feat: ✨ enable WASM 3D viewer build — FFP link stubs, drop glemu shim
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
68c711e633
commit
0195ff0941
5 changed files with 157 additions and 434 deletions
|
|
@ -388,14 +388,18 @@ if [ "${APP_NAME}" = "sym_convert" ]; then
|
||||||
fi
|
fi
|
||||||
|
|
||||||
# 3D viewer (experimental): opt in with BUILD_3D_VIEWER=ON. Default OFF keeps
|
# 3D viewer (experimental): opt in with BUILD_3D_VIEWER=ON. Default OFF keeps
|
||||||
# existing/CI builds unchanged and the 3D stubs in place. When ON, the 3D
|
# existing/CI builds unchanged and the 3D stubs in place. When ON, the 3D viewer
|
||||||
# viewer's fixed-function OpenGL renderer needs Emscripten's legacy GL emulation
|
# renders with the GL-free CPU raytracer (RENDER_3D_RAYTRACE_RAM) blitted to the
|
||||||
# plus our immediate-mode shim (color-per-vertex + double-precision helpers).
|
# canvas through a plain WebGL2 textured quad — no -sLEGACY_GL_EMULATION. KiCad's
|
||||||
|
# fixed-function OpenGL renderer is still compiled (shared files reference it) but
|
||||||
|
# never executed on WASM, so its FFP/GLU entry points are satisfied at link time
|
||||||
|
# by no-op stubs (gl_ffp_stub.c). See docs/features/fork-cleanup/10-3d-viewer.md.
|
||||||
BUILD_3D_VIEWER="${BUILD_3D_VIEWER:-OFF}"
|
BUILD_3D_VIEWER="${BUILD_3D_VIEWER:-OFF}"
|
||||||
GL3D_LINK_FLAGS=""
|
GL3D_LINK_FLAGS=""
|
||||||
if [ "${BUILD_3D_VIEWER}" = "ON" ]; then
|
if [ "${BUILD_3D_VIEWER}" = "ON" ]; then
|
||||||
log_info "3D viewer ENABLED for WASM (BUILD_3D_VIEWER=ON)"
|
log_info "3D viewer ENABLED for WASM (BUILD_3D_VIEWER=ON)"
|
||||||
GL3D_LINK_FLAGS="-sLEGACY_GL_EMULATION --js-library ${WASM_LAYER}/shims/gl_immediate_shim.js"
|
emcc -c -I"${STUBS_DIR}" "${STUBS_DIR}/gl_ffp_stub.c" -o "${STUBS_BUILD}/gl_ffp_stub.o"
|
||||||
|
GL3D_LINK_FLAGS="${STUBS_BUILD}/gl_ffp_stub.o"
|
||||||
fi
|
fi
|
||||||
|
|
||||||
emcmake cmake "${KICAD_DIR}" \
|
emcmake cmake "${KICAD_DIR}" \
|
||||||
|
|
|
||||||
|
|
@ -24,8 +24,10 @@ import { waitForPcbnew } from './utils/pcbnew-ready';
|
||||||
const KICAD_VERSION_DIR = '9.99';
|
const KICAD_VERSION_DIR = '9.99';
|
||||||
const PROJECT_DIR_MEMFS = `/home/kicad/documents/kicad/${KICAD_VERSION_DIR}/projects`;
|
const PROJECT_DIR_MEMFS = `/home/kicad/documents/kicad/${KICAD_VERSION_DIR}/projects`;
|
||||||
|
|
||||||
// Small, no-external-libs RF board — fast to load, no missing-libs dialog.
|
// pic_programmer frames correctly in the default 3D camera (the microwave demo
|
||||||
const DEMO = { name: 'microwave', dir: 'microwave', stem: 'microwave' } as const;
|
// has a known board-bounding-box scale bug that projects it off-screen — a
|
||||||
|
// separate follow-up). Loads cleanly in this harness (see 2D load tests).
|
||||||
|
const DEMO = { name: 'pic_programmer', dir: 'pic_programmer', stem: 'pic_programmer' } as const;
|
||||||
|
|
||||||
async function loadBoard(page: Page, testLogger: { consoleLogs: string[]; errors: string[] }): Promise<void> {
|
async function loadBoard(page: Page, testLogger: { consoleLogs: string[]; errors: string[] }): Promise<void> {
|
||||||
const pcbFilename = `${DEMO.stem}.kicad_pcb`;
|
const pcbFilename = `${DEMO.stem}.kicad_pcb`;
|
||||||
|
|
@ -115,17 +117,48 @@ test.describe('3D viewer from pcbnew', () => {
|
||||||
console.log(`[TEST] glcanvas count after opening 3D viewer: ${glAfter}`);
|
console.log(`[TEST] glcanvas count after opening 3D viewer: ${glAfter}`);
|
||||||
expect(glAfter, 'a new WebGL canvas should appear for the 3D viewer').toBeGreaterThan(glBefore);
|
expect(glAfter, 'a new WebGL canvas should appear for the 3D viewer').toBeGreaterThan(glBefore);
|
||||||
|
|
||||||
// The 3D reload runs through asyncify; give it time to build & render the
|
// The 3D reload + raytrace run through asyncify; give them time to build
|
||||||
// board, then screenshot for visual validation (per CLAUDE.md).
