diff options
| author | Stanislaw Halik <sthalik@misaki.pl> | 2019-03-03 21:09:10 +0100 |
|---|---|---|
| committer | Stanislaw Halik <sthalik@misaki.pl> | 2019-03-03 21:10:13 +0100 |
| commit | f0238cfb6997c4acfc2bd200de7295f3fa36968f (patch) | |
| tree | b215183760e4f615b9c1dabc1f116383b72a1b55 /eigen/unsupported/test/openglsupport.cpp | |
| parent | 543edd372a5193d04b3de9f23c176ab439e51b31 (diff) | |
don't index Eigen
Diffstat (limited to 'eigen/unsupported/test/openglsupport.cpp')
| -rw-r--r-- | eigen/unsupported/test/openglsupport.cpp | 333 |
1 files changed, 0 insertions, 333 deletions
diff --git a/eigen/unsupported/test/openglsupport.cpp b/eigen/unsupported/test/openglsupport.cpp deleted file mode 100644 index 5f63434..0000000 --- a/eigen/unsupported/test/openglsupport.cpp +++ /dev/null @@ -1,333 +0,0 @@ -// This file is part of Eigen, a lightweight C++ template library -// for linear algebra. -// -// Copyright (C) 2010 Gael Guennebaud <gael.guennebaud@inria.fr> -// -// 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 <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); - - 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 - } - -} |
