| // This file is part of Eigen, a lightweight C++ template library | 
 | // for linear algebra. | 
 | // | 
 | // Copyright (C) 2010 Gael Guennebaud <gael.guennebaud@inria.fr> | 
 | // | 
 | // Eigen is free software; you can redistribute it and/or | 
 | // modify it under the terms of the GNU Lesser General Public | 
 | // License as published by the Free Software Foundation; either | 
 | // version 3 of the License, or (at your option) any later version. | 
 | // | 
 | // Alternatively, you can redistribute it and/or | 
 | // modify it under the terms of the GNU General Public License as | 
 | // published by the Free Software Foundation; either version 2 of | 
 | // the License, or (at your option) any later version. | 
 | // | 
 | // Eigen is distributed in the hope that it will be useful, but WITHOUT ANY | 
 | // WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS | 
 | // FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License or the | 
 | // GNU General Public License for more details. | 
 | // | 
 | // You should have received a copy of the GNU Lesser General Public | 
 | // License and a copy of the GNU General Public License along with | 
 | // Eigen. If not, see <http://www.gnu.org/licenses/>. | 
 |  | 
 | #include <main.h> | 
 | #include <iostream> | 
 | #include <GL/glew.h> | 
 | #include <Eigen/OpenGLSupport> | 
 | #include <GL/glut.h> | 
 | using namespace Eigen; | 
 |  | 
 |  | 
 |  | 
 |  | 
 | #define VERIFY_MATRIX(CODE,REF) { \ | 
 |     glLoadIdentity(); \ | 
 |     CODE; \ | 
 |     Matrix<float,4,4,ColMajor> m; m.setZero(); \ | 
 |     glGet(GL_MODELVIEW_MATRIX, m); \ | 
 |     if(!(REF).cast<float>().isApprox(m)) { \ | 
 |       std::cerr << "Expected:\n" << ((REF).cast<float>()) << "\n" << "got\n" << m << "\n\n"; \ | 
 |     } \ | 
 |     VERIFY_IS_APPROX((REF).cast<float>(), m); \ | 
 |   } | 
 |  | 
 | #define VERIFY_UNIFORM(SUFFIX,NAME,TYPE) { \ | 
 |     TYPE value; value.setRandom(); \ | 
 |     TYPE data; \ | 
 |     int loc = glGetUniformLocation(prg_id, #NAME); \ | 
 |     VERIFY((loc!=-1) && "uniform not found"); \ | 
 |     glUniform(loc,value); \ | 
 |     EIGEN_CAT(glGetUniform,SUFFIX)(prg_id,loc,data.data()); \ | 
 |     if(!value.isApprox(data)) { \ | 
 |       std::cerr << "Expected:\n" << value << "\n" << "got\n" << data << "\n\n"; \ | 
 |     } \ | 
 |     VERIFY_IS_APPROX(value, data); \ | 
 |   } | 
 |    | 
 | #define VERIFY_UNIFORMi(NAME,TYPE) { \ | 
 |     TYPE value; value.setRandom(); \ | 
 |     TYPE data; \ | 
 |     int loc = glGetUniformLocation(prg_id, #NAME); \ | 
 |     VERIFY((loc!=-1) && "uniform not found"); \ | 
 |     glUniform(loc,value); \ | 
 |     glGetUniformiv(prg_id,loc,(GLint*)data.data()); \ | 
 |     if(!value.isApprox(data)) { \ | 
 |       std::cerr << "Expected:\n" << value << "\n" << "got\n" << data << "\n\n"; \ | 
 |     } \ | 
 |     VERIFY_IS_APPROX(value, data); \ | 
 |   } | 
 |    | 
 | void printInfoLog(GLuint objectID) | 
 | { | 
 |     int infologLength, charsWritten; | 
 |     GLchar *infoLog; | 
 |     glGetProgramiv(objectID,GL_INFO_LOG_LENGTH, &infologLength); | 
 |     if(infologLength > 0) | 
 |     { | 
 |         infoLog = new GLchar[infologLength]; | 
 |         glGetProgramInfoLog(objectID, infologLength, &charsWritten, infoLog); | 
 |         if (charsWritten>0) | 
