openglsupport.cpp
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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 
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
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 
164  VERIFY_MATRIX(glLoadMatrix(pf3), Projective3f(pf3).matrix());
165  VERIFY_MATRIX(glMultMatrix(pf3), Projective3f(pf3).matrix());
166 
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 
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 
192  VERIFY_MATRIX(glTranslate(tf3), Projective3f(tf3).matrix());
193 
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 }
Translation< double, 3 > Translation3d
Definition: Translation.h:177
Definition: LDLT.h:16
EIGEN_DEVICE_FUNC const VectorType & vector() const
Definition: Translation.h:87
AngleAxis< double > AngleAxisd
Definition: AngleAxis.h:160
#define VERIFY_UNIFORMi(NAME, TYPE)
Translation< float, 3 > Translation3f
Definition: Translation.h:176
#define VERIFY_MATRIX(CODE, REF)
UniformScaling< float > Scaling(float s)
Represents a translation transformation.
void printInfoLog(GLuint objectID)
void test_openglsupport()
EIGEN_DEVICE_FUNC const MatrixType & matrix() const
Definition: Transform.h:395
#define VERIFY_UNIFORM(SUFFIX, NAME, TYPE)
AngleAxis< float > AngleAxisf
Definition: AngleAxis.h:157
GLint createShader(const char *vtx, const char *frg)
Transform< float, 3, Projective > Projective3f
Definition: Transform.h:728
The quaternion class used to represent 3D orientations and rotations.
The matrix class, also used for vectors and row-vectors.
Definition: Matrix.h:178
Derived & setRandom(Index size)
Definition: Random.h:151
Represents an homogeneous transformation in a N dimensional space.
Transform< double, 3, Projective > Projective3d
Definition: Transform.h:732


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Author(s): Xavier Artache , Matthew Tesch
autogenerated on Thu Sep 3 2020 04:08:30