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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 (at) 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 
    109 void 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