 |           std::cerr << "Shader info : \n" << infoLog << std::endl; | 
 |         delete[] infoLog; | 
 |     } | 
 | } | 
 |  | 
 | GLint createShader(const char* vtx, const char* frg) | 
 | { | 
 |   GLint prg_id = glCreateProgram(); | 
 |   GLint vtx_id = glCreateShader(GL_VERTEX_SHADER); | 
 |   GLint frg_id = glCreateShader(GL_FRAGMENT_SHADER); | 
 |   GLint ok; | 
 |    | 
 |   glShaderSource(vtx_id, 1, &vtx, 0); | 
 |   glCompileShader(vtx_id); | 
 |   glGetShaderiv(vtx_id,GL_COMPILE_STATUS,&ok); | 
 |   if(!ok) | 
 |   { | 
 |     std::cerr << "vtx compilation failed\n"; | 
 |   } | 
 |    | 
 |   glShaderSource(frg_id, 1, &frg, 0); | 
 |   glCompileShader(frg_id); | 
 |   glGetShaderiv(frg_id,GL_COMPILE_STATUS,&ok); | 
 |   if(!ok) | 
 |   { | 
 |     std::cerr << "frg compilation failed\n"; | 
 |   } | 
 |    | 
 |   glAttachShader(prg_id, vtx_id); | 
 |   glAttachShader(prg_id, frg_id); | 
 |   glLinkProgram(prg_id); | 
 |   glGetProgramiv(prg_id,GL_LINK_STATUS,&ok); | 
 |   if(!ok) | 
 |   { | 
 |     std::cerr << "linking failed\n"; | 
 |   } | 
 |   printInfoLog(prg_id); | 
 |    | 
 |   glUseProgram(prg_id); | 
 |   return prg_id; | 
 | } | 
 |  | 
 | void test_openglsupport() | 
 | { | 
 |   int argc = 0; | 
 |   glutInit(&argc, 0); | 
 |   glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); | 
 |   glutInitWindowPosition (0,0); | 
 |   glutInitWindowSize(10, 10); | 
 |  | 
 |   if(glutCreateWindow("Eigen") <= 0) | 
 |   { | 
 |     std::cerr << "Error: Unable to create GLUT Window.\n"; | 
 |     exit(1); | 
 |   } | 
 |    | 
 |   glewExperimental = GL_TRUE; | 
 |   if(glewInit() != GLEW_OK) | 
 |   { | 
 |     std::cerr << "Warning: Failed to initialize GLEW\n"; | 
 |   } | 
 |  | 
 |   Vector3f v3f; | 
 |   Matrix3f rot; | 
 |   glBegin(GL_POINTS); | 
 |    | 
 |   glVertex(v3f); | 
 |   glVertex(2*v3f+v3f); | 
 |   glVertex(rot*v3f); | 
 |    | 
 |   glEnd(); | 
 |    | 
 |   // 4x4 matrices | 
 |   Matrix4f mf44; mf44.setRandom(); | 
 |   VERIFY_MATRIX(glLoadMatrix(mf44), mf44); | 
 |   VERIFY_MATRIX(glMultMatrix(mf44), mf44); | 
 |   Matrix4d md44; md44.setRandom(); | 
 |   VERIFY_MATRIX(glLoadMatrix(md44), md44); | 
 |   VERIFY_MATRIX(glMultMatrix(md44), md44); | 
 |    | 
 |   // Quaternion | 
 |   Quaterniond qd(AngleAxisd(internal::random<double>(), Vector3d::Random())); | 
 |   VERIFY_MATRIX(glRotate(qd), Projective3d(qd).matrix()); | 
 |    | 
 |   Quaternionf qf(AngleAxisf(internal::random<double>(), Vector3f::Random())); | 
 |   VERIFY_MATRIX(glRotate(qf), Projective3f(qf).matrix()); | 
 |    | 
 |   // 3D Transform | 
 |   Transform<float,3,AffineCompact> acf3; acf3.matrix().setRandom(); | 
 |   VERIFY_MATRIX(glLoadMatrix(acf3), Projective3f(acf3).matrix()); | 
 |   VERIFY_MATRIX(glMultMatrix(acf3), Projective3f(acf3).matrix()); | 
 |    | 
 |   Transform<float,3,Affine> af3(acf3); | 
 |   VERIFY_MATRIX(glLoadMatrix(af3), Projective3f(af3).matrix()); | 
 |   VERIFY_MATRIX(glMultMatrix(af3), Projective3f(af3).matrix()); | 
 |    | 
 |   Transform<float,3,Projective> pf3; pf3.matrix().setRandom(); | 
 |   VERIFY_MATRIX(glLoadMatrix(pf3), Projective3f(pf3).matrix()); | 
 |   VERIFY_MATRIX(glMultMatrix(pf3), Projective3f(pf3).matrix()); | 
 |    | 
 |   Transform<double,3,AffineCompact> acd3; acd3.matrix().setRandom(); | 
