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https://gitlab.com/libeigen/eigen.git
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338 lines
10 KiB
C++
338 lines
10 KiB
C++
// This file is part of Eigen, a lightweight C++ template library
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// for linear algebra.
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//
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// Copyright (C) 2010 Gael Guennebaud <gael.guennebaud@inria.fr>
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//
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// This Source Code Form is subject to the terms of the Mozilla
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// Public License v. 2.0. If a copy of the MPL was not distributed
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// with this file, You can obtain one at http://mozilla.org/MPL/2.0/.
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#include <main.h>
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#include <iostream>
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#include <GL/glew.h>
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#include <Eigen/OpenGLSupport>
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#include <GL/glut.h>
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using namespace Eigen;
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#define VERIFY_MATRIX(CODE,REF) { \
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glLoadIdentity(); \
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CODE; \
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Matrix<float,4,4,ColMajor> m; m.setZero(); \
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glGet(GL_MODELVIEW_MATRIX, m); \
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if(!(REF).cast<float>().isApprox(m)) { \
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std::cerr << "Expected:\n" << ((REF).cast<float>()) << "\n" << "got\n" << m << "\n\n"; \
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} \
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VERIFY_IS_APPROX((REF).cast<float>(), m); \
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}
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#define VERIFY_UNIFORM(SUFFIX,NAME,TYPE) { \
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TYPE value; value.setRandom(); \
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TYPE data; \
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int loc = glGetUniformLocation(prg_id, #NAME); \
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VERIFY((loc!=-1) && "uniform not found"); \
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glUniform(loc,value); \
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EIGEN_CAT(glGetUniform,SUFFIX)(prg_id,loc,data.data()); \
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if(!value.isApprox(data)) { \
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std::cerr << "Expected:\n" << value << "\n" << "got\n" << data << "\n\n"; \
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} \
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VERIFY_IS_APPROX(value, data); \
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}
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#define VERIFY_UNIFORMi(NAME,TYPE) { \
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TYPE value = TYPE::Random().eval().cast<float>().cast<TYPE::Scalar>(); \
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TYPE data; \
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int loc = glGetUniformLocation(prg_id, #NAME); \
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VERIFY((loc!=-1) && "uniform not found"); \
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glUniform(loc,value); \
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glGetUniformiv(prg_id,loc,(GLint*)data.data()); \
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if(!value.isApprox(data)) { \
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std::cerr << "Expected:\n" << value << "\n" << "got\n" << data << "\n\n"; \
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} \
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VERIFY_IS_APPROX(value, data); \
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}
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void printInfoLog(GLuint objectID)
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{
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int infologLength, charsWritten;
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GLchar *infoLog;
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glGetProgramiv(objectID,GL_INFO_LOG_LENGTH, &infologLength);
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if(infologLength > 0)
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{
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infoLog = new GLchar[infologLength];
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glGetProgramInfoLog(objectID, infologLength, &charsWritten, infoLog);
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if (charsWritten>0)
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std::cerr << "Shader info : \n" << infoLog << std::endl;
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delete[] infoLog;
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}
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}
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GLint createShader(const char* vtx, const char* frg)
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{
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GLint prg_id = glCreateProgram();
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GLint vtx_id = glCreateShader(GL_VERTEX_SHADER);
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GLint frg_id = glCreateShader(GL_FRAGMENT_SHADER);
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GLint ok;
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glShaderSource(vtx_id, 1, &vtx, 0);
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glCompileShader(vtx_id);
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glGetShaderiv(vtx_id,GL_COMPILE_STATUS,&ok);
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if(!ok)
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{
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std::cerr << "vtx compilation failed\n";
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}
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glShaderSource(frg_id, 1, &frg, 0);
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glCompileShader(frg_id);
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glGetShaderiv(frg_id,GL_COMPILE_STATUS,&ok);
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if(!ok)
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{
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std::cerr << "frg compilation failed\n";
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}
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glAttachShader(prg_id, vtx_id);
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glAttachShader(prg_id, frg_id);
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glLinkProgram(prg_id);
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glGetProgramiv(prg_id,GL_LINK_STATUS,&ok);
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if(!ok)
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{
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std::cerr << "linking failed\n";
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}
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printInfoLog(prg_id);
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glUseProgram(prg_id);
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return prg_id;
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}
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void test_openglsupport()
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{
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int argc = 0;
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glutInit(&argc, 0);
