add support for uniforms

This commit is contained in:
Gael Guennebaud
2010-10-12 10:39:28 +02:00
parent b8bb804007
commit 20be8ad91e
4 changed files with 376 additions and 29 deletions

View File

@@ -24,8 +24,9 @@
#include <main.h>
#include <iostream>
#include <GL/glut.h>
#include <GL/glew.h>
#include <Eigen/OpenGLSupport>
#include <GL/glut.h>
using namespace Eigen;
@@ -42,6 +43,84 @@ using namespace Eigen;
VERIFY_IS_APPROX((REF).cast<float>(), m); \
}
#define VERIFY_UNIFORM(NAME,TYPE) { \
TYPE value; value.setRandom(); \
TYPE data; \
int loc = glGetUniformLocation(prg_id, #NAME); \
VERIFY((loc!=-1) && "uniform not found"); \
glUniform(loc,value); \
glGetUniformfv(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; value.setRandom(); \
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;
@@ -52,9 +131,15 @@ void test_openglsupport()
if(glutCreateWindow("Eigen") <= 0)
{
std::cerr << "Unable to create GLUT Window.\n";
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;
@@ -144,4 +229,90 @@ void test_openglsupport()
VERIFY_MATRIX(glScale(usd), Projective3d(usd).matrix());
}
// uniform
{
const char* vtx = "void main(void) { gl_Position = gl_Vertex; }\n";
if(GLEW_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(v2f, Vector2f);
VERIFY_UNIFORM(v3f, Vector3f);
VERIFY_UNIFORM(v4f, Vector4f);
VERIFY_UNIFORMi(v2i, Vector2i);
VERIFY_UNIFORMi(v3i, Vector3i);
VERIFY_UNIFORMi(v4i, Vector4i);
VERIFY_UNIFORM(m2f, Matrix2f);
VERIFY_UNIFORM(m3f, Matrix3f);
VERIFY_UNIFORM(m4f, Matrix4f);
}
else
std::cerr << "Warning: opengl 2.0 was not tested\n";
if(GLEW_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(m23f, Matrix23f);
VERIFY_UNIFORM(m32f, Matrix32f);
VERIFY_UNIFORM(m24f, Matrix24f);
VERIFY_UNIFORM(m42f, Matrix42f);
VERIFY_UNIFORM(m34f, Matrix34f);
VERIFY_UNIFORM(m43f, Matrix43f);
}
else
std::cerr << "Warning: opengl 2.1 was not tested\n";
if(GLEW_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);
}
else
std::cerr << "Warning: opengl 3.0 was not tested\n";
}
}