|
// the scene and render a few progressive passes.
|
||||||
await page.waitForTimeout(4000);
|
await page.waitForTimeout(5000);
|
||||||
|
|
||||||
await page.screenshot({ path: `test-results/3d-viewer-${DEMO.name}.png`, scale: 'device' });
|
await page.screenshot({ path: `test-results/3d-viewer-${DEMO.name}.png`, scale: 'device' });
|
||||||
|
|
||||||
// The newest GL canvas is the 3D viewer's — screenshot it on its own too.
|
// Read the 3D viewer canvas (the newest glcanvas) directly from its backing
|
||||||
const newCanvas = page.locator('canvas[id^="glcanvas-"]').last();
|
// store: copy it onto a 2D canvas with drawImage and sample pixels. This is
|
||||||
if (await newCanvas.isVisible().catch(() => false)) {
|
// reliable thanks to preserveDrawingBuffer=true, whereas Playwright's CDP
|
||||||
await newCanvas.screenshot({ path: `test-results/3d-viewer-${DEMO.name}-canvas.png` })
|
// screenshot of a WebGL canvas on swiftshader comes back blank. We save the
|
||||||
.catch((e: unknown) => console.log(`[TEST] canvas screenshot failed: ${e}`));
|
// copy as a PNG (the real visual artifact) and assert the board rendered by
|
||||||
}
|
// checking the canvas is not a single uniform colour.
|
||||||
|
const render = await page.evaluate(() => {
|
||||||
|
const list = document.querySelectorAll('canvas[id^="glcanvas-"]');
|
||||||
|
const el = list[list.length - 1] as HTMLCanvasElement;
|
||||||
|
const tmp = document.createElement('canvas');
|
||||||
|
tmp.width = el.width;
|
||||||
|
tmp.height = el.height;
|
||||||
|
const ctx = tmp.getContext('2d')!;
|
||||||
|
ctx.drawImage(el, 0, 0);
|
||||||
|
|
||||||
|
const colors = new Set<string>();
|
||||||
|
for (let i = 0; i < 16; i++) {
|
||||||
|
for (let j = 0; j < 16; j++) {
|
||||||
|
const d = ctx.getImageData(Math.floor(el.width * i / 16),
|
||||||
|
Math.floor(el.height * j / 16), 1, 1).data;
|
||||||
|
colors.add(`${d[0]},${d[1]},${d[2]}`);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return { id: el.id, w: el.width, h: el.height, distinctColors: colors.size,
|
||||||
|
dataUrl: tmp.toDataURL('image/png') };
|
||||||
|
});
|
||||||
|
console.log(`[TEST] 3D canvas ${render.id} ${render.w}x${render.h}, distinct colours: ${render.distinctColors}`);
|
||||||
|
|
||||||
|
const b64 = render.dataUrl.replace(/^data:image\/png;base64,/, '');
|
||||||
|
require('fs').writeFileSync(`test-results/3d-viewer-${DEMO.name}-render.png`,
|
||||||
|
Buffer.from(b64, 'base64'));
|
||||||
|
|
||||||
|
// A blank/uniform canvas yields ~1 colour; the rendered board has many.
|
||||||
|
expect(render.distinctColors,
|
||||||
|
'the 3D viewer canvas should render the board (many colours), not a blank fill')
|
||||||
|
.toBeGreaterThan(8);
|
||||||
|
|
||||||
// ── Console-clean gates (same signatures load-pcb.spec.ts guards). ──
|
// ── Console-clean gates (same signatures load-pcb.spec.ts guards). ──
|
||||||
const allLines = [...testLogger.consoleLogs, ...testLogger.errors];
|
const allLines = [...testLogger.consoleLogs, ...testLogger.errors];
|
||||||
|
|
|
||||||
|
|
@ -1,418 +0,0 @@
|
||||||
/**
|
|
||||||
* gl_immediate_shim.js
|
|
||||||
*
|
|
||||||
* Custom legacy-OpenGL shims for the KiCad WASM 3D viewer, layered on top of
|
|
||||||
* Emscripten's -sLEGACY_GL_EMULATION. Fills the gaps that emulation leaves:
|
|
||||||
*
|
|
||||||
* 1. Immediate mode (glBegin/glEnd): inject the current color before each
|
|
||||||
* vertex (Emscripten requires a color per vertex) + double-precision
|
|
||||||
* glVertex / glColor overloads.
