |
glBindBuffer(GL_ARRAY_BUFFER, vbo); | |
glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW); | |
GLint inputAttrib = glGetAttribLocation(program, "inValue"); | |
glEnableVertexAttribArray(inputAttrib); | |
glVertexAttribPointer(inputAttrib, 1, GL_FLOAT, GL_FALSE, 0, 0); | |
// Create transform feedback buffer | |
GLuint tbo; | |
glGenBuffers(1, &tbo); | |
glBindBuffer(GL_ARRAY_BUFFER, tbo); | |
glBufferData(GL_ARRAY_BUFFER, sizeof(data), nullptr, GL_STATIC_READ); | |
// Perform feedback transform | |
glEnable(GL_RASTERIZER_DISCARD); | |
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, tbo); | |
glBeginTransformFeedback(GL_POINTS); | |
glDrawArrays(GL_POINTS, 0, 5); | |
glEndTransformFeedback(); | |
glDisable(GL_RASTERIZER_DISCARD); | |
glFlush(); | |
// Fetch and print results | |
GLfloat feedback[5]; | |
glGetBufferSubData(GL_TRANSFORM_FEEDBACK_BUFFER, 0, sizeof(feedback), feedback); | |
printf("%f %f %f %f %f\n", feedback[0], feedback[1], feedback[2], feedback[3], feedback[4]); | |
glDeleteProgram(program); | |
glDeleteShader(shader); | |
glDeleteBuffers(1, &tbo); | |
glDeleteBuffers(1, &vbo); | |
glDeleteVertexArrays(1, &vao); | |
} |
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