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> 15using 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 57void 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 72GLint 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 109void 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} 338