|
|
||||||
*
|
|
||||||
* 2. Display lists (glGenLists/glNewList/glCallList/...): NOT implemented by
|
|
||||||
* Emscripten at all. KiCad's 3D renderer compiles every board layer into a
|
|
||||||
* display list (client vertex arrays + glDrawArrays, or immediate mode for
|
|
||||||
* the grid) and replays it each frame. We record the GL calls between
|
|
||||||
* glNewList/glEndList and replay them on glCallList. For glDrawArrays the
|
|
||||||
* client array data may be freed after compile, so we snapshot it into a
|
|
||||||
* real (Emscripten-tracked) VBO at record time and replay from the VBO.
|
|
||||||
*
|
|
||||||
* 3. Fixed-function lighting entry points Emscripten lacks (glColorMaterial,
|
|
||||||
* glLightModeli) — stubbed so the link resolves; lighting falls back to
|
|
||||||
* flat/vertex color, which still yields a recognizable board.
|
|
||||||
*
|
|
||||||
* Usage: emcc ... --js-library=wasm/shims/gl_immediate_shim.js
|
|
||||||
*/
|
|
||||||
|
|
||||||
addToLibrary({
|
|
||||||
$GLImmediateShim__deps: [
|
|
||||||
'$GL', '$GLImmediate',
|
|
||||||
'glBegin', 'glEnd', 'glVertex2f', 'glVertex3f', 'glColor3f', 'glColor4f',
|
|
||||||
'glNormal3f', 'glDrawArrays', 'glClear',
|
|
||||||
'glEnable', 'glDisable', 'glBlendFunc', 'glBindTexture', 'glLineWidth',
|
|
||||||
'glDepthMask',
|
|
||||||
'glLightfv', 'glMaterialfv', 'glLightModelfv', 'glLightModelf',
|
|
||||||
'glGenBuffers', 'glBindBuffer', 'glBufferData',
|
|
||||||
'glEnableClientState', 'glDisableClientState',
|
|
||||||
'glVertexPointer', 'glNormalPointer', 'glColorPointer', 'glTexCoordPointer',
|
|
||||||
'malloc', 'free',
|
|
||||||
],
|
|
||||||
$GLImmediateShim__postset: 'GLImmediateShim.init();',
|
|
||||||
$GLImmediateShim: {
|
|
||||||
// ---- GL constants we use directly ----
|
|
||||||
GL_ARRAY_BUFFER: 0x8892,
|
|
||||||
GL_STATIC_DRAW: 0x88E4,
|
|
||||||
GL_FLOAT: 0x1406,
|
|
||||||
GL_COMPILE: 0x1300,
|
|
||||||
// Client-state enums, indexed by GLImmediate attribute slot.
|
|
||||||
CLIENT_STATE: [0x8074 /*VERTEX*/, 0x8075 /*NORMAL*/, 0x8076 /*COLOR*/, 0x8078 /*TEXCOORD*/],
|
|
||||||
|
|
||||||
// ---- immediate-mode color state ----
|
|
||||||
currentColor: null,
|
|
||||||
inBeginEnd: false,
|
|
||||||
colorCalledSinceLastVertex: false,
|
|
||||||
|
|
||||||
// ---- display-list state ----
|
|
||||||
lists: null, // id -> array of replay closures
|
|
||||||
listBuffers: null, // id -> array of malloc'd HEAP ptrs to free on delete
|
|
||||||
nextListId: 1,
|
|
||||||
compiling: 0, // id currently being compiled, or 0
|
|
||||||
tmpIdPtr: 0, // scratch HEAP slot for glGenBuffers output
|
|
||||||
lastImmediateContext: null, // GL context GLImmediate's FFP programs were built for
|
|
||||||
|
|
||||||
// ---- temporary diagnostics (remove once rendering is confirmed) ----
|
|
||||||
dbg: { clears: 0, newLists: 0, snaps: 0, calls: 0, replayDraws: 0 },
|
|
||||||
dbgLog: function(cat, msg) {
|
|
||||||
var d = GLImmediateShim.dbg;
|
|
||||||
if (d[cat] === undefined) d[cat] = 0;
|
|
||||||
d[cat]++;
|
|
||||||
if (d[cat] <= 30) console.log('[DL] ' + msg);
|
|
||||||
else if (d[cat] === 31) console.log('[DL] ...(' + cat + ' further logs suppressed)');
|
|
||||||
},
|
|
||||||
|
|
||||||
origFns: {},
|
|
||||||
initialized: false,
|
|
||||||
|
|
||||||
init: function() {
|
|
||||||
if (GLImmediateShim.initialized) return;
|
|
||||||
if (typeof GLImmediate === 'undefined') return; // retried via postset chain
|
|
||||||
|
|
||||||
console.log('[GLImmediateShim] Initializing legacy-GL + display-list shims');
|
|
||||||
GLImmediateShim.currentColor = new Float32Array([1.0, 1.0, 1.0, 1.0]);
|
|
||||||
GLImmediateShim.lists = {};
|
|
||||||
GLImmediateShim.listBuffers = {};
|
|
||||||
|
|
||||||
var S = GLImmediateShim;
|
|
||||||
S.origFns = {
|
|
||||||
glBegin: _glBegin, glEnd: _glEnd,
|
|
||||||
glVertex2f: _glVertex2f, glVertex3f: _glVertex3f,
|
|
||||||
glColor3f: _glColor3f, glColor4f: _glColor4f,
|
|
||||||
glNormal3f: _glNormal3f, glDrawArrays: _glDrawArrays, glClear: _glClear,
|
|
||||||
glEnable: _glEnable, glDisable: _glDisable, glBlendFunc: _glBlendFunc,
|
|
||||||
glBindTexture: _glBindTexture, glLineWidth: _glLineWidth, glDepthMask: _glDepthMask,
|
|
||||||
};
|
|
||||||
|
|
||||||
// Immediate-mode wrappers (color injection + display-list recording).
