Brian Silverman | 72890c2 | 2015-09-19 14:37:37 -0400 | [diff] [blame^] | 1 | // This file is part of Eigen, a lightweight C++ template library |
| 2 | // for linear algebra. |
| 3 | // |
| 4 | // Copyright (C) 2010 Gael Guennebaud <gael.guennebaud@inria.fr> |
| 5 | // |
| 6 | // This Source Code Form is subject to the terms of the Mozilla |
| 7 | // Public License v. 2.0. If a copy of the MPL was not distributed |
| 8 | // with this file, You can obtain one at http://mozilla.org/MPL/2.0/. |
| 9 | |
| 10 | #include <main.h> |
| 11 | #include <iostream> |
| 12 | #include <GL/glew.h> |
| 13 | #include <Eigen/OpenGLSupport> |
| 14 | #include <GL/glut.h> |
| 15 | using namespace Eigen; |
| 16 | |
| 17 | |
| 18 | |
| 19 | |
| 20 | #define VERIFY_MATRIX(CODE,REF) { \ |
| 21 | glLoadIdentity(); \ |
| 22 | CODE; \ |
| 23 | Matrix<float,4,4,ColMajor> m; m.setZero(); \ |
| 24 | glGet(GL_MODELVIEW_MATRIX, m); \ |
| 25 | if(!(REF).cast<float>().isApprox(m)) { \ |
| 26 | std::cerr << "Expected:\n" << ((REF).cast<float>()) << "\n" << "got\n" << m << "\n\n"; \ |
| 27 | } \ |
| 28 | VERIFY_IS_APPROX((REF).cast<float>(), m); \ |
| 29 | } |
| 30 | |
| 31 | #define VERIFY_UNIFORM(SUFFIX,NAME,TYPE) { \ |
| 32 | TYPE value; value.setRandom(); \ |
| 33 | TYPE data; \ |
| 34 | int loc = glGetUniformLocation(prg_id, #NAME); \ |
| 35 | VERIFY((loc!=-1) && "uniform not found"); \ |
| 36 | glUniform(loc,value); \ |
| 37 | EIGEN_CAT(glGetUniform,SUFFIX)(prg_id,loc,data.data()); \ |
| 38 | if(!value.isApprox(data)) { \ |
| 39 | std::cerr << "Expected:\n" << value << "\n" << "got\n" << data << "\n\n"; \ |
| 40 | } \ |
| 41 | VERIFY_IS_APPROX(value, data); \ |
| 42 | } |
| 43 | |
| 44 | #define VERIFY_UNIFORMi(NAME,TYPE) { \ |
| 45 | TYPE value = TYPE::Random().eval().cast<float>().cast<TYPE::Scalar>(); \ |
| 46 | TYPE data; \ |
| 47 | int loc = glGetUniformLocation(prg_id, #NAME); \ |
| 48 | VERIFY((loc!=-1) && "uniform not found"); \ |
| 49 | glUniform(loc,value); \ |
| 50 | glGetUniformiv(prg_id,loc,(GLint*)data.data()); \ |
| 51 | if(!value.isApprox(data)) { \ |
| 52 | std::cerr << "Expected:\n" << value << "\n" << "got\n" << data << "\n\n"; \ |
| 53 | } \ |
| 54 | VERIFY_IS_APPROX(value, data); \ |
| 55 | } |
| 56 | |
| 57 | void printInfoLog(GLuint objectID) |
| 58 | { |
| 59 | int infologLength, charsWritten; |
| 60 | GLchar *infoLog; |
| 61 | glGetProgramiv(objectID,GL_INFO_LOG_LENGTH, &infologLength); |
| 62 | if(infologLength > 0) |
| 63 | { |
| 64 | infoLog = new GLchar[infologLength]; |
