| // 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 = TYPE::Random().eval().cast<float>().cast<TYPE::Scalar>(); \ |
| 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"; |
| |
| #ifdef GLEW_ARB_gpu_shader_fp64 |
| 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"; |
| #else |
| std::cerr << "Warning: GLEW_ARB_gpu_shader_fp64 was not tested\n"; |
| #endif |
| } |
| |
| } |