// This file is part of Eigen, a lightweight C++ template library // for linear algebra. // // Copyright (C) 2010 Gael Guennebaud // // This Source Code Form is subject to the terms of the Mozilla // Public License v. 2.0. If a copy of the MPL was not distributed // with this file, You can obtain one at http://mozilla.org/MPL/2.0/. #ifndef EIGEN_OPENGL_MODULE #define EIGEN_OPENGL_MODULE #include #if defined(__APPLE_CC__) #include #else #include #endif namespace Eigen { /** * \defgroup OpenGLSUpport_Module OpenGL Support module * * This module provides wrapper functions for a couple of OpenGL functions * which simplify the way to pass Eigen's object to openGL. * Here is an exmaple: * * \code * // You need to add path_to_eigen/unsupported to your include path. * #include * // ... * Vector3f x, y; * Matrix3f rot; * * glVertex(y + x * rot); * * Quaternion q; * glRotate(q); * * // ... * \endcode * */ //@{ #define EIGEN_GL_FUNC_DECLARATION(FUNC) \ namespace internal { \ template< typename XprType, \ typename Scalar = typename XprType::Scalar, \ int Rows = XprType::RowsAtCompileTime, \ int Cols = XprType::ColsAtCompileTime, \ bool IsGLCompatible = bool(XprType::Flags&LinearAccessBit) \ && bool(XprType::Flags&DirectAccessBit) \ && (XprType::IsVectorAtCompileTime || (XprType::Flags&RowMajorBit)==0)> \ struct EIGEN_CAT(EIGEN_CAT(gl_,FUNC),_impl); \ \ template \ struct EIGEN_CAT(EIGEN_CAT(gl_,FUNC),_impl) { \ inline static void run(const XprType& p) { \ EIGEN_CAT(EIGEN_CAT(gl_,FUNC),_impl)::type>::run(p); } \ }; \ } \ \ template inline void FUNC(const Eigen::DenseBase& p) { \ EIGEN_CAT(EIGEN_CAT(internal::gl_,FUNC),_impl)::run(p.derived()); \ } #define EIGEN_GL_FUNC_SPECIALIZATION_MAT(FUNC,SCALAR,ROWS,COLS,SUFFIX) \ namespace internal { \ template< typename XprType> struct EIGEN_CAT(EIGEN_CAT(gl_,FUNC),_impl) { \ inline static void run(const XprType& p) { FUNC##SUFFIX(p.data()); } \ }; \ } #define EIGEN_GL_FUNC_SPECIALIZATION_VEC(FUNC,SCALAR,SIZE,SUFFIX) \ namespace internal { \ template< typename XprType> struct EIGEN_CAT(EIGEN_CAT(gl_,FUNC),_impl) { \ inline static void run(const XprType& p) { FUNC##SUFFIX(p.data()); } \ }; \ template< typename XprType> struct EIGEN_CAT(EIGEN_CAT(gl_,FUNC),_impl) { \ inline static void run(const XprType& p) { FUNC##SUFFIX(p.data()); } \ }; \ } EIGEN_GL_FUNC_DECLARATION (glVertex) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glVertex,int, 2,2iv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glVertex,short, 2,2sv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glVertex,float, 2,2fv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glVertex,double, 2,2dv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glVertex,int, 3,3iv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glVertex,short, 3,3sv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glVertex,float, 3,3fv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glVertex,double, 3,3dv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glVertex,int, 4,4iv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glVertex,short, 4,4sv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glVertex,float, 4,4fv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glVertex,double, 4,4dv) EIGEN_GL_FUNC_DECLARATION (glTexCoord) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glTexCoord,int, 2,2iv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glTexCoord,short, 