| 65 | glGetProgramInfoLog(objectID, infologLength, &charsWritten, infoLog); |
| 66 | if (charsWritten>0) |
| 67 | std::cerr << "Shader info : \n" << infoLog << std::endl; |
| 68 | delete[] infoLog; |
| 69 | } |
| 70 | } |
| 71 | |
| 72 | GLint createShader(const char* vtx, const char* frg) |
| 73 | { |
| 74 | GLint prg_id = glCreateProgram(); |
| 75 | GLint vtx_id = glCreateShader(GL_VERTEX_SHADER); |
| 76 | GLint frg_id = glCreateShader(GL_FRAGMENT_SHADER); |
| 77 | GLint ok; |
| 78 | |
| 79 | glShaderSource(vtx_id, 1, &vtx, 0); |
| 80 | glCompileShader(vtx_id); |
| 81 | glGetShaderiv(vtx_id,GL_COMPILE_STATUS,&ok); |
| 82 | if(!ok) |
| 83 | { |
| 84 | std::cerr << "vtx compilation failed\n"; |
| 85 | } |
| 86 | |
| 87 | glShaderSource(frg_id, 1, &frg, 0); |
| 88 | glCompileShader(frg_id); |
| 89 | glGetShaderiv(frg_id,GL_COMPILE_STATUS,&ok); |
| 90 | if(!ok) |
| 91 | { |
| 92 | std::cerr << "frg compilation failed\n"; |
| 93 | } |
| 94 | |
| 95 | glAttachShader(prg_id, vtx_id); |
| 96 | glAttachShader(prg_id, frg_id); |
| 97 | glLinkProgram(prg_id); |
| 98 | glGetProgramiv(prg_id,GL_LINK_STATUS,&ok); |
| 99 | if(!ok) |
| 100 | { |
| 101 | std::cerr << "linking failed\n"; |
| 102 | } |
| 103 | printInfoLog(prg_id); |
| 104 | |
| 105 | glUseProgram(prg_id); |
| 106 | return prg_id; |
| 107 | } |
| 108 | |
| 109 | void test_openglsupport() |
| 110 | { |
| 111 | int argc = 0; |
| 112 | glutInit(&argc, 0); |
| 113 | glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); |
| 114 | glutInitWindowPosition (0,0); |
| 115 | glutInitWindowSize(10, 10); |
| 116 | |
| 117 | if(glutCreateWindow("Eigen") <= 0) |
| 118 | { |
| 119 | std::cerr << "Error: Unable to create GLUT Window.\n"; |
| 120 | exit(1); |
| 121 | } |
| 122 | |
| 123 | glewExperimental = GL_TRUE; |
| 124 | if(glewInit() != GLEW_OK) |
| 125 | { |
| 126 | std::cerr << "Warning: Failed to initialize GLEW\n"; |
| 127 | } |
| 128 | |
| 129 | Vector3f v3f; |
| 130 | Matrix3f rot; |
| 131 | glBegin(GL_POINTS); |
| 132 | |
| 133 | glVertex(v3f); |
| 134 | glVertex(2*v3f+v3f); |
| 135 | glVertex(rot*v3f); |
| 136 | |
| 137 | glEnd(); |
| 138 | |
| 139 | // 4x4 matrices |
| 140 | Matrix4f mf44; mf44.setRandom(); |
| 141 | VERIFY_MATRIX(glLoadMatrix(mf44), mf44); |
| 142 | VERIFY_MATRIX(glMultMatrix(mf44), mf44); |
| 143 | Matrix4d md44; md44.setRandom(); |
| 144 | VERIFY_MATRIX(glLoadMatrix(md44), md44); |
| 145 | VERIFY_MATRIX(glMultMatrix(md44), md44); |
| 146 | |
| 147 | // Quaternion |
