openglsupport.cpp
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00001 // This file is part of Eigen, a lightweight C++ template library
00002 // for linear algebra.
00003 //
00004 // Copyright (C) 2010 Gael Guennebaud <gael.guennebaud@inria.fr>
00005 //
00006 // Eigen is free software; you can redistribute it and/or
00007 // modify it under the terms of the GNU Lesser General Public
00008 // License as published by the Free Software Foundation; either
00009 // version 3 of the License, or (at your option) any later version.
00010 //
00011 // Alternatively, you can redistribute it and/or
00012 // modify it under the terms of the GNU General Public License as
00013 // published by the Free Software Foundation; either version 2 of
00014 // the License, or (at your option) any later version.
00015 //
00016 // Eigen is distributed in the hope that it will be useful, but WITHOUT ANY
00017 // WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
00018 // FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License or the
00019 // GNU General Public License for more details.
00020 //
00021 // You should have received a copy of the GNU Lesser General Public
00022 // License and a copy of the GNU General Public License along with
00023 // Eigen. If not, see <http://www.gnu.org/licenses/>.
00024 
00025 #include <main.h>
00026 #include <iostream>
00027 #include <GL/glew.h>
00028 #include <Eigen/OpenGLSupport>
00029 #include <GL/glut.h>
00030 using namespace Eigen;
00031 
00032 
00033 
00034 
00035 #define VERIFY_MATRIX(CODE,REF) { \
00036     glLoadIdentity(); \
00037     CODE; \
00038     Matrix<float,4,4,ColMajor> m; m.setZero(); \
00039     glGet(GL_MODELVIEW_MATRIX, m); \
00040     if(!(REF).cast<float>().isApprox(m)) { \
00041       std::cerr << "Expected:\n" << ((REF).cast<float>()) << "\n" << "got\n" << m << "\n\n"; \
00042     } \
00043     VERIFY_IS_APPROX((REF).cast<float>(), m); \
00044   }
00045 
00046 #define VERIFY_UNIFORM(SUFFIX,NAME,TYPE) { \
00047     TYPE value; value.setRandom(); \
00048     TYPE data; \
00049     int loc = glGetUniformLocation(prg_id, #NAME); \
00050     VERIFY((loc!=-1) && "uniform not found"); \
00051     glUniform(loc,value); \
00052     EIGEN_CAT(glGetUniform,SUFFIX)(prg_id,loc,data.data()); \
00053     if(!value.isApprox(data)) { \
00054       std::cerr << "Expected:\n" << value << "\n" << "got\n" << data << "\n\n"; \
00055     } \
00056     VERIFY_IS_APPROX(value, data); \
00057   }
00058   
00059 #define VERIFY_UNIFORMi(NAME,TYPE) { \
00060     TYPE value = TYPE::Random().eval().cast<float>().cast<TYPE::Scalar>(); \
00061     TYPE data; \
00062     int loc = glGetUniformLocation(prg_id, #NAME); \
00063     VERIFY((loc!=-1) && "uniform not found"); \
00064     glUniform(loc,value); \
00065     glGetUniformiv(prg_id,loc,(GLint*)data.data()); \
00066     if(!value.isApprox(data)) { \
00067       std::cerr << "Expected:\n" << value << "\n" << "got\n" << data << "\n\n"; \
00068     } \
00069     VERIFY_IS_APPROX(value, data); \
00070   }
00071   
00072 void printInfoLog(GLuint objectID)
00073 {
00074     int infologLength, charsWritten;
00075     GLchar *infoLog;
00076     glGetProgramiv(objectID,GL_INFO_LOG_LENGTH, &infologLength);
00077     if(infologLength > 0)
00078     {
00079         infoLog = new GLchar[infologLength];
00080         glGetProgramInfoLog(objectID, infologLength, &charsWritten, infoLog);