2,2sv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glTexCoord,float, 2,2fv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glTexCoord,double, 2,2dv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glTexCoord,int, 3,3iv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glTexCoord,short, 3,3sv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glTexCoord,float, 3,3fv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glTexCoord,double, 3,3dv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glTexCoord,int, 4,4iv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glTexCoord,short, 4,4sv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glTexCoord,float, 4,4fv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glTexCoord,double, 4,4dv) EIGEN_GL_FUNC_DECLARATION (glColor) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glColor,int, 2,2iv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glColor,short, 2,2sv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glColor,float, 2,2fv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glColor,double, 2,2dv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glColor,int, 3,3iv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glColor,short, 3,3sv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glColor,float, 3,3fv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glColor,double, 3,3dv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glColor,int, 4,4iv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glColor,short, 4,4sv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glColor,float, 4,4fv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glColor,double, 4,4dv) EIGEN_GL_FUNC_DECLARATION (glNormal) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glNormal,int, 3,3iv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glNormal,short, 3,3sv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glNormal,float, 3,3fv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glNormal,double, 3,3dv) inline void glScale2fv(const float* v) { glScalef(v[0], v[1], 1.f); } inline void glScale2dv(const double* v) { glScaled(v[0], v[1], 1.0); } inline void glScale3fv(const float* v) { glScalef(v[0], v[1], v[2]); } inline void glScale3dv(const double* v) { glScaled(v[0], v[1], v[2]); } EIGEN_GL_FUNC_DECLARATION (glScale) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glScale,float, 2,2fv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glScale,double, 2,2dv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glScale,float, 3,3fv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glScale,double, 3,3dv) template void glScale(const UniformScaling& s) { glScale(Matrix::Constant(s.factor())); } inline void glTranslate2fv(const float* v) { glTranslatef(v[0], v[1], 0.f); } inline void glTranslate2dv(const double* v) { glTranslated(v[0], v[1], 0.0); } inline void glTranslate3fv(const float* v) { glTranslatef(v[0], v[1], v[2]); } inline void glTranslate3dv(const double* v) { glTranslated(v[0], v[1], v[2]); } EIGEN_GL_FUNC_DECLARATION (glTranslate) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glTranslate,float, 2,2fv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glTranslate,double, 2,2dv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glTranslate,float, 3,3fv) EIGEN_GL_FUNC_SPECIALIZATION_VEC(glTranslate,double, 3,3dv) template void glTranslate(const Translation& t) { glTranslate(t.vector()); } template void glTranslate(const