diff options
author | 2010-10-06 13:28:13 +0200 | |
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committer | 2010-10-06 13:28:13 +0200 | |
commit | e3d01f85b2087e98e778c468114fe591ab8c7841 (patch) | |
tree | b6f791feb993c96c1d492991f9e3fdd329c841dc /unsupported/test | |
parent | b5f32830fd3a3f26ca44788d1b617df9808e0778 (diff) |
extend OpenGL support module with true unit tests and support for Transform, Translation, etc.
Diffstat (limited to 'unsupported/test')
-rw-r--r-- | unsupported/test/openglsupport.cpp | 102 |
1 files changed, 94 insertions, 8 deletions
diff --git a/unsupported/test/openglsupport.cpp b/unsupported/test/openglsupport.cpp index 83b476917..065679a40 100644 --- a/unsupported/test/openglsupport.cpp +++ b/unsupported/test/openglsupport.cpp @@ -22,14 +22,30 @@ // 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/glut.h> #include <Eigen/OpenGLSupport> using namespace Eigen; -int main(int argc, char **argv) + + + +#define VERIFY_MATRIX(CODE,REF) { \ + glLoadIdentity(); \ + CODE; \ + Matrix4f 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); \ + } + +void test_openglsupport() { - glutInit(&argc, argv); + int argc = 0; + glutInit(&argc, 0); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowPosition (0,0); glutInitWindowSize(10, 10); @@ -50,12 +66,82 @@ int main(int argc, char **argv) glEnd(); - Quaterniond qd; - glRotate(qd); + // 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(ei_random<double>(), Vector3d::Random())); + VERIFY_MATRIX(glRotate(qd), Projective3d(qd).matrix()); + + Quaternionf qf(AngleAxisf(ei_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()); - Matrix4f m44; - glLoadMatrix(m44); - glMultMatrix(m44); + 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(ei_random<float>()); + VERIFY_MATRIX(glScale(usf), Projective3f(usf).matrix()); + + UniformScaling<double> usd(ei_random<double>()); + VERIFY_MATRIX(glScale(usd), Projective3d(usd).matrix()); + } - return 0; } |