| 148 | Quaterniond qd(AngleAxisd(internal::random<double>(), Vector3d::Random())); |
| 149 | VERIFY_MATRIX(glRotate(qd), Projective3d(qd).matrix()); |
| 150 | |
| 151 | Quaternionf qf(AngleAxisf(internal::random<double>(), Vector3f::Random())); |
| 152 | VERIFY_MATRIX(glRotate(qf), Projective3f(qf).matrix()); |
| 153 | |
| 154 | // 3D Transform |
| 155 | Transform<float,3,AffineCompact> acf3; acf3.matrix().setRandom(); |
| 156 | VERIFY_MATRIX(glLoadMatrix(acf3), Projective3f(acf3).matrix()); |
| 157 | VERIFY_MATRIX(glMultMatrix(acf3), Projective3f(acf3).matrix()); |
| 158 | |
| 159 | Transform<float,3,Affine> af3(acf3); |
| 160 | VERIFY_MATRIX(glLoadMatrix(af3), Projective3f(af3).matrix()); |
| 161 | VERIFY_MATRIX(glMultMatrix(af3), Projective3f(af3).matrix()); |
| 162 | |
| 163 | Transform<float,3,Projective> pf3; pf3.matrix().setRandom(); |
| 164 | VERIFY_MATRIX(glLoadMatrix(pf3), Projective3f(pf3).matrix()); |
| 165 | VERIFY_MATRIX(glMultMatrix(pf3), Projective3f(pf3).matrix()); |
| 166 | |
| 167 | Transform<double,3,AffineCompact> acd3; acd3.matrix().setRandom(); |
| 168 | VERIFY_MATRIX(glLoadMatrix(acd3), Projective3d(acd3).matrix()); |
| 169 | VERIFY_MATRIX(glMultMatrix(acd3), Projective3d(acd3).matrix()); |
| 170 | |
| 171 | Transform<double,3,Affine> ad3(acd3); |
| 172 | VERIFY_MATRIX(glLoadMatrix(ad3), Projective3d(ad3).matrix()); |
| 173 | VERIFY_MATRIX(glMultMatrix(ad3), Projective3d(ad3).matrix()); |
| 174 | |
| 175 | Transform<double,3,Projective> pd3; pd3.matrix().setRandom(); |
| 176 | VERIFY_MATRIX(glLoadMatrix(pd3), Projective3d(pd3).matrix()); |
| 177 | VERIFY_MATRIX(glMultMatrix(pd3), Projective3d(pd3).matrix()); |
| 178 | |
| 179 | // translations (2D and 3D) |
| 180 | { |
| 181 | Vector2f vf2; vf2.setRandom(); Vector3f vf23; vf23 << vf2, 0; |
| 182 | VERIFY_MATRIX(glTranslate(vf2), Projective3f(Translation3f(vf23)).matrix()); |
| 183 | Vector2d vd2; vd2.setRandom(); Vector3d vd23; vd23 << vd2, 0; |
| 184 | VERIFY_MATRIX(glTranslate(vd2), Projective3d(Translation3d(vd23)).matrix()); |
| 185 | |
| 186 | Vector3f vf3; vf3.setRandom(); |
| 187 | VERIFY_MATRIX(glTranslate(vf3), Projective3f(Translation3f(vf3)).matrix()); |
| 188 | Vector3d vd3; vd3.setRandom(); |
| 189 | VERIFY_MATRIX(glTranslate(vd3), Projective3d(Translation3d(vd3)).matrix()); |
| 190 | |
| 191 | Translation<float,3> tf3; tf3.vector().setRandom(); |
| 192 | VERIFY_MATRIX(glTranslate(tf3), Projective3f(tf3).matrix()); |
| 193 | |
| 194 | Translation<double,3> td3; td3.vector().setRandom(); |
| 195 | VERIFY_MATRIX(glTranslate(td3), Projective3d(td3).matrix()); |
