pcbjam/tests/gal-regression/wasm/generate_shaders.py

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#!/usr/bin/env python3
"""
Generate C++ shader headers from KiCad GLSL files.
This script converts GLSL shader files to C++ headers compatible with
KiCad's BUILTIN_SHADERS namespace.
"""
import os
import sys
import re
def convert_glsl120_to_es100(shader_source, is_fragment_shader):
"""
Convert GLSL 1.20 (OpenGL 2.1) shader to GLSL ES 1.00 (WebGL 1.0).
GLSL ES 1.00 is similar to GLSL 1.20 but:
- No #version directive needed (defaults to 100)
- Needs precision qualifiers
- attribute/varying are the correct keywords (not in/out)
- gl_FragColor is correct (not custom output)
- texture2D is correct (not texture)
- STRICT: int * float not allowed - need explicit float literals
Main changes needed:
- Remove #version 120 (ES 1.00 is default)
- Add precision qualifiers
- Fix int * float type issues (2 * x -> 2.0 * x)
"""
lines = shader_source.split('\n')
result = []
added_precision = False
# Pattern to find integer literals multiplied by variables
# Matches patterns like "2 * var" or "2* var" etc
int_mult_pattern = re.compile(r'\b(\d+)\s*\*\s*([a-zA-Z_])')
for line in lines:
stripped = line.strip()
# Skip the #version directive - ES 1.00 doesn't use it
if stripped.startswith('#version'):
# Add precision qualifiers instead
if not added_precision:
result.append('// GLSL ES 1.00 (WebGL 1.0) - converted from GLSL 1.20')
result.append('precision highp float;')
result.append('precision highp int;')
result.append('')
added_precision = True
continue
# Fix int * float type issues: "2 * x" -> "2.0 * x"
# Only convert integers that don't already have a decimal point
def fix_int_mult(match):
int_val = match.group(1)
var_start = match.group(2)
# Add .0 to make it a float literal
return f'{int_val}.0 * {var_start}'
line = int_mult_pattern.sub(fix_int_mult, line)
result.append(line)
# If no version was found but we haven't added precision yet, add it at the start
if not added_precision:
prefix = ['// GLSL ES 1.00 (WebGL 1.0)', 'precision highp float;', 'precision highp int;', '']
result = prefix + result
return '\n'.join(result)
def convert_shader_to_cpp(source_path, var_name):
"""Convert a shader file to C++ header content."""
with open(source_path, 'rb') as f:
data = f.read()
# Convert GLSL 1.20 to GLSL ES 1.00 for WebGL 1.0 compatibility
# (ES 1.00 is closer to GLSL 1.20 and doesn't conflict with Emscripten prepends)
shader_source = data.decode('utf-8')
is_fragment = '_frag' in var_name or 'frag' in source_path.lower()
shader_source = convert_glsl120_to_es100(shader_source, is_fragment)
data = shader_source.encode('utf-8')
# Convert to hex array
hex_values = ', '.join(f'0x{b:02x}' for b in data)
hex_values += ', 0x00' # Null terminate
array_size = len(data)
header_content = f"""// Auto-generated shader header from {os.path.basename(source_path)}
#ifndef {var_name.upper()}_H
#define {var_name.upper()}_H
#include <string>
namespace KIGFX {{
namespace BUILTIN_SHADERS {{
extern std::string {var_name};
}}
}}
#endif // {var_name.upper()}_H
"""
cpp_content = f"""// Auto-generated from {os.path.basename(source_path)}
#include <string>
#include "{var_name}.h"
namespace KIGFX {{
namespace BUILTIN_SHADERS {{
static unsigned char {var_name}_bytes[] = {{ {hex_values} }};
std::string {var_name} = std::string(reinterpret_cast<char const*>({var_name}_bytes), {array_size});
}}
}}
"""
return header_content, cpp_content
def main():
script_dir = os.path.dirname(os.path.abspath(__file__))
kicad_root = os.path.abspath(os.path.join(script_dir, '..', '..', '..', 'kicad'))
shaders_dir = os.path.join(kicad_root, 'common', 'gal', 'shaders')
output_dir = os.path.join(script_dir, 'generated')
os.makedirs(output_dir, exist_ok=True)
shaders = [
('kicad_frag.glsl', 'glsl_kicad_frag'),
('kicad_vert.glsl', 'glsl_kicad_vert'),
('smaa_base.glsl', 'glsl_smaa_base'),
('smaa_pass_1_frag_color.glsl', 'glsl_smaa_pass_1_frag_color'),
('smaa_pass_1_frag_luma.glsl', 'glsl_smaa_pass_1_frag_luma'),
('smaa_pass_1_vert.glsl', 'glsl_smaa_pass_1_vert'),
('smaa_pass_2_frag.glsl', 'glsl_smaa_pass_2_frag'),
('smaa_pass_2_vert.glsl', 'glsl_smaa_pass_2_vert'),
('smaa_pass_3_frag.glsl', 'glsl_smaa_pass_3_frag'),
('smaa_pass_3_vert.glsl', 'glsl_smaa_pass_3_vert'),
]
generated_cpp_files = []
for shader_file, var_name in shaders:
source_path = os.path.join(shaders_dir, shader_file)
if not os.path.exists(source_path):
print(f"Warning: {source_path} not found, skipping")
continue
header_content, cpp_content = convert_shader_to_cpp(source_path, var_name)
header_path = os.path.join(output_dir, f'{var_name}.h')
cpp_path = os.path.join(output_dir, f'{var_name}.cpp')
with open(header_path, 'w') as f:
f.write(header_content)
with open(cpp_path, 'w') as f:
f.write(cpp_content)
generated_cpp_files.append(cpp_path)
print(f"Generated {var_name}.h and {var_name}.cpp")
print(f"\nGenerated {len(generated_cpp_files)} shader files in {output_dir}")
if __name__ == '__main__':
main()