|
|
||||||
_glBegin = S.shimBegin;
|
|
||||||
_glEnd = S.shimEnd;
|
|
||||||
_glVertex2f = S.shimVertex2f;
|
|
||||||
_glVertex3f = S.shimVertex3f;
|
|
||||||
_glColor3f = S.shimColor3f;
|
|
||||||
_glColor4f = S.shimColor4f;
|
|
||||||
_glNormal3f = S.shimNormal3f;
|
|
||||||
_glDrawArrays = S.shimDrawArrays;
|
|
||||||
_glClear = S.shimClear;
|
|
||||||
|
|
||||||
// State-setting calls that may appear inside a display list.
|
|
||||||
_glEnable = S.recWrap('glEnable');
|
|
||||||
_glDisable = S.recWrap('glDisable');
|
|
||||||
_glBlendFunc = S.recWrap('glBlendFunc');
|
|
||||||
_glBindTexture = S.recWrap('glBindTexture');
|
|
||||||
_glLineWidth = S.recWrap('glLineWidth');
|
|
||||||
_glDepthMask = S.recWrap('glDepthMask');
|
|
||||||
|
|
||||||
// Emscripten's glemu THROWS on fixed-function light/material pnames it
|
|
||||||
// doesn't implement (e.g. glLightfv GL_SPECULAR/GL_POSITION). KiCad's
|
|
||||||
// lighting setup runs every frame right after the clear, so an unguarded
|
|
||||||
// throw aborts the whole 3D render before the board is drawn. Wrap these
|
|
||||||
// so the supported pnames still take effect and the rest are skipped.
|
|
||||||
S.origFns.glLightfv = _glLightfv;
|
|
||||||
_glLightfv = function(light, pname, params) {
|
|
||||||
try { S.origFns.glLightfv(light, pname, params); }
|
|
||||||
catch (e) { S.dbgLog('lightSkip', 'glLightfv skipped pname=0x' + pname.toString(16)); }
|
|
||||||
};
|
|
||||||
S.origFns.glMaterialfv = _glMaterialfv;
|
|
||||||
_glMaterialfv = function(face, pname, params) {
|
|
||||||
try { S.origFns.glMaterialfv(face, pname, params); }
|
|
||||||
catch (e) { S.dbgLog('matSkip', 'glMaterialfv skipped pname=0x' + pname.toString(16)); }
|
|
||||||
};
|
|
||||||
S.origFns.glLightModelfv = _glLightModelfv;
|
|
||||||
_glLightModelfv = function(pname, params) {
|
|
||||||
try { S.origFns.glLightModelfv(pname, params); } catch (e) {}
|
|
||||||
};
|
|
||||||
S.origFns.glLightModelf = _glLightModelf;
|
|
||||||
_glLightModelf = function(pname, param) {
|
|
||||||
try { S.origFns.glLightModelf(pname, param); } catch (e) {}
|
|
||||||
};
|
|
||||||
|
|
||||||
GLImmediateShim.initialized = true;
|
|
||||||
console.log('[GLImmediateShim] Initialized successfully');
|
|
||||||
},
|
|
||||||
|
|
||||||
record: function(closure) { GLImmediateShim.lists[GLImmediateShim.compiling].push(closure); },
|
|
||||||
|
|
||||||
freeListBuffers: function(list) {
|
|
||||||
var bufs = GLImmediateShim.listBuffers[list];
|
|
||||||
if (bufs) { for (var i = 0; i < bufs.length; i++) _free(bufs[i]); bufs.length = 0; }
|
|
||||||
},
|
|
||||||
|
|
||||||
// Emscripten generates GLImmediate's per-context temp vertex/quad buffer pool
|
|
||||||
// (GL.currentContext.tempVertexBuffers1/2) only once, in GLEmulation.init(),
|
|
||||||
// for whichever context is current then — i.e. the FIRST WebGL context (the
|
|
||||||
// 2D board canvas). The 3D viewer owns a SECOND context that never gets the
|
|
||||||
// pool, so its first immediate-mode/client-array draw throws
|
|
||||||
// ("tempVertexBuffers1 is undefined"). Lazily generate the pool for any
|
|
||||||
// context that lacks it. (quads=true also sets up the quad index buffer the
|
|
||||||
// background gradient's GL_QUADS needs.)