| 196 | } |
| 197 | |
| 198 | // scaling (2D and 3D) |
| 199 | { |
| 200 | Vector2f vf2; vf2.setRandom(); Vector3f vf23; vf23 << vf2, 1; |
| 201 | VERIFY_MATRIX(glScale(vf2), Projective3f(Scaling(vf23)).matrix()); |
| 202 | Vector2d vd2; vd2.setRandom(); Vector3d vd23; vd23 << vd2, 1; |
| 203 | VERIFY_MATRIX(glScale(vd2), Projective3d(Scaling(vd23)).matrix()); |
| 204 | |
| 205 | Vector3f vf3; vf3.setRandom(); |
| 206 | VERIFY_MATRIX(glScale(vf3), Projective3f(Scaling(vf3)).matrix()); |
| 207 | Vector3d vd3; vd3.setRandom(); |
| 208 | VERIFY_MATRIX(glScale(vd3), Projective3d(Scaling(vd3)).matrix()); |
| 209 | |
| 210 | UniformScaling<float> usf(internal::random<float>()); |
| 211 | VERIFY_MATRIX(glScale(usf), Projective3f(usf).matrix()); |
| 212 | |
| 213 | UniformScaling<double> usd(internal::random<double>()); |
| 214 | VERIFY_MATRIX(glScale(usd), Projective3d(usd).matrix()); |
| 215 | } |
| 216 | |
| 217 | // uniform |
| 218 | { |
| 219 | const char* vtx = "void main(void) { gl_Position = gl_Vertex; }\n"; |
| 220 | |
| 221 | if(GLEW_VERSION_2_0) |
| 222 | { |
| 223 | #ifdef GL_VERSION_2_0 |
| 224 | const char* frg = "" |
| 225 | "uniform vec2 v2f;\n" |
| 226 | "uniform vec3 v3f;\n" |
| 227 | "uniform vec4 v4f;\n" |
| 228 | "uniform ivec2 v2i;\n" |
| 229 | "uniform ivec3 v3i;\n" |
| 230 | "uniform ivec4 v4i;\n" |
| 231 | "uniform mat2 m2f;\n" |
| 232 | "uniform mat3 m3f;\n" |
| 233 | "uniform mat4 m4f;\n" |
| 234 | "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"; |
| 235 | |
| 236 | GLint prg_id = createShader(vtx,frg); |
| 237 | |
| 238 | VERIFY_UNIFORM(fv,v2f, Vector2f); |
| 239 | VERIFY_UNIFORM(fv,v3f, Vector3f); |
| 240 | VERIFY_UNIFORM(fv,v4f, Vector4f); |
| 241 | VERIFY_UNIFORMi(v2i, Vector2i); |
| 242 | VERIFY_UNIFORMi(v3i, Vector3i); |
| 243 | VERIFY_UNIFORMi(v4i, Vector4i); |
| 244 | VERIFY_UNIFORM(fv,m2f, Matrix2f); |
| 245 | VERIFY_UNIFORM(fv,m3f, Matrix3f); |
| 246 | VERIFY_UNIFORM(fv,m4f, Matrix4f); |
| 247 | #endif |
| 248 | } |
| 249 | else |
| 250 | std::cerr << "Warning: opengl 2.0 was not tested\n"; |
| 251 | |
| 252 | if(GLEW_VERSION_2_1) |
| 253 | { |
| 254 | #ifdef GL_VERSION_2_1 |
| 255 | const char* frg = "#version 120\n" |
| 256 | "uniform mat2x3 m23f;\n" |
| 257 | "uniform mat3x2 m32f;\n" |
| 258 | "uniform mat2x4 m24f;\n" |
| 259 | "uniform mat4x2 m42f;\n" |
| 260 | "uniform mat3x4 m34f;\n" |
| 261 | "uniform mat4x3 m43f;\n" |
| 262 | "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"; |
| 263 | |