 |   VERIFY_MATRIX(glLoadMatrix(acd3), Projective3d(acd3).matrix()); | 
 |   VERIFY_MATRIX(glMultMatrix(acd3), Projective3d(acd3).matrix()); | 
 |    | 
 |   Transform<double,3,Affine> ad3(acd3); | 
 |   VERIFY_MATRIX(glLoadMatrix(ad3), Projective3d(ad3).matrix()); | 
 |   VERIFY_MATRIX(glMultMatrix(ad3), Projective3d(ad3).matrix()); | 
 |    | 
 |   Transform<double,3,Projective> pd3; pd3.matrix().setRandom(); | 
 |   VERIFY_MATRIX(glLoadMatrix(pd3), Projective3d(pd3).matrix()); | 
 |   VERIFY_MATRIX(glMultMatrix(pd3), Projective3d(pd3).matrix()); | 
 |    | 
 |   // translations (2D and 3D) | 
 |   { | 
 |     Vector2f vf2; vf2.setRandom(); Vector3f vf23; vf23 << vf2, 0; | 
 |     VERIFY_MATRIX(glTranslate(vf2), Projective3f(Translation3f(vf23)).matrix()); | 
 |     Vector2d vd2; vd2.setRandom(); Vector3d vd23; vd23 << vd2, 0; | 
 |     VERIFY_MATRIX(glTranslate(vd2), Projective3d(Translation3d(vd23)).matrix()); | 
 |      | 
 |     Vector3f vf3; vf3.setRandom(); | 
 |     VERIFY_MATRIX(glTranslate(vf3), Projective3f(Translation3f(vf3)).matrix()); | 
 |     Vector3d vd3; vd3.setRandom(); | 
 |     VERIFY_MATRIX(glTranslate(vd3), Projective3d(Translation3d(vd3)).matrix()); | 
 |      | 
 |     Translation<float,3> tf3; tf3.vector().setRandom(); | 
 |     VERIFY_MATRIX(glTranslate(tf3), Projective3f(tf3).matrix()); | 
 |      | 
 |     Translation<double,3> td3;  td3.vector().setRandom(); | 
 |     VERIFY_MATRIX(glTranslate(td3), Projective3d(td3).matrix()); | 
 |   } | 
 |    | 
 |   // scaling (2D and 3D) | 
 |   { | 
 |     Vector2f vf2; vf2.setRandom(); Vector3f vf23; vf23 << vf2, 1; | 
 |     VERIFY_MATRIX(glScale(vf2), Projective3f(Scaling(vf23)).matrix()); | 
 |     Vector2d vd2; vd2.setRandom(); Vector3d vd23; vd23 << vd2, 1; | 
 |     VERIFY_MATRIX(glScale(vd2), Projective3d(Scaling(vd23)).matrix()); | 
 |      | 
 |     Vector3f vf3; vf3.setRandom(); | 
 |     VERIFY_MATRIX(glScale(vf3), Projective3f(Scaling(vf3)).matrix()); | 
 |     Vector3d vd3; vd3.setRandom(); | 
 |     VERIFY_MATRIX(glScale(vd3), Projective3d(Scaling(vd3)).matrix()); | 
 |      | 
 |     UniformScaling<float> usf(internal::random<float>()); | 
 |     VERIFY_MATRIX(glScale(usf), Projective3f(usf).matrix()); | 
 |      | 
 |     UniformScaling<double> usd(internal::random<double>()); | 
 |     VERIFY_MATRIX(glScale(usd), Projective3d(usd).matrix()); | 
 |   } | 
 |    | 
 |   // uniform | 
 |   { | 
 |     const char* vtx = "void main(void) { gl_Position = gl_Vertex; }\n"; | 
 |      | 
 |     if(GLEW_VERSION_2_0) | 
 |     { | 
 |       #ifdef GL_VERSION_2_0 | 
 |       const char* frg = "" | 
 |         "uniform vec2 v2f;\n" | 
 |         "uniform vec3 v3f;\n" | 
 |         "uniform vec4 v4f;\n" | 
 |         "uniform ivec2 v2i;\n" | 
 |         "uniform ivec3 v3i;\n" | 
 |         "uniform ivec4 v4i;\n" | 
 |         "uniform mat2 m2f;\n" | 
 |         "uniform mat3 m3f;\n" | 
 |         "uniform mat4 m4f;\n" | 
 |         "void main(void) { gl_FragColor = vec4(v2f[0]+v3f[0]+v4f[0])+vec4(v2i[0]+v3i[0]+v4i[0])+vec4(m2f[0][0]+m3f[0][0]+m4f[0][0]); }\n"; | 
 |          | 
 |       GLint prg_id = createShader(vtx,frg); | 
 |        | 
 |       VERIFY_UNIFORM(fv,v2f, Vector2f); | 
 |       VERIFY_UNIFORM(fv,v3f, Vector3f); | 
 |       VERIFY_UNIFORM(fv,v4f, Vector4f); | 
 |       VERIFY_UNIFORMi(v2i, Vector2i); | 