00081         if (charsWritten>0)
00082           std::cerr << "Shader info : \n" << infoLog << std::endl;
00083         delete[] infoLog;
00084     }
00085 }
00086 
00087 GLint createShader(const char* vtx, const char* frg)
00088 {
00089   GLint prg_id = glCreateProgram();
00090   GLint vtx_id = glCreateShader(GL_VERTEX_SHADER);
00091   GLint frg_id = glCreateShader(GL_FRAGMENT_SHADER);
00092   GLint ok;
00093   
00094   glShaderSource(vtx_id, 1, &vtx, 0);
00095   glCompileShader(vtx_id);
00096   glGetShaderiv(vtx_id,GL_COMPILE_STATUS,&ok);
00097   if(!ok)
00098   {
00099     std::cerr << "vtx compilation failed\n";
00100   }
00101   
00102   glShaderSource(frg_id, 1, &frg, 0);
00103   glCompileShader(frg_id);
00104   glGetShaderiv(frg_id,GL_COMPILE_STATUS,&ok);
00105   if(!ok)
00106   {
00107     std::cerr << "frg compilation failed\n";
00108   }
00109   
00110   glAttachShader(prg_id, vtx_id);
00111   glAttachShader(prg_id, frg_id);
00112   glLinkProgram(prg_id);
00113   glGetProgramiv(prg_id,GL_LINK_STATUS,&ok);
00114   if(!ok)
00115   {
00116     std::cerr << "linking failed\n";
00117   }
00118   printInfoLog(prg_id);
00119   
00120   glUseProgram(prg_id);
00121   return prg_id;
00122 }
00123 
00124 void test_openglsupport()
00125 {
00126   int argc = 0;
00127   glutInit(&argc, 0);
00128   glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
00129   glutInitWindowPosition (0,0);
00130   glutInitWindowSize(10, 10);
00131 
00132   if(glutCreateWindow("Eigen") <= 0)
00133   {
00134     std::cerr << "Error: Unable to create GLUT Window.\n";
00135     exit(1);
00136   }
00137   
00138   glewExperimental = GL_TRUE;
00139   if(glewInit() != GLEW_OK)
00140   {
00141     std::cerr << "Warning: Failed to initialize GLEW\n";
00142   }
00143 
00144   Vector3f v3f;
00145   Matrix3f rot;
00146   glBegin(GL_POINTS);
00147   
00148   glVertex(v3f);
00149   glVertex(2*v3f+v3f);
00150   glVertex(rot*v3f);
00151   
00152   glEnd();
00153   
00154   // 4x4 matrices
00155   Matrix4f mf44; mf44.setRandom();
00156   VERIFY_MATRIX(glLoadMatrix(mf44), mf44);
00157   VERIFY_MATRIX(glMultMatrix(mf44), mf44);
00158   Matrix4d md44; md44.setRandom();
00159   VERIFY_MATRIX(glLoadMatrix(md44), md44);
00160   VERIFY_MATRIX(glMultMatrix(md44), md44);
00161   
00162   // Quaternion
00163   Quaterniond qd(AngleAxisd(internal::random<double>(), Vector3d::Random()));
00164   VERIFY_MATRIX(glRotate(qd), Projective3d(qd).matrix());
00165   
00166   Quaternionf qf(AngleAxisf(internal::random<double>(), Vector3f::Random()));
00167   VERIFY_MATRIX(glRotate(qf), Projective3f(qf).matrix());
00168   
00169   // 3D Transform
00170   Transform<float,3,AffineCompact> acf3; acf3.matrix().setRandom();
00171   VERIFY_MATRIX(glLoadMatrix(acf3), Projective3f(acf3).matrix());
00172   VERIFY_MATRIX(glMultMatrix(acf3), Projective3f(acf3).matrix());
00173   
00174   Transform<float,3,Affine> af3(acf3);
00175   VERIFY_MATRIX(glLoadMatrix(af3), Projective3f(af3).matrix());
00176   VERIFY_MATRIX(glMultMatrix(af3), Projective3f(af3).matrix());
00177   
00178   Transform<float,3,Projective> pf3; pf3.matrix().setRandom();
00179   VERIFY_MATRIX(glLoadMatrix(pf3), Projective3f(pf3).matrix());
00180   VERIFY_MATRIX(glMultMatrix(pf3), Projective3f(pf3).matrix());
00181   
00182   Transform<double,3,AffineCompact> acd3; acd3.matrix().setRandom();
