// This file is part of Eigen, a lightweight C++ template library // for linear algebra. // // Copyright (C) 2010 Gael Guennebaud // // This Source Code Form is subject to the terms of the Mozilla // Public License v. 2.0. If a copy of the MPL was not distributed // with this file, You can obtain one at http://mozilla.org/MPL/2.0/. #include #include #include #include #include using namespace Eigen; #define VERIFY_MATRIX(CODE,REF) { \ glLoadIdentity(); \ CODE; \ Matrix m; m.setZero(); \ glGet(GL_MODELVIEW_MATRIX, m); \ if(!(REF).cast().isApprox(m)) { \ std::cerr << "Expected:\n" << ((REF).cast()) << "\n" << "got\n" << m << "\n\n"; \ } \ VERIFY_IS_APPROX((REF).cast(), 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().cast(); \ 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; } EIGEN_DECLARE_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(), Vector3d::Random())); VERIFY_MATRIX(glRotate(qd), Projective3d(qd).matrix()); Quaternionf qf(AngleAxisf(internal::random(), Vector3f::Random())); VERIFY_MATRIX(glRotate(qf), Projective3f(qf).matrix()); // 3D Transform Transform acf3; acf3.matrix().setRandom(); VERIFY_MATRIX(glLoadMatrix(acf3), Projective3f(acf3).matrix()); VERIFY_MATRIX(glMultMatrix(acf3), Projective3f(acf3).matrix()); Transform af3(acf3); VERIFY_MATRIX(glLoadMatrix(af3), Projective3f(af3).matrix()); VERIFY_MATRIX(glMultMatrix(af3), Projective3f(af3).matrix()); Transform pf3; pf3.matrix().setRandom(); VERIFY_MATRIX(glLoadMatrix(pf3), Projective3f(pf3).matrix()); VERIFY_MATRIX(glMultMatrix(pf3), Projective3f(pf3).matrix()); Transform acd3; acd3.matrix().setRandom(); VERIFY_MATRIX(glLoadMatrix(acd3), Projective3d(acd3).matrix()); VERIFY_MATRIX(glMultMatrix(acd3), Projective3d(acd3).matrix()); Transform ad3(acd3); VERIFY_MATRIX(glLoadMatrix(ad3), Projective3d(ad3).matrix()); VERIFY_MATRIX(glMultMatrix(ad3), Projective3d(ad3).matrix()); Transform 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 tf3; tf3.vector().setRandom(); VERIFY_MATRIX(glTranslate(tf3), Projective3f(tf3).matrix()); Translation 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 usf(internal::random()); VERIFY_MATRIX(glScale(usf), Projective3f(usf).matrix()); UniformScaling usd(internal::random()); 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 Matrix23f; typedef Matrix Matrix32f; typedef Matrix Matrix24f; typedef Matrix Matrix42f; typedef Matrix Matrix34f; typedef Matrix 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 Vector2ui; typedef Matrix Vector3ui; typedef Matrix 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 } }