 |       VERIFY_UNIFORMi(v3i, Vector3i); | 
 |       VERIFY_UNIFORMi(v4i, Vector4i); | 
 |       VERIFY_UNIFORM(fv,m2f, Matrix2f); | 
 |       VERIFY_UNIFORM(fv,m3f, Matrix3f); | 
 |       VERIFY_UNIFORM(fv,m4f, Matrix4f); | 
 |       #endif | 
 |     } | 
 |     else | 
 |       std::cerr << "Warning: opengl 2.0 was not tested\n"; | 
 |      | 
 |     if(GLEW_VERSION_2_1) | 
 |     { | 
 |       #ifdef GL_VERSION_2_1 | 
 |       const char* frg = "#version 120\n" | 
 |         "uniform mat2x3 m23f;\n" | 
 |         "uniform mat3x2 m32f;\n" | 
 |         "uniform mat2x4 m24f;\n" | 
 |         "uniform mat4x2 m42f;\n" | 
 |         "uniform mat3x4 m34f;\n" | 
 |         "uniform mat4x3 m43f;\n" | 
 |         "void main(void) { gl_FragColor = vec4(m23f[0][0]+m32f[0][0]+m24f[0][0]+m42f[0][0]+m34f[0][0]+m43f[0][0]); }\n"; | 
 |          | 
 |       GLint prg_id = createShader(vtx,frg); | 
 |        | 
 |       typedef Matrix<float,2,3> Matrix23f; | 
 |       typedef Matrix<float,3,2> Matrix32f; | 
 |       typedef Matrix<float,2,4> Matrix24f; | 
 |       typedef Matrix<float,4,2> Matrix42f; | 
 |       typedef Matrix<float,3,4> Matrix34f; | 
 |       typedef Matrix<float,4,3> Matrix43f; | 
 |        | 
 |       VERIFY_UNIFORM(fv,m23f, Matrix23f); | 
 |       VERIFY_UNIFORM(fv,m32f, Matrix32f); | 
 |       VERIFY_UNIFORM(fv,m24f, Matrix24f); | 
 |       VERIFY_UNIFORM(fv,m42f, Matrix42f); | 
 |       VERIFY_UNIFORM(fv,m34f, Matrix34f); | 
 |       VERIFY_UNIFORM(fv,m43f, Matrix43f); | 
 |       #endif | 
 |     } | 
 |     else | 
 |       std::cerr << "Warning: opengl 2.1 was not tested\n"; | 
 |      | 
 |     if(GLEW_VERSION_3_0) | 
 |     { | 
 |       #ifdef GL_VERSION_3_0 | 
 |       const char* frg = "#version 150\n" | 
 |         "uniform uvec2 v2ui;\n" | 
 |         "uniform uvec3 v3ui;\n" | 
 |         "uniform uvec4 v4ui;\n" | 
 |         "out vec4 data;\n" | 
 |         "void main(void) { data = vec4(v2ui[0]+v3ui[0]+v4ui[0]); }\n"; | 
 |          | 
 |       GLint prg_id = createShader(vtx,frg); | 
 |        | 
 |       typedef Matrix<unsigned int,2,1> Vector2ui; | 
 |       typedef Matrix<unsigned int,3,1> Vector3ui; | 
 |       typedef Matrix<unsigned int,4,1> Vector4ui; | 
 |        | 
 |       VERIFY_UNIFORMi(v2ui, Vector2ui); | 
 |       VERIFY_UNIFORMi(v3ui, Vector3ui); | 
 |       VERIFY_UNIFORMi(v4ui, Vector4ui); | 
 |       #endif | 
 |     } | 
 |     else | 
 |       std::cerr << "Warning: opengl 3.0 was not tested\n"; | 
 |      | 
 |     if(GLEW_ARB_gpu_shader_fp64) | 
 |     { | 
 |       #ifdef GL_ARB_gpu_shader_fp64 | 
 |       const char* frg = "#version 150\n" | 
 |         "uniform dvec2 v2d;\n" | 
 |         "uniform dvec3 v3d;\n" | 
 |         "uniform dvec4 v4d;\n" | 
 |         "out vec4 data;\n" | 
 |         "void main(void) { data = vec4(v2d[0]+v3d[0]+v4d[0]); }\n"; | 
 |          | 
 |       GLint prg_id = createShader(vtx,frg); | 
 |        | 
 |       typedef Vector2d Vector2d; | 
 |       typedef Vector3d Vector3d; | 
 |       typedef Vector4d Vector4d; | 
 |        | 
 |       VERIFY_UNIFORM(dv,v2d, Vector2d); | 
 |       VERIFY_UNIFORM(dv,v3d, Vector3d); | 
 |       VERIFY_UNIFORM(dv,v4d, Vector4d); | 
 |       #endif | 
 |     } | 
 |     else | 
 |       std::cerr << "Warning: GLEW_ARB_gpu_shader_fp64 was not tested\n"; | 
 |   } | 
 |    | 
 | } |