// 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 #if defined(__APPLE_CC__) // Prevent deprecation warnings caused by GLEW on MacOS. #define GL_SILENCE_DEPRECATION 1 #endif #include #include #if defined(__APPLE_CC__) #include #else #include #endif using namespace Eigen; #define VERIFY_MATRIX(CODE,REF) { \ glMatrixMode(GL_MODELVIEW); \ 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 printProgramInfoLog(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 << "Program info : \n" << infoLog << std::endl; delete[] infoLog; } } void printShaderInfoLog(GLuint objectID) { int infologLength, charsWritten; GLchar *infoLog; glGetShaderiv(objectID, GL_INFO_LOG_LENGTH, &infologLength); if(infologLength > 0) { infoLog = new GLchar[infologLength]; glGetShaderInfoLog(objectID, infologLength, &charsWritten, infoLog); if (charsWritten > 0) std::cerr << "Shader info : \n" << infoLog << std::endl; delete[] infoLog; } } GLint createProgram(const char* vtx, const char* frg, bool print_errors = true) { 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) { if (print_errors) { std::cerr << "vtx compilation failed\n"; std::cerr << "Source:\n" << vtx << "\n"; printShaderInfoLog(vtx_id); } glDeleteShader(vtx_id); return GL_ZERO; } glShaderSource(frg_id, 1, &frg, 0); glCompileShader(frg_id); glGetShaderiv(frg_id, GL_COMPILE_STATUS, &ok); if(!ok) { if (print_errors) { std::cerr << "frg compilation failed.\n"; std::cerr << "Source:\n" << frg << "\n"; printShaderInfoLog(frg_id); } glDeleteShader(vtx_id); glDeleteShader(frg_id); return GL_ZERO; } glAttachShader(prg_id, vtx_id); glAttachShader(prg_id, frg_id); glLinkProgram(prg_id); // Delete shaders once linked. glDeleteShader(vtx_id); glDeleteShader(frg_id); glGetProgramiv(prg_id, GL_LINK_STATUS, &ok); if(!ok) { if (print_errors) { std::cerr << "linking failed.\n"; printProgramInfoLog(prg_id); } glDeleteProgram(prg_id); return GL_ZERO; } glUseProgram(prg_id); return prg_id; } GLint createProgram(const std::string& vtx, const std::string& frg, bool print_errors = true) { return createProgram(vtx.c_str(), frg.c_str(), print_errors); } std::string getGlslVersionString(int gl_major_version, int gl_minor_version) { switch (gl_major_version) { case 2: switch (gl_minor_version) { case 0: return "#version 110"; case 1: return "#version 120"; } break; case 3: switch (gl_minor_version) { case 0: return "#version 130"; case 1: return "#version 140"; case 2: return "#version 150"; case 3: return "#version 330"; } break; case 4: switch (gl_minor_version) { case 0: return "#version 400"; case 1: return "#version 410"; case 2: return "#version 420"; case 3: return "#version 430"; case 4: return "#version 440"; case 5: return "#version 450"; case 6: return "#version 460"; } break; } return ""; } void find_and_replace( std::string& str, const std::string& find, const std::string& replace) { size_t loc = 0; size_t flen = find.length(); size_t rlen = replace.length(); while ( (loc = str.find(find, loc)) != std::string::npos) { str.replace(loc, flen, replace); loc += rlen; } } // Finds and replaces a set of substrings in a string. std::string format( const std::string& str, const std::vector& find, const std::vector& replace) { std::string out = str; for (std::size_t i=0; i.. GLint gl_major_version = gl_version_string[0] - '0'; GLint gl_minor_version = gl_version_string[2] - '0'; bool legacy_gl = gl_major_version < 3 || (gl_major_version == 3 && gl_minor_version < 2); // Fixed-function pipeline removed in OpenGL 3.2. if (legacy_gl) { // Draw a basic triangle. 