|
|
||||||
ensureTempBuffers: function() {
|
|
||||||
if (typeof GL === 'undefined' || !GL.currentContext || typeof GLImmediate === 'undefined') return;
|
|
||||||
var ctx = GL.currentContext;
|
|
||||||
|
|
||||||
// GLImmediate (legacy GL emulation) is single-context: GLEmulation.init()
|
|
||||||
// sets up its per-context temp buffers + FFP shader programs only for the
|
|
||||||
// FIRST WebGL context (KiCad's 2D board GAL). The 3D viewer owns a SECOND
|
|
||||||
// context that GLImmediate never initialised — we detect it as the one
|
|
||||||
// lacking the temp vertex buffer pool and patch GLImmediate to work on it.
|
|
||||||
if (ctx.tempVertexBuffers1 === undefined && typeof GL.generateTempBuffers === 'function') {
|
|
||||||
GL.generateTempBuffers(true, ctx); // per-context temp vertex/quad buffers
|
|
||||||
ctx.__glsForeign = true; // mark: not GLImmediate's home context
|
|
||||||
GLImmediateShim.dbgLog('tempBuf', 'initialised GLImmediate for the 3D viewer context');
|
|
||||||
}
|
|
||||||
|
|
||||||
if (ctx.__glsForeign) {
|
|
||||||
// createRenderer() reuses the bound user program (GL.currProgram) instead
|
|
||||||
// of building its own FFP program when one is set; the 2D GAL leaves its
|
|
||||||
// (other-context) program bound, which is "not linked" here → FFP draws
|
|
||||||
// silently produce nothing. Zero it every time we render on this context
|
|
||||||
// so the FFP builds + uses a program that belongs to THIS context.
|
|
||||||
GL.currProgram = 0;
|
|
||||||
|
|
||||||
// The FFP renderer/program cache is global and holds the 2D context's
|
|
||||||
// program; drop it once so it regenerates for this context.
|
|
||||||
if (GLImmediateShim.lastImmediateContext !== ctx) {
|
|
||||||
GLImmediateShim.lastImmediateContext = ctx;
|
|
||||||
GLImmediate.currentRenderer = null;
|
|
||||||
GLImmediate.fixedFunctionProgram = 0;
|
|
||||||
if (GLImmediate.MapTreeLib && GLImmediate.rendererCache) {
|
|
||||||
GLImmediate.rendererCache = GLImmediate.MapTreeLib.create();
|
|
||||||
}
|
|
||||||
// Force the regenerated FFP program to receive the current matrices /
|
|
||||||
// light state (a fresh program starts with default uniforms).
|
|
||||||
GLImmediate.matricesModified = true;
|
|
||||||
GLImmediate.lightingModified = true;
|
|
||||||
GLImmediateShim.dbgLog('ctxReset', 'reset FFP program cache for the 3D viewer context');
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
|
|
||||||
// Generic recorder for state calls: when compiling, defer the original call
|
|
||||||
// to replay time; otherwise pass through immediately. The non-compiling path
|
|
||||||
// (the overwhelmingly common case — these wrap hot calls like glEnable that
|
|
||||||
// the 2D GAL makes constantly) forwards arguments without allocating.
|
|
||||||
recWrap: function(name) {
|
|
||||||
return function() {
|
|
||||||
var orig = GLImmediateShim.origFns[name];
|
|
||||||
if (!GLImmediateShim.compiling) return orig.apply(null, arguments);
|
|
||||||
var args = Array.prototype.slice.call(arguments);
|
|
||||||
GLImmediateShim.record(function() { orig.apply(null, args); });
|
|
||||||
};
|
|
||||||
},
|
|
||||||
|
|
||||||
// ---- immediate mode ----
|
|
||||||
shimBegin: function(mode) {
|
|
||||||
if (GLImmediateShim.compiling) { GLImmediateShim.record(function() { _glBegin(mode); }); return; }
|
|
||||||
GLImmediateShim.ensureTempBuffers();
|
|
||||||
GLImmediateShim.inBeginEnd = true;
|
|
||||||
GLImmediateShim.colorCalledSinceLastVertex = false;
|
|
||||||
GLImmediateShim.origFns.glBegin(mode);
|
|
||||||
},
|
|
||||||
shimEnd: function() {
|
|
||||||
if (GLImmediateShim.compiling) { GLImmediateShim.record(function() { _glEnd(); }); return; }
|
|
||||||