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glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
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glutInitWindowPosition (0,0);
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glutInitWindowSize(10, 10);
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if(glutCreateWindow("Eigen") <= 0)
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{
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std::cerr << "Error: Unable to create GLUT Window.\n";
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exit(1);
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}
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glewExperimental = GL_TRUE;
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if(glewInit() != GLEW_OK)
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{
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std::cerr << "Warning: Failed to initialize GLEW\n";
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}
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Vector3f v3f;
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Matrix3f rot;
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glBegin(GL_POINTS);
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glVertex(v3f);
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glVertex(2*v3f+v3f);
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glVertex(rot*v3f);
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glEnd();
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// 4x4 matrices
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Matrix4f mf44; mf44.setRandom();
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VERIFY_MATRIX(glLoadMatrix(mf44), mf44);
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VERIFY_MATRIX(glMultMatrix(mf44), mf44);
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Matrix4d md44; md44.setRandom();
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VERIFY_MATRIX(glLoadMatrix(md44), md44);
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VERIFY_MATRIX(glMultMatrix(md44), md44);
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// Quaternion
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Quaterniond qd(AngleAxisd(internal::random<double>(), Vector3d::Random()));
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VERIFY_MATRIX(glRotate(qd), Projective3d(qd).matrix());
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Quaternionf qf(AngleAxisf(internal::random<double>(), Vector3f::Random()));
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VERIFY_MATRIX(glRotate(qf), Projective3f(qf).matrix());
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// 3D Transform
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Transform<float,3,AffineCompact> acf3; acf3.matrix().setRandom();
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VERIFY_MATRIX(glLoadMatrix(acf3), Projective3f(acf3).matrix());
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VERIFY_MATRIX(glMultMatrix(acf3), Projective3f(acf3).matrix());
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Transform<float,3,Affine> af3(acf3);
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VERIFY_MATRIX(glLoadMatrix(af3), Projective3f(af3).matrix());
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VERIFY_MATRIX(glMultMatrix(af3), Projective3f(af3).matrix());
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Transform<float,3,Projective> pf3; pf3.matrix().setRandom();
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VERIFY_MATRIX(glLoadMatrix(pf3), Projective3f(pf3).matrix());
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VERIFY_MATRIX(glMultMatrix(pf3), Projective3f(pf3).matrix());
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Transform<double,3,AffineCompact> acd3; acd3.matrix().setRandom();
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VERIFY_MATRIX(glLoadMatrix(acd3), Projective3d(acd3).matrix());
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VERIFY_MATRIX(glMultMatrix(acd3), Projective3d(acd3).matrix());
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Transform<double,3,Affine> ad3(acd3);
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VERIFY_MATRIX(glLoadMatrix(ad3), Projective3d(ad3).matrix());
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VERIFY_MATRIX(glMultMatrix(ad3), Projective3d(ad3).matrix());
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Transform<double,3,Projective> pd3; pd3.matrix().setRandom();
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VERIFY_MATRIX(glLoadMatrix(pd3), Projective3d(pd3).matrix());
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VERIFY_MATRIX(glMultMatrix(pd3), Projective3d(pd3).matrix());
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// translations (2D and 3D)
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{
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Vector2f vf2; vf2.setRandom(); Vector3f vf23; vf23 << vf2, 0;
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VERIFY_MATRIX(glTranslate(vf2), Projective3f(Translation3f(vf23)).matrix());
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Vector2d vd2; vd2.setRandom(); Vector3d vd23; vd23 << vd2, 0;
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VERIFY_MATRIX(glTranslate(vd2), Projective3d(Translation3d(vd23)).matrix());
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Vector3f vf3; vf3.setRandom();
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VERIFY_MATRIX(glTranslate(vf3), Projective3f(Translation3f(vf3)).matrix());
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Vector3d vd3; vd3.setRandom();
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VERIFY_MATRIX(glTranslate(vd3), Projective3d(Translation3d(vd3)).matrix());
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Translation<float,3> tf3; tf3.vector().setRandom();
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VERIFY_MATRIX(glTranslate(tf3), Projective3f(tf3).matrix());
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Translation<double,3> td3; td3.vector().setRandom();
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VERIFY_MATRIX(glTranslate(td3), Projective3d(td3).matrix());
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}
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// scaling (2D and 3D)
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{
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Vector2f vf2; vf2.setRandom(); Vector3f vf23; vf23 << vf2, 1;
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VERIFY_MATRIX(glScale(vf2), Projective3f(Scaling(vf23)).matrix());
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Vector2d vd2; vd2.setRandom(); Vector3d vd23; vd23 << vd2, 1;
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VERIFY_MATRIX(glScale(vd2), Projective3d(Scaling(vd23)).matrix());
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Vector3f vf3; vf3.setRandom();
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VERIFY_MATRIX(glScale(vf3), Projective3f(Scaling(vf3)).matrix());
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Vector3d vd3; vd3.setRandom();
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VERIFY_MATRIX(glScale(vd3), Projective3d(Scaling(vd3)).matrix());
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UniformScaling<float> usf(internal::random<float>());
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VERIFY_MATRIX(glScale(usf), Projective3f(usf).matrix());
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UniformScaling<double> usd(internal::random<double>());
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VERIFY_MATRIX(glScale(usd), Projective3d(usd).matrix());
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}
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// uniform
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{
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const char* vtx = "void main(void) { gl_Position = gl_Vertex; }\n";
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if(GLEW_VERSION_2_0)
