// 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_H #define EIGEN_OPENGL_MODULE_H #include "../../Eigen/Geometry" #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 example: * * \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 ::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 \ 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 \ struct EIGEN_CAT(EIGEN_CAT(gl_, FUNC), _impl) { \ inline static void run(const XprType& p) { FUNC##SUFFIX(p.data()); } \ }; \ template \ 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(EIGEN_PI), 0.f, 0.f, 1.f); } inline void glRotate(const Rotation2D& rot) { glRotated(rot.angle() * 180.0 / double(EIGEN_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 ::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 \ 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 \ 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 \ 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 inline void glUniformMatrix2x3fv_ei(GLint loc, const float* v) { glUniformMatrix2x3fv(loc, 1, false, v); } inline void glUniformMatrix3x2fv_ei(GLint loc, const float* v) { glUniformMatrix3x2fv(loc, 1, false, v); } inline void glUniformMatrix2x4fv_ei(GLint loc, const float* v) { glUniformMatrix2x4fv(loc, 1, false, v); } inline void glUniformMatrix4x2fv_ei(GLint loc, const float* v) { glUniformMatrix4x2fv(loc, 1, false, v); } inline void glUniformMatrix3x4fv_ei(GLint loc, const float* v) { glUniformMatrix3x4fv(loc, 1, false, v); } inline 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 //@} } // namespace Eigen #endif // EIGEN_OPENGL_MODULE_H