GLImmediateShim.inBeginEnd = false;
|
|
||||||
GLImmediateShim.origFns.glEnd();
|
|
||||||
},
|
|
||||||
shimColor3f: function(r, g, b) {
|
|
||||||
if (GLImmediateShim.compiling) { GLImmediateShim.record(function() { _glColor3f(r, g, b); }); return; }
|
|
||||||
var c = GLImmediateShim.currentColor; c[0] = r; c[1] = g; c[2] = b; c[3] = 1.0;
|
|
||||||
if (GLImmediateShim.inBeginEnd) GLImmediateShim.colorCalledSinceLastVertex = true;
|
|
||||||
GLImmediateShim.origFns.glColor3f(r, g, b);
|
|
||||||
},
|
|
||||||
shimColor4f: function(r, g, b, a) {
|
|
||||||
if (GLImmediateShim.compiling) { GLImmediateShim.record(function() { _glColor4f(r, g, b, a); }); return; }
|
|
||||||
var c = GLImmediateShim.currentColor; c[0] = r; c[1] = g; c[2] = b; c[3] = a;
|
|
||||||
if (GLImmediateShim.inBeginEnd) GLImmediateShim.colorCalledSinceLastVertex = true;
|
|
||||||
GLImmediateShim.origFns.glColor4f(r, g, b, a);
|
|
||||||
},
|
|
||||||
injectColor: function() {
|
|
||||||
if (!GLImmediateShim.inBeginEnd) return;
|
|
||||||
if (!GLImmediateShim.colorCalledSinceLastVertex) {
|
|
||||||
var c = GLImmediateShim.currentColor;
|
|
||||||
GLImmediateShim.origFns.glColor4f(c[0], c[1], c[2], c[3]);
|
|
||||||
}
|
|
||||||
GLImmediateShim.colorCalledSinceLastVertex = false;
|
|
||||||
},
|
|
||||||
shimVertex2f: function(x, y) {
|
|
||||||
if (GLImmediateShim.compiling) { GLImmediateShim.record(function() { _glVertex2f(x, y); }); return; }
|
|
||||||
GLImmediateShim.injectColor(); GLImmediateShim.origFns.glVertex2f(x, y);
|
|
||||||
},
|
|
||||||
shimVertex3f: function(x, y, z) {
|
|
||||||
if (GLImmediateShim.compiling) { GLImmediateShim.record(function() { _glVertex3f(x, y, z); }); return; }
|
|
||||||
GLImmediateShim.injectColor(); GLImmediateShim.origFns.glVertex3f(x, y, z);
|
|
||||||
},
|
|
||||||
shimNormal3f: function(x, y, z) {
|
|
||||||
if (GLImmediateShim.compiling) { GLImmediateShim.record(function() { _glNormal3f(x, y, z); }); return; }
|
|
||||||
GLImmediateShim.origFns.glNormal3f(x, y, z);
|
|
||||||
},
|
|
||||||
shimClear: function(mask) {
|
|
||||||
if (GLImmediateShim.compiling) { GLImmediateShim.record(function() { _glClear(mask); }); return; }
|
|
||||||
GLImmediateShim.ensureTempBuffers();
|
|
||||||
var vp = '?', bw = '?', bh = '?';
|
|
||||||
if (typeof GLctx !== 'undefined' && GLctx) {
|
|
||||||
try { var v = GLctx.getParameter(GLctx.VIEWPORT); vp = v[0] + ',' + v[1] + ',' + v[2] + ',' + v[3]; } catch (e) {}
|
|
||||||
bw = GLctx.drawingBufferWidth; bh = GLctx.drawingBufferHeight;
|
|
||||||
}
|
|
||||||
GLImmediateShim.dbgLog('clears', 'glClear mask=0x' + mask.toString(16) +
|
|
||||||
' viewport=[' + vp + '] drawingBuffer=' + bw + 'x' + bh +
|
|
||||||
' listsAlive=' + Object.keys(GLImmediateShim.lists).length);
|
|
||||||
GLImmediateShim.origFns.glClear(mask);
|
|
||||||
},
|
|
||||||
|
|
||||||
// ---- glDrawArrays: snapshot client arrays into a VBO when compiling ----
|
|
||||||
shimDrawArrays: function(mode, first, count) {
|
|
||||||
if (!GLImmediateShim.compiling) { GLImmediateShim.origFns.glDrawArrays(mode, first, count); return; }
|
|
||||||
|
|
||||||
var S = GLImmediateShim;
|
|
||||||
|
|
||||||
// Snapshot each enabled client array into a PERSISTENT HEAP buffer (the
|
|
||||||
// source container may be freed once the list is compiled). At replay we
|
|
||||||
// re-point the client arrays at these buffers with NO VBO bound, so glemu
|
|
||||||
// takes its native client-array path: it reads each separate array from
|
|
||||||
// HEAP and builds its own interleaved per-context temp buffer. (Binding our
|
|
||||||
// own VBOs can't work — glemu binds a single GL_ARRAY_BUFFER, so separate
|
|
||||||
// vertex/normal/texcoord VBOs collide.)
