110 lines
3.4 KiB
Markdown
110 lines
3.4 KiB
Markdown
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# Emscripten LEGACY_GL_EMULATION - Immediate Mode Notes
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## Overview
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This document describes the behavior and limitations of Emscripten's `LEGACY_GL_EMULATION` when using OpenGL immediate mode (glBegin/glEnd) in WebAssembly builds.
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## Key Finding: Color Per Vertex Requirement
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**Emscripten's immediate mode requires color to be specified per-vertex, not using OpenGL's "current color" semantic.**
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### Standard OpenGL Behavior
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In desktop OpenGL, you can set a color once and it applies to all subsequent vertices:
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```cpp
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glBegin(GL_TRIANGLES);
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glColor3f(1.0f, 0.0f, 0.0f); // Set current color to red
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glVertex3f(0, 0, 0); // Uses red
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glVertex3f(1, 0, 0); // Still uses red
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glVertex3f(0, 1, 0); // Still uses red
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glEnd();
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```
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### Emscripten Behavior
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In Emscripten's LEGACY_GL_EMULATION, you **must** call `glColor*()` before **each** `glVertex*()`:
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```cpp
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glBegin(GL_TRIANGLES);
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glColor3f(1.0f, 0.0f, 0.0f); // Color for vertex 1
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glVertex3f(0, 0, 0);
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glColor3f(1.0f, 0.0f, 0.0f); // Color for vertex 2 - REQUIRED!
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glVertex3f(1, 0, 0);
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glColor3f(1.0f, 0.0f, 0.0f); // Color for vertex 3 - REQUIRED!
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glVertex3f(0, 1, 0);
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glEnd();
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```
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### Why This Happens
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Emscripten's GLImmediate module calculates vertex stride based on enabled attributes:
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- Position (glVertex3f): 16 bytes (4 floats: x, y, z, w)
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- Color (glColor3f/4f): 4 bytes (4 unsigned bytes: r, g, b, a)
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- **Total stride: 20 bytes per vertex**
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The `numVertices` calculation is:
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```javascript
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numVertices = 4 * vertexCounter / stride
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```
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If color is only specified once but vertices are specified multiple times, `vertexCounter` won't be evenly divisible by `stride`, causing the assertion:
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```
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Assertion failed: `numVertices` must be an integer.
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```
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## Verified Working Functions
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The following immediate mode primitives work correctly with the color-per-vertex pattern:
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| Primitive | Status | Notes |
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|-----------|--------|-------|
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| GL_TRIANGLES | Working | RGB color interpolation works |
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| GL_QUADS | Working | Use glVertex3f (glVertex2f also works) |
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| GL_LINES | Working | |
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| GL_LINE_STRIP | Working | |
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| GL_LINE_LOOP | Working | |
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## Unsupported Functions
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- `glVertex2d` - Not implemented in Emscripten, use `glVertex2f` or `glVertex3f` instead
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## Build Flags
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Enable legacy GL emulation with these Emscripten flags:
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```
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-sLEGACY_GL_EMULATION
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-sMAX_WEBGL_VERSION=2
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```
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You may see these warnings (they are expected):
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```
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WARNING: using emscripten GL emulation. This is a collection of limited workarounds, do not expect it to work.
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WARNING: using emscripten GL immediate mode emulation. This is very limited in what it supports
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```
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## Implications for KiCad
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KiCad uses immediate mode in several places:
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1. Cursor rendering in `opengl_gal.cpp`
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2. Bitmap quad rendering
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3. Antialiasing overlays
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Any code that sets a color once and draws multiple vertices will need modification for WASM builds.
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### Possible Solutions
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1. **Compatibility layer**: Wrap glColor/glVertex calls to automatically replicate colors
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2. **Code modification**: Update KiCad's GAL to always specify color per-vertex
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3. **VBO migration**: Convert immediate mode code to use Vertex Buffer Objects
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## Test Results
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All immediate mode tests pass with the color-per-vertex pattern:
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- RGB triangle with smooth color interpolation
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- Yellow quad
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- White line
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- Cyan line strip
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- Magenta line loop
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See `wasm-app/minimal_test.cpp` for working examples.
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