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()); } } else { std::cerr << "Warning: fixed-function pipeline was not tested.\n"; } // Dynamic shader substitution variables. // Modern shaders require a version string, and newer runtimes fail to // compile old GLSL versions. Thus, we dynamically set the GLSL version // string based on runtime. Also, pre OpenGL 3.0, the output gl_FragColor was // built-in. This was deprecated in OpenGL 3.0, requiring us to explicitly // define the output variable. std::vector glsl_vars; glsl_vars.push_back("${GLSL_VERSION}"); glsl_vars.push_back("${FRAG_OUTPUT_DECLARATION}"); glsl_vars.push_back("${FRAG_OUTPUT_VARIABLE}"); std::vector glsl_vals; glsl_vals.push_back(getGlslVersionString(gl_major_version, gl_minor_version)); if (gl_major_version >= 3) { glsl_vals.push_back("out vec4 fragColor;"); glsl_vals.push_back("fragColor"); } else { glsl_vals.push_back(""); glsl_vals.push_back("gl_FragColor"); } // uniform { // vertex shader. std::string vtx = format( "${GLSL_VERSION}\n" "void main(void) {\n" " gl_Position = vec4(0,0,0,1);\n" "}\n", glsl_vars, glsl_vals); #ifdef GL_VERSION_2_0 if(GLEW_VERSION_2_0 && GL_VERSION_2_0) { std::string frg = format( "${GLSL_VERSION}\n" "uniform vec2 v2f;\n" "uniform vec3 v3f;\n" "uniform vec4 v4f;\n" "uniform ivec2 v2i;\n" "uniform ivec3 v3i;\n" "uniform ivec4 v4i;\n" "uniform mat2 m2f;\n" "uniform mat3 m3f;\n" "uniform mat4 m4f;\n" "${FRAG_OUTPUT_DECLARATION}\n" "void main(void) { \n" " ${FRAG_OUTPUT_VARIABLE} = vec4(v2f[0]+v3f[0]+v4f[0])+vec4(v2i[0]+v3i[0]+v4i[0])+vec4(m2f[0][0]+m3f[0][0]+m4f[0][0]);\n" "}\n", glsl_vars, glsl_vals); GLint prg_id = createProgram(vtx, frg); VERIFY(prg_id > 0 && "Failed to create program."); VERIFY_UNIFORM(fv, v2f, Vector2f); VERIFY_UNIFORM(fv, v3f, Vector3f); VERIFY_UNIFORM(fv, v4f, Vector4f); VERIFY_UNIFORMi(v2i, Vector2i); VERIFY_UNIFORMi(v3i, Vector3i); VERIFY_UNIFORMi(v4i, Vector4i); VERIFY_UNIFORM(fv, m2f, Matrix2f); VERIFY_UNIFORM(fv, m3f, Matrix3f); VERIFY_UNIFORM(fv, m4f, Matrix4f); glDeleteProgram(prg_id); } else #endif std::cerr << "Warning: opengl 2.0 was not tested.\n"; #ifdef GL_VERSION_2_1 if(GLEW_VERSION_2_1 && GL_VERSION_2_1 && (gl_major_version > 2 || (gl_major_version == 2 && gl_minor_version >= 1))) { std::string frg = format( "${GLSL_VERSION}\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" "${FRAG_OUTPUT_DECLARATION}\n" "void main(void) {\n" " ${FRAG_OUTPUT_VARIABLE} = vec4(m23f[0][0]+m32f[0][0]+m24f[0][0]+m42f[0][0]+m34f[0][0]+m43f[0][0]);\n" "}\n", glsl_vars, glsl_vals); GLint prg_id = createProgram(vtx, frg); VERIFY(prg_id > 0 && "Failed to create program."); typedef Matrix Matrix23f; typedef Matrix Matrix32f; typedef Matrix Matrix24f; typedef Matrix Matrix42f; typedef Matrix Matrix34f; typedef Matrix Matrix43f; VERIFY_UNIFORM(fv, m23f, Matrix23f); VERIFY_UNIFORM(fv, m32f, Matrix32f); VERIFY_UNIFORM(fv, m24f, Matrix24f); VERIFY_UNIFORM(fv, m42f, Matrix42f); VERIFY_UNIFORM(fv, m34f, Matrix34f); VERIFY_UNIFORM(fv, m43f, Matrix43f); glDeleteProgram(prg_id); } else #endif std::cerr << "Warning: opengl 2.1 was not tested.