Translation& t) { glTranslate(t.vector()); } EIGEN_GL_FUNC_DECLARATION (glMultMatrix) EIGEN_GL_FUNC_SPECIALIZATION_MAT(glMultMatrix,float, 4,4,f) EIGEN_GL_FUNC_SPECIALIZATION_MAT(glMultMatrix,double, 4,4,d) template void glMultMatrix(const Transform& t) { glMultMatrix(t.matrix()); } template void glMultMatrix(const Transform& t) { glMultMatrix(t.matrix()); } template void glMultMatrix(const Transform& t) { glMultMatrix(Transform(t).matrix()); } EIGEN_GL_FUNC_DECLARATION (glLoadMatrix) EIGEN_GL_FUNC_SPECIALIZATION_MAT(glLoadMatrix,float, 4,4,f) EIGEN_GL_FUNC_SPECIALIZATION_MAT(glLoadMatrix,double, 4,4,d) template void glLoadMatrix(const Transform& t) { glLoadMatrix(t.matrix()); } template void glLoadMatrix(const Transform& t) { glLoadMatrix(t.matrix()); } template void glLoadMatrix(const Transform& t) { glLoadMatrix(Transform(t).matrix()); } inline void glRotate(const Rotation2D& rot) { glRotatef(rot.angle()*180.f/float(M_PI), 0.f, 0.f, 1.f); } inline void glRotate(const Rotation2D& rot) { glRotated(rot.angle()*180.0/M_PI, 0.0, 0.0, 1.0); } template void glRotate(const RotationBase& rot) { Transform tr(rot); glMultMatrix(tr.matrix()); } #define EIGEN_GL_MAKE_CONST_const const #define EIGEN_GL_MAKE_CONST__ #define EIGEN_GL_EVAL(X) X #define EIGEN_GL_FUNC1_DECLARATION(FUNC,ARG1,CONST) \ namespace internal { \ template< typename XprType, \ typename Scalar = typename XprType::Scalar, \ int Rows = XprType::RowsAtCompileTime, \ int Cols = XprType::ColsAtCompileTime, \ bool IsGLCompatible = bool(XprType::Flags&LinearAccessBit) \ && bool(XprType::Flags&DirectAccessBit) \ && (XprType::IsVectorAtCompileTime || (XprType::Flags&RowMajorBit)==0)> \ struct EIGEN_CAT(EIGEN_CAT(gl_,FUNC),_impl); \ \ template \ struct EIGEN_CAT(EIGEN_CAT(gl_,FUNC),_impl) { \ inline static void run(ARG1 a,EIGEN_GL_EVAL(EIGEN_GL_MAKE_CONST_##CONST) XprType& p) { \ EIGEN_CAT(EIGEN_CAT(gl_,FUNC),_impl)::type>::run(a,p); } \ }; \ } \ \ template inline void FUNC(ARG1 a,EIGEN_GL_EVAL(EIGEN_GL_MAKE_CONST_##CONST) Eigen::DenseBase& p) { \ EIGEN_CAT(EIGEN_CAT(internal::gl_,FUNC),_impl)::run(a,p.derived()); \ } #define EIGEN_GL_FUNC1_SPECIALIZATION_MAT(FUNC,ARG1,CONST,SCALAR,ROWS,COLS,SUFFIX) \ namespace internal { \ template< typename XprType> struct EIGEN_CAT(EIGEN_CAT(gl_,FUNC),_impl) { \ inline static void run(ARG1 a, EIGEN_GL_EVAL(EIGEN_GL_MAKE_CONST_##CONST) XprType& p) { FUNC##SUFFIX(a,p.data()); } \ }; \ } #define EIGEN_GL_FUNC1_SPECIALIZATION_VEC(FUNC,ARG1,CONST,SCALAR,SIZE,SUFFIX) \ namespace internal { \ template< typename XprType> struct EIGEN_CAT(EIGEN_CAT(gl_,FUNC),_impl) { \ inline static void run(ARG1 a, EIGEN_GL_EVAL(EIGEN_GL_MAKE_CONST_##CONST) XprType& p) { FUNC##SUFFIX(a,p.data()); } \ }; \ template< typename XprType> struct EIGEN_CAT(EIGEN_CAT(gl_,FUNC),_impl) { \ inline static void run(ARG1 a, EIGEN_GL_EVAL(EIGEN_GL_MAKE_CONST_##CONST) XprType& p) { FUNC##SUFFIX(a,p.data()); } \ }; \ } EIGEN_GL_FUNC1_DECLARATION (glGet,GLenum,_) EIGEN_GL_FUNC1_SPECIALIZATION_MAT(glGet,GLenum,_,float, 4,4,Floatv) EIGEN_GL_FUNC1_SPECIALIZATION_MAT(glGet,GLenum,_,double, 4,4,Doublev) // glUniform API #ifdef GL_VERSION_2_0 inline void glUniform2fv_ei (GLint loc, const float* v) { glUniform2fv(loc,1,v); } inline void glUniform2iv_ei (GLint loc, const int* v) { glUniform2iv(loc,1,v); } inline void glUniform3fv_ei (GLint loc, const float* v) { glUniform3fv(loc,1,v); } inline void glUniform3iv_ei (GLint loc, const int* v) { glUniform3iv(loc,1,v); } inline