|
|
||||||
var captured = [];
|
|
||||||
for (var slot = 0; slot < 4; slot++) {
|
|
||||||
if (!GLImmediate.enabledClientAttributes[slot]) continue;
|
|
||||||
var a = GLImmediate.clientAttributes[slot];
|
|
||||||
if (!a) continue;
|
|
||||||
var size = a.size;
|
|
||||||
var stride = a.stride || size * 4; // GL_FLOAT arrays; stride 0 = tight
|
|
||||||
var heapPtr = _malloc(count * size * 4); // persists for the list's lifetime
|
|
||||||
var dst = heapPtr >> 2, src = (a.pointer + first * stride) >> 2, strideF = stride >> 2;
|
|
||||||
for (var i = 0; i < count; i++)
|
|
||||||
for (var j = 0; j < size; j++)
|
|
||||||
HEAPF32[dst + i * size + j] = HEAPF32[src + i * strideF + j];
|
|
||||||
captured.push({ slot: slot, size: size, heapPtr: heapPtr });
|
|
||||||
}
|
|
||||||
if (S.listBuffers[S.compiling])
|
|
||||||
for (var b = 0; b < captured.length; b++) S.listBuffers[S.compiling].push(captured[b].heapPtr);
|
|
||||||
|
|
||||||
S.dbgLog('snaps', 'snapshot list=' + S.compiling + ' mode=0x' + mode.toString(16) +
|
|
||||||
' count=' + count + ' capturedSlots=[' + captured.map(function(c){return c.slot;}).join(',') + ']');
|
|
||||||
|
|
||||||
S.record(function() {
|
|
||||||
S.ensureTempBuffers();
|
|
||||||
_glBindBuffer(S.GL_ARRAY_BUFFER, 0); // client arrays from HEAP, not a VBO
|
|
||||||
for (var k = 0; k < captured.length; k++) {
|
|
||||||
var c = captured[k];
|
|
||||||
_glEnableClientState(S.CLIENT_STATE[c.slot]);
|
|
||||||
switch (c.slot) {
|
|
||||||
case 0: _glVertexPointer(c.size, S.GL_FLOAT, 0, c.heapPtr); break;
|
|
||||||
case 1: _glNormalPointer(S.GL_FLOAT, 0, c.heapPtr); break;
|
|
||||||
case 2: _glColorPointer(c.size, S.GL_FLOAT, 0, c.heapPtr); break;
|
|
||||||
case 3: _glTexCoordPointer(c.size, S.GL_FLOAT, 0, c.heapPtr); break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
S.origFns.glDrawArrays(mode, 0, count);
|
|
||||||
if (S.dbg.replayDraws < 8) {
|
|
||||||
S.dbg.replayDraws++;
|
|
||||||
var e = (typeof GLctx !== 'undefined' && GLctx) ? GLctx.getError() : -1;
|
|
||||||
var v0 = captured.length ? (captured[0].heapPtr >> 2) : 0;
|
|
||||||
var fv = captured.length
|
|
||||||
? '(' + HEAPF32[v0].toFixed(3) + ',' + HEAPF32[v0 + 1].toFixed(3) + ',' + HEAPF32[v0 + 2].toFixed(3) + ')'
|
|
||||||
: 'none';
|
|
||||||
var mv = GLImmediate.matrix && GLImmediate.matrix[0], pr = GLImmediate.matrix && GLImmediate.matrix[1];
|
|
||||||
var fmt = function(m) { return m ? '[' + m[0].toFixed(2) + ',' + m[5].toFixed(2) + ',' + m[10].toFixed(2) + ',' + m[12].toFixed(2) + ',' + m[13].toFixed(2) + ',' + m[14].toFixed(2) + ']' : '?'; };
|
|
||||||
console.log('[DL] replay draw count=' + count + ' slots=[' +
|
|
||||||
captured.map(function(c){return c.slot;}).join(',') + '] glError=0x' + e.toString(16) +
|
|
||||||
' v0=' + fv + ' mv' + fmt(mv) + ' proj' + fmt(pr));
|
|
||||||
}
|
|
||||||
for (var m = 0; m < captured.length; m++)
|
|
||||||
_glDisableClientState(S.CLIENT_STATE[captured[m].slot]);
|
|
||||||
});
|
|
||||||
},
|
|
||||||
},
|
|
||||||
|
|
||||||
// ==================================================================
|
|
||||||
// Display lists
|
|
||||||
// ==================================================================
|
|
||||||
glGenLists__deps: ['$GLImmediateShim'],
|
|
||||||
glGenLists: function(range) {
|
|
||||||
if (range <= 0) return 0;
|
|
||||||
var base = GLImmediateShim.nextListId;
|
|
||||||
GLImmediateShim.nextListId += range;
|
|
||||||
for (var i = 0; i < range; i++) {
|
|
||||||
GLImmediateShim.lists[base + i] = [];
|
|
||||||
GLImmediateShim.listBuffers[base + i] = [];
|
|
||||||
}
|
|
||||||
return base;
|
|
||||||
},
|
|
||||||
glIsList__deps: ['$GLImmediateShim'],
|
|
||||||
glIsList: function(list) {
|
|
||||||
return (GLImmediateShim.lists && GLImmediateShim.lists[list]) ? 1 : 0;
|
|
||||||
},
|
|
||||||
glNewList__deps: ['$GLImmediateShim'],
|
|
||||||