\n"; #ifdef GL_VERSION_3_0 if(GLEW_VERSION_3_0 && GL_VERSION_3_0 && gl_major_version >= 3) { std::string frg = format( "${GLSL_VERSION}\n" "uniform uvec2 v2ui;\n" "uniform uvec3 v3ui;\n" "uniform uvec4 v4ui;\n" "${FRAG_OUTPUT_DECLARATION}\n" "void main(void) {\n" " ${FRAG_OUTPUT_VARIABLE} = vec4(v2ui[0]+v3ui[0]+v4ui[0]);\n" "}\n", glsl_vars, glsl_vals); GLint prg_id = createProgram(vtx, frg); VERIFY(prg_id > 0 && "Failed to create program."); typedef Matrix Vector2ui; typedef Matrix Vector3ui; typedef Matrix Vector4ui; VERIFY_UNIFORMi(v2ui, Vector2ui); VERIFY_UNIFORMi(v3ui, Vector3ui); VERIFY_UNIFORMi(v4ui, Vector4ui); glDeleteProgram(prg_id); } else #endif std::cerr << "Warning: opengl 3.0 was not tested.\n"; // dvecn supported if >= 4.1 or ARB_vertex_attrib_64bit bool has_fp64_native = (gl_major_version == 4 && gl_minor_version >= 1); bool has_fp64_extension = false; #ifdef GLEW_ARB_gpu_shader_fp64 if(GLEW_ARB_gpu_shader_fp64) { // Check that extension can actually be compiled. if (has_fp64_extension) { std::string frg = format( "${GLSL_VERSION}\n" "#extension GL_ARB_gpu_shader_fp64 : enable\n" "uniform dvec2 dv2;\n" "${FRAG_OUTPUT_DECLARATION}\n" "void main(void) {\n" " ${FRAG_OUTPUT_VARIABLE} = vec4(dv2.x, dv2.y, dv2.x, dv2.y);\n" "}\n", glsl_vars, glsl_vals); GLint prg_id = createProgram(vtx, frg, /*print_errors=*/false); if (prg_id) { has_fp64_extension = true; glDeleteProgram(prg_id); } } } #endif if( has_fp64_native || has_fp64_extension ) { std::vector glsl_vars_with_extension = glsl_vars; glsl_vars_with_extension.push_back("${GLSL_EXTENSIONS}"); std::vector glsl_vals_with_extension = glsl_vals; if (has_fp64_extension) { glsl_vals_with_extension.push_back("#extension GL_ARB_gpu_shader_fp64 : enable"); } else { glsl_vals_with_extension.push_back(""); } std::string frg = format( "${GLSL_VERSION}\n" "${GLSL_EXTENSIONS}\n" "uniform dvec2 v2d;\n" "uniform dvec3 v3d;\n" "uniform dvec4 v4d;\n" "${FRAG_OUTPUT_DECLARATION}\n" "void main(void) {\n" " ${FRAG_OUTPUT_VARIABLE} = vec4(v2d[0]+v3d[0]+v4d[0]);\n" "}\n", glsl_vars_with_extension, glsl_vals_with_extension); GLint prg_id = createProgram(vtx,frg); VERIFY(prg_id > 0 && "Failed to create program."); VERIFY_UNIFORM(dv, v2d, Vector2d); VERIFY_UNIFORM(dv, v3d, Vector3d); VERIFY_UNIFORM(dv, v4d, Vector4d); glDeleteProgram(prg_id); } else std::cerr << "Warning: dvec (fp64) was not tested.\n"; } // Exit loop - Leaving main loop is supported by freeglut, otherwise we // are forced to exit. #ifdef FREEGLUT glutLeaveMainLoop(); // Trigger another display loop iteration. Otherwise, it just hangs. glutPostRedisplay(); #else exit(0); #endif } EIGEN_DECLARE_TEST(openglsupport) { int argc = 0; glutInit(&argc, 0); GLint glut_display_mode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH; #ifndef EIGEN_LEGACY_OPENGL // Initialize 3.2+ OpenGL context. #if defined(__APPLE_CC__) glut_display_mode |= GLUT_3_2_CORE_PROFILE; #elif defined(FREEGLUT) glutInitContextVersion(3, 2); glutInitContextFlags(GLUT_FORWARD_COMPATIBLE); glutInitContextProfile(GLUT_CORE_PROFILE); #endif #endif glutInitDisplayMode(glut_display_mode); glutInitWindowPosition(0, 0); glutInitWindowSize(10, 10); int window = glutCreateWindow("Eigen"); if(window <= 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"; exit(1); } // Run test in display, otherwise GLUT fails to clean up and leads to memory // access errors on exit. glutDisplayFunc(openglsupport_test_loop); glutMainLoop(); glutDestroyWindow(window); }