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Diffstat (limited to 'eigen/unsupported/test/openglsupport.cpp')
-rw-r--r-- | eigen/unsupported/test/openglsupport.cpp | 337 |
1 files changed, 337 insertions, 0 deletions
diff --git a/eigen/unsupported/test/openglsupport.cpp b/eigen/unsupported/test/openglsupport.cpp new file mode 100644 index 0000000..706a816 --- /dev/null +++ b/eigen/unsupported/test/openglsupport.cpp @@ -0,0 +1,337 @@ +// 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); + + 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 + } + +} |