00183   VERIFY_MATRIX(glLoadMatrix(acd3), Projective3d(acd3).matrix());
00184   VERIFY_MATRIX(glMultMatrix(acd3), Projective3d(acd3).matrix());
00185   
00186   Transform<double,3,Affine> ad3(acd3);
00187   VERIFY_MATRIX(glLoadMatrix(ad3), Projective3d(ad3).matrix());
00188   VERIFY_MATRIX(glMultMatrix(ad3), Projective3d(ad3).matrix());
00189   
00190   Transform<double,3,Projective> pd3; pd3.matrix().setRandom();
00191   VERIFY_MATRIX(glLoadMatrix(pd3), Projective3d(pd3).matrix());
00192   VERIFY_MATRIX(glMultMatrix(pd3), Projective3d(pd3).matrix());
00193   
00194   // translations (2D and 3D)
00195   {
00196     Vector2f vf2; vf2.setRandom(); Vector3f vf23; vf23 << vf2, 0;
00197     VERIFY_MATRIX(glTranslate(vf2), Projective3f(Translation3f(vf23)).matrix());
00198     Vector2d vd2; vd2.setRandom(); Vector3d vd23; vd23 << vd2, 0;
00199     VERIFY_MATRIX(glTranslate(vd2), Projective3d(Translation3d(vd23)).matrix());
00200     
00201     Vector3f vf3; vf3.setRandom();
00202     VERIFY_MATRIX(glTranslate(vf3), Projective3f(Translation3f(vf3)).matrix());
00203     Vector3d vd3; vd3.setRandom();
00204     VERIFY_MATRIX(glTranslate(vd3), Projective3d(Translation3d(vd3)).matrix());
00205     
00206     Translation<float,3> tf3; tf3.vector().setRandom();
00207     VERIFY_MATRIX(glTranslate(tf3), Projective3f(tf3).matrix());
00208     
00209     Translation<double,3> td3;  td3.vector().setRandom();
00210     VERIFY_MATRIX(glTranslate(td3), Projective3d(td3).matrix());
00211   }
00212   
00213   // scaling (2D and 3D)
00214   {
00215     Vector2f vf2; vf2.setRandom(); Vector3f vf23; vf23 << vf2, 1;
00216     VERIFY_MATRIX(glScale(vf2), Projective3f(Scaling(vf23)).matrix());
00217     Vector2d vd2; vd2.setRandom(); Vector3d vd23; vd23 << vd2, 1;
00218     VERIFY_MATRIX(glScale(vd2), Projective3d(Scaling(vd23)).matrix());
00219     
00220     Vector3f vf3; vf3.setRandom();
00221     VERIFY_MATRIX(glScale(vf3), Projective3f(Scaling(vf3)).matrix());
00222     Vector3d vd3; vd3.setRandom();
00223     VERIFY_MATRIX(glScale(vd3), Projective3d(Scaling(vd3)).matrix());
00224     
00225     UniformScaling<float> usf(internal::random<float>());
00226     VERIFY_MATRIX(glScale(usf), Projective3f(usf).matrix());
00227     
00228     UniformScaling<double> usd(internal::random<double>());
00229     VERIFY_MATRIX(glScale(usd), Projective3d(usd).matrix());
00230   }
00231   
00232   // uniform
00233   {
00234     const char* vtx = "void main(void) { gl_Position = gl_Vertex; }\n";
00235     
00236     if(GLEW_VERSION_2_0)
00237     {
00238       #ifdef GL_VERSION_2_0
00239       const char* frg = ""
00240         "uniform vec2 v2f;\n"
00241         "uniform vec3 v3f;\n"
00242         "uniform vec4 v4f;\n"
00243         "uniform ivec2 v2i;\n"
00244         "uniform ivec3 v3i;\n"
00245         "uniform ivec4 v4i;\n"
00246         "uniform mat2 m2f;\n"
00247         "uniform mat3 m3f;\n"
00248         "uniform mat4 m4f;\n"
00249         "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";
00250         
00251       GLint prg_id = createShader(vtx,frg);
00252       
00253       VERIFY_UNIFORM(fv,v2f, Vector2f);
00254       VERIFY_UNIFORM(fv,v3f, Vector3f);
00255       VERIFY_UNIFORM(fv,v4f, Vector4f);
00256       VERIFY_UNIFORMi(v2i, Vector2i);
00257       VERIFY_UNIFORMi(v3i, Vector3i);
00258       VERIFY_UNIFORMi(v4i, Vector4i);
00259       VERIFY_UNIFORM(fv,m2f, Matrix2f);