| 264 | GLint prg_id = createShader(vtx,frg); |
| 265 | |
| 266 | typedef Matrix<float,2,3> Matrix23f; |
| 267 | typedef Matrix<float,3,2> Matrix32f; |
| 268 | typedef Matrix<float,2,4> Matrix24f; |
| 269 | typedef Matrix<float,4,2> Matrix42f; |
| 270 | typedef Matrix<float,3,4> Matrix34f; |
| 271 | typedef Matrix<float,4,3> Matrix43f; |
| 272 | |
| 273 | VERIFY_UNIFORM(fv,m23f, Matrix23f); |
| 274 | VERIFY_UNIFORM(fv,m32f, Matrix32f); |
| 275 | VERIFY_UNIFORM(fv,m24f, Matrix24f); |
| 276 | VERIFY_UNIFORM(fv,m42f, Matrix42f); |
| 277 | VERIFY_UNIFORM(fv,m34f, Matrix34f); |
| 278 | VERIFY_UNIFORM(fv,m43f, Matrix43f); |
| 279 | #endif |
| 280 | } |
| 281 | else |
| 282 | std::cerr << "Warning: opengl 2.1 was not tested\n"; |
| 283 | |
| 284 | if(GLEW_VERSION_3_0) |
| 285 | { |
| 286 | #ifdef GL_VERSION_3_0 |
| 287 | const char* frg = "#version 150\n" |
| 288 | "uniform uvec2 v2ui;\n" |
| 289 | "uniform uvec3 v3ui;\n" |
| 290 | "uniform uvec4 v4ui;\n" |
| 291 | "out vec4 data;\n" |
| 292 | "void main(void) { data = vec4(v2ui[0]+v3ui[0]+v4ui[0]); }\n"; |
| 293 | |
| 294 | GLint prg_id = createShader(vtx,frg); |
| 295 | |
| 296 | typedef Matrix<unsigned int,2,1> Vector2ui; |
| 297 | typedef Matrix<unsigned int,3,1> Vector3ui; |
| 298 | typedef Matrix<unsigned int,4,1> Vector4ui; |
| 299 | |
| 300 | VERIFY_UNIFORMi(v2ui, Vector2ui); |
| 301 | VERIFY_UNIFORMi(v3ui, Vector3ui); |
| 302 | VERIFY_UNIFORMi(v4ui, Vector4ui); |
| 303 | #endif |
| 304 | } |
| 305 | else |
| 306 | std::cerr << "Warning: opengl 3.0 was not tested\n"; |
| 307 | |
| 308 | #ifdef GLEW_ARB_gpu_shader_fp64 |
| 309 | if(GLEW_ARB_gpu_shader_fp64) |
| 310 | { |
| 311 | #ifdef GL_ARB_gpu_shader_fp64 |
| 312 | const char* frg = "#version 150\n" |
| 313 | "uniform dvec2 v2d;\n" |
| 314 | "uniform dvec3 v3d;\n" |
| 315 | "uniform dvec4 v4d;\n" |
| 316 | "out vec4 data;\n" |
| 317 | "void main(void) { data = vec4(v2d[0]+v3d[0]+v4d[0]); }\n"; |
| 318 | |
| 319 | GLint prg_id = createShader(vtx,frg); |
| 320 | |
| 321 | typedef Vector2d Vector2d; |
| 322 | typedef Vector3d Vector3d; |
| 323 | typedef Vector4d Vector4d; |
| 324 | |
| 325 | VERIFY_UNIFORM(dv,v2d, Vector2d); |
| 326 | VERIFY_UNIFORM(dv,v3d, Vector3d); |
| 327 | VERIFY_UNIFORM(dv,v4d, Vector4d); |
| 328 | #endif |
| 329 | } |
| 330 | else |
| 331 | std::cerr << "Warning: GLEW_ARB_gpu_shader_fp64 was not tested\n"; |
| 332 | #else |
| 333 | std::cerr << "Warning: GLEW_ARB_gpu_shader_fp64 was not tested\n"; |
| 334 | #endif |
| 335 | } |
| 336 | |
| 337 | } |