void glUniform4fv_ei (GLint loc, const float* v) { glUniform4fv(loc,1,v); } inline void glUniform4iv_ei (GLint loc, const int* v) { glUniform4iv(loc,1,v); } inline void glUniformMatrix2fv_ei (GLint loc, const float* v) { glUniformMatrix2fv(loc,1,false,v); } inline void glUniformMatrix3fv_ei (GLint loc, const float* v) { glUniformMatrix3fv(loc,1,false,v); } inline void glUniformMatrix4fv_ei (GLint loc, const float* v) { glUniformMatrix4fv(loc,1,false,v); } EIGEN_GL_FUNC1_DECLARATION (glUniform,GLint,const) EIGEN_GL_FUNC1_SPECIALIZATION_VEC(glUniform,GLint,const,float, 2,2fv_ei) EIGEN_GL_FUNC1_SPECIALIZATION_VEC(glUniform,GLint,const,int, 2,2iv_ei) EIGEN_GL_FUNC1_SPECIALIZATION_VEC(glUniform,GLint,const,float, 3,3fv_ei) EIGEN_GL_FUNC1_SPECIALIZATION_VEC(glUniform,GLint,const,int, 3,3iv_ei) EIGEN_GL_FUNC1_SPECIALIZATION_VEC(glUniform,GLint,const,float, 4,4fv_ei) EIGEN_GL_FUNC1_SPECIALIZATION_VEC(glUniform,GLint,const,int, 4,4iv_ei) EIGEN_GL_FUNC1_SPECIALIZATION_MAT(glUniform,GLint,const,float, 2,2,Matrix2fv_ei) EIGEN_GL_FUNC1_SPECIALIZATION_MAT(glUniform,GLint,const,float, 3,3,Matrix3fv_ei) EIGEN_GL_FUNC1_SPECIALIZATION_MAT(glUniform,GLint,const,float, 4,4,Matrix4fv_ei) #endif #ifdef GL_VERSION_2_1 static void glUniformMatrix2x3fv_ei(GLint loc, const float* v) { glUniformMatrix2x3fv(loc,1,false,v); } static void glUniformMatrix3x2fv_ei(GLint loc, const float* v) { glUniformMatrix3x2fv(loc,1,false,v); } static void glUniformMatrix2x4fv_ei(GLint loc, const float* v) { glUniformMatrix2x4fv(loc,1,false,v); } static void glUniformMatrix4x2fv_ei(GLint loc, const float* v) { glUniformMatrix4x2fv(loc,1,false,v); } static void glUniformMatrix3x4fv_ei(GLint loc, const float* v) { glUniformMatrix3x4fv(loc,1,false,v); } static void glUniformMatrix4x3fv_ei(GLint loc, const float* v) { glUniformMatrix4x3fv(loc,1,false,v); } EIGEN_GL_FUNC1_SPECIALIZATION_MAT(glUniform,GLint,const,float, 2,3,Matrix2x3fv_ei) EIGEN_GL_FUNC1_SPECIALIZATION_MAT(glUniform,GLint,const,float, 3,2,Matrix3x2fv_ei) EIGEN_GL_FUNC1_SPECIALIZATION_MAT(glUniform,GLint,const,float, 2,4,Matrix2x4fv_ei) EIGEN_GL_FUNC1_SPECIALIZATION_MAT(glUniform,GLint,const,float, 4,2,Matrix4x2fv_ei) EIGEN_GL_FUNC1_SPECIALIZATION_MAT(glUniform,GLint,const,float, 3,4,Matrix3x4fv_ei) EIGEN_GL_FUNC1_SPECIALIZATION_MAT(glUniform,GLint,const,float, 4,3,Matrix4x3fv_ei) #endif #ifdef GL_VERSION_3_0 inline void glUniform2uiv_ei (GLint loc, const unsigned int* v) { glUniform2uiv(loc,1,v); } inline void glUniform3uiv_ei (GLint loc, const unsigned int* v) { glUniform3uiv(loc,1,v); } inline void glUniform4uiv_ei (GLint loc, const unsigned int* v) { glUniform4uiv(loc,1,v); } EIGEN_GL_FUNC1_SPECIALIZATION_VEC(glUniform,GLint,const,unsigned int, 2,2uiv_ei) EIGEN_GL_FUNC1_SPECIALIZATION_VEC(glUniform,GLint,const,unsigned int, 3,3uiv_ei) EIGEN_GL_FUNC1_SPECIALIZATION_VEC(glUniform,GLint,const,unsigned int, 4,4uiv_ei) #endif #ifdef GL_ARB_gpu_shader_fp64 inline void glUniform2dv_ei (GLint loc, const double* v) { glUniform2dv(loc,1,v); } inline void glUniform3dv_ei (GLint loc, const double* v) { glUniform3dv(loc,1,v); } inline void glUniform4dv_ei (GLint loc, const double* v) { glUniform4dv(loc,1,v); } EIGEN_GL_FUNC1_SPECIALIZATION_VEC(glUniform,GLint,const,double, 2,2dv_ei) EIGEN_GL_FUNC1_SPECIALIZATION_VEC(glUniform,GLint,const,double, 3,3dv_ei) EIGEN_GL_FUNC1_SPECIALIZATION_VEC(glUniform,GLint,const,double, 4,4dv_ei) #endif //@} } #endif // EIGEN_OPENGL_MODULE