00260       VERIFY_UNIFORM(fv,m3f, Matrix3f);
00261       VERIFY_UNIFORM(fv,m4f, Matrix4f);
00262       #endif
00263     }
00264     else
00265       std::cerr << "Warning: opengl 2.0 was not tested\n";
00266     
00267     if(GLEW_VERSION_2_1)
00268     {
00269       #ifdef GL_VERSION_2_1
00270       const char* frg = "#version 120\n"
00271         "uniform mat2x3 m23f;\n"
00272         "uniform mat3x2 m32f;\n"
00273         "uniform mat2x4 m24f;\n"
00274         "uniform mat4x2 m42f;\n"
00275         "uniform mat3x4 m34f;\n"
00276         "uniform mat4x3 m43f;\n"
00277         "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";
00278         
00279       GLint prg_id = createShader(vtx,frg);
00280       
00281       typedef Matrix<float,2,3> Matrix23f;
00282       typedef Matrix<float,3,2> Matrix32f;
00283       typedef Matrix<float,2,4> Matrix24f;
00284       typedef Matrix<float,4,2> Matrix42f;
00285       typedef Matrix<float,3,4> Matrix34f;
00286       typedef Matrix<float,4,3> Matrix43f;
00287       
00288       VERIFY_UNIFORM(fv,m23f, Matrix23f);
00289       VERIFY_UNIFORM(fv,m32f, Matrix32f);
00290       VERIFY_UNIFORM(fv,m24f, Matrix24f);
00291       VERIFY_UNIFORM(fv,m42f, Matrix42f);
00292       VERIFY_UNIFORM(fv,m34f, Matrix34f);
00293       VERIFY_UNIFORM(fv,m43f, Matrix43f);
00294       #endif
00295     }
00296     else
00297       std::cerr << "Warning: opengl 2.1 was not tested\n";
00298     
00299     if(GLEW_VERSION_3_0)
00300     {
00301       #ifdef GL_VERSION_3_0
00302       const char* frg = "#version 150\n"
00303         "uniform uvec2 v2ui;\n"
00304         "uniform uvec3 v3ui;\n"
00305         "uniform uvec4 v4ui;\n"
00306         "out vec4 data;\n"
00307         "void main(void) { data = vec4(v2ui[0]+v3ui[0]+v4ui[0]); }\n";
00308         
00309       GLint prg_id = createShader(vtx,frg);
00310       
00311       typedef Matrix<unsigned int,2,1> Vector2ui;
00312       typedef Matrix<unsigned int,3,1> Vector3ui;
00313       typedef Matrix<unsigned int,4,1> Vector4ui;
00314       
00315       VERIFY_UNIFORMi(v2ui, Vector2ui);
00316       VERIFY_UNIFORMi(v3ui, Vector3ui);
00317       VERIFY_UNIFORMi(v4ui, Vector4ui);
00318       #endif
00319     }
00320     else
00321       std::cerr << "Warning: opengl 3.0 was not tested\n";
00322     
00323     #ifdef GLEW_ARB_gpu_shader_fp64
00324     if(GLEW_ARB_gpu_shader_fp64)
00325     {
00326       #ifdef GL_ARB_gpu_shader_fp64
00327       const char* frg = "#version 150\n"
00328         "uniform dvec2 v2d;\n"
00329         "uniform dvec3 v3d;\n"
00330         "uniform dvec4 v4d;\n"
00331         "out vec4 data;\n"
00332         "void main(void) { data = vec4(v2d[0]+v3d[0]+v4d[0]); }\n";
00333         
00334       GLint prg_id = createShader(vtx,frg);
00335       
00336       typedef Vector2d Vector2d;
00337       typedef Vector3d Vector3d;
00338       typedef Vector4d Vector4d;
00339       
00340       VERIFY_UNIFORM(dv,v2d, Vector2d);
00341       VERIFY_UNIFORM(dv,v3d, Vector3d);
00342       VERIFY_UNIFORM(dv,v4d, Vector4d);
00343       #endif
00344     }
00345     else
00346       std::cerr << "Warning: GLEW_ARB_gpu_shader_fp64 was not tested\n";
00347     #else
00348       std::cerr << "Warning: GLEW_ARB_gpu_shader_fp64 was not tested\n";
00349     #endif
00350   }
00351   
00352 }


re_vision
Author(s): Dorian Galvez-Lopez
autogenerated on Sun Jan 5 2014 11:32:02