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{
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#ifdef GL_VERSION_2_0
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const char* frg = ""
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"uniform vec2 v2f;\n"
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"uniform vec3 v3f;\n"
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"uniform vec4 v4f;\n"
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"uniform ivec2 v2i;\n"
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"uniform ivec3 v3i;\n"
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"uniform ivec4 v4i;\n"
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"uniform mat2 m2f;\n"
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"uniform mat3 m3f;\n"
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"uniform mat4 m4f;\n"
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"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";
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GLint prg_id = createShader(vtx,frg);
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VERIFY_UNIFORM(fv,v2f, Vector2f);
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VERIFY_UNIFORM(fv,v3f, Vector3f);
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VERIFY_UNIFORM(fv,v4f, Vector4f);
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VERIFY_UNIFORMi(v2i, Vector2i);
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VERIFY_UNIFORMi(v3i, Vector3i);
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VERIFY_UNIFORMi(v4i, Vector4i);
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VERIFY_UNIFORM(fv,m2f, Matrix2f);
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VERIFY_UNIFORM(fv,m3f, Matrix3f);
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VERIFY_UNIFORM(fv,m4f, Matrix4f);
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#endif
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}
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else
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std::cerr << "Warning: opengl 2.0 was not tested\n";
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if(GLEW_VERSION_2_1)
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{
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#ifdef GL_VERSION_2_1
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const char* frg = "#version 120\n"
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"uniform mat2x3 m23f;\n"
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"uniform mat3x2 m32f;\n"
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"uniform mat2x4 m24f;\n"
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"uniform mat4x2 m42f;\n"
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"uniform mat3x4 m34f;\n"
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"uniform mat4x3 m43f;\n"
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"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";
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GLint prg_id = createShader(vtx,frg);
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typedef Matrix<float,2,3> Matrix23f;
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typedef Matrix<float,3,2> Matrix32f;
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typedef Matrix<float,2,4> Matrix24f;
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typedef Matrix<float,4,2> Matrix42f;
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typedef Matrix<float,3,4> Matrix34f;
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typedef Matrix<float,4,3> Matrix43f;
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VERIFY_UNIFORM(fv,m23f, Matrix23f);
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VERIFY_UNIFORM(fv,m32f, Matrix32f);
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VERIFY_UNIFORM(fv,m24f, Matrix24f);
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VERIFY_UNIFORM(fv,m42f, Matrix42f);
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VERIFY_UNIFORM(fv,m34f, Matrix34f);
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VERIFY_UNIFORM(fv,m43f, Matrix43f);
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#endif
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}
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else
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std::cerr << "Warning: opengl 2.1 was not tested\n";
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if(GLEW_VERSION_3_0)
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{
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#ifdef GL_VERSION_3_0
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const char* frg = "#version 150\n"
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"uniform uvec2 v2ui;\n"
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"uniform uvec3 v3ui;\n"
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"uniform uvec4 v4ui;\n"
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"out vec4 data;\n"
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"void main(void) { data = vec4(v2ui[0]+v3ui[0]+v4ui[0]); }\n";
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GLint prg_id = createShader(vtx,frg);
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typedef Matrix<unsigned int,2,1> Vector2ui;
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typedef Matrix<unsigned int,3,1> Vector3ui;
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typedef Matrix<unsigned int,4,1> Vector4ui;
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VERIFY_UNIFORMi(v2ui, Vector2ui);
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VERIFY_UNIFORMi(v3ui, Vector3ui);
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VERIFY_UNIFORMi(v4ui, Vector4ui);
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#endif
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}
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else
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std::cerr << "Warning: opengl 3.0 was not tested\n";
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#ifdef GLEW_ARB_gpu_shader_fp64
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if(GLEW_ARB_gpu_shader_fp64)
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{
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#ifdef GL_ARB_gpu_shader_fp64
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const char* frg = "#version 150\n"
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"uniform dvec2 v2d;\n"
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"uniform dvec3 v3d;\n"
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"uniform dvec4 v4d;\n"
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"out vec4 data;\n"
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"void main(void) { data = vec4(v2d[0]+v3d[0]+v4d[0]); }\n";
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GLint prg_id = createShader(vtx,frg);
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typedef Vector2d Vector2d;
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typedef Vector3d Vector3d;
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typedef Vector4d Vector4d;
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VERIFY_UNIFORM(dv,v2d, Vector2d);
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VERIFY_UNIFORM(dv,v3d, Vector3d);
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VERIFY_UNIFORM(dv,v4d, Vector4d);
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#endif
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}
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else
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std::cerr << "Warning: GLEW_ARB_gpu_shader_fp64 was not tested\n";
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#else
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std::cerr << "Warning: GLEW_ARB_gpu_shader_fp64 was not tested\n";
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#endif
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}
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}
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