glNewList: function(list, mode) {
|
|
||||||
GLImmediateShim.freeListBuffers(list); // rebuilding: free the prior data
|
|
||||||
GLImmediateShim.lists[list] = [];
|
|
||||||
GLImmediateShim.listBuffers[list] = [];
|
|
||||||
GLImmediateShim.compiling = list;
|
|
||||||
},
|
|
||||||
glEndList__deps: ['$GLImmediateShim'],
|
|
||||||
glEndList: function() { GLImmediateShim.compiling = 0; },
|
|
||||||
glCallList__deps: ['$GLImmediateShim'],
|
|
||||||
glCallList: function(list) {
|
|
||||||
var cmds = GLImmediateShim.lists[list];
|
|
||||||
if (!cmds) return;
|
|
||||||
GLImmediateShim.dbgLog('calls', 'callList ' + list + ' cmds=' + cmds.length);
|
|
||||||
for (var i = 0; i < cmds.length; i++) cmds[i]();
|
|
||||||
},
|
|
||||||
glDeleteLists__deps: ['$GLImmediateShim'],
|
|
||||||
glDeleteLists: function(list, range) {
|
|
||||||
for (var i = 0; i < range; i++) {
|
|
||||||
GLImmediateShim.freeListBuffers(list + i);
|
|
||||||
delete GLImmediateShim.lists[list + i];
|
|
||||||
delete GLImmediateShim.listBuffers[list + i];
|
|
||||||
}
|
|
||||||
},
|
|
||||||
|
|
||||||
// ==================================================================
|
|
||||||
// Fixed-function lighting entry points Emscripten lacks (no-op stubs).
|
|
||||||
// Lighting falls back to flat/vertex color — still a recognizable board.
|
|
||||||
// ==================================================================
|
|
||||||
glColorMaterial: function(face, mode) {},
|
|
||||||
glLightModeli: function(pname, param) {},
|
|
||||||
glMaterialf: function(face, pname, param) {},
|
|
||||||
|
|
||||||
// ==================================================================
|
|
||||||
// GLU quadrics (sphere/cylinder/disk) — used for the navigation gizmo and
|
|
||||||
// rounded via/segment ends. Emscripten ships no GLU quadric runtime, so stub
|
|
||||||
// them: a non-null quadric handle plus no-op draws. The board's layer
|
|
||||||
// geometry comes from the display lists, not these, so it still renders.
|
|
||||||
// ==================================================================
|
|
||||||
gluNewQuadric: function() { return 1; },
|
|
||||||
gluDeleteQuadric: function(q) {},
|
|
||||||
gluQuadricDrawStyle: function(q, style) {},
|
|
||||||
gluQuadricNormals: function(q, normals) {},
|
|
||||||
gluCylinder: function(q, base, top, height, slices, stacks) {},
|
|
||||||
gluDisk: function(q, inner, outer, slices, loops) {},
|
|
||||||
gluSphere: function(q, radius, slices, stacks) {},
|
|
||||||
|
|
||||||
// ==================================================================
|
|
||||||
// Double-precision vertex/color overloads (missing in Emscripten)
|
|
||||||
// ==================================================================
|
|
||||||
glVertex2d__deps: ['glVertex2f'],
|
|
||||||
glVertex2d: function(x, y) { _glVertex2f(x, y); },
|
|
||||||
glVertex3d__deps: ['glVertex3f'],
|
|
||||||
glVertex3d: function(x, y, z) { _glVertex3f(x, y, z); },
|
|
||||||
glVertex4d__deps: ['glVertex4f'],
|
|
||||||
glVertex4d: function(x, y, z, w) { _glVertex4f(x, y, z, w); },
|
|
||||||
glColor3d__deps: ['glColor3f'],
|
|
||||||
glColor3d: function(r, g, b) { _glColor3f(r, g, b); },
|
|
||||||
glColor4d__deps: ['glColor4f'],
|
|
||||||
glColor4d: function(r, g, b, a) { _glColor4f(r, g, b, a); },
|
|
||||||
});
|
|
||||||
|
|
||||||
// Ensure GLImmediateShim is included in the build
|
|
||||||
if (typeof extraLibraryFuncs !== 'undefined') {
|
|
||||||
extraLibraryFuncs.push('$GLImmediateShim');
|
|
||||||
}
|
|
||||||
104
wasm/stubs/gl_ffp_stub.c
Normal file
104
wasm/stubs/gl_ffp_stub.c
Normal file
|
|
@ -0,0 +1,104 @@
|
||||||
|
/*
|
||||||
|
* Fixed-function-pipeline (FFP) no-op stubs for the WASM 3D-viewer build.
|
||||||
|
*
|
||||||
|
* KiCad's 3D "OpenGL" renderer (under 3d-viewer/3d_rendering/opengl) is pure
|
||||||
|
* GL 1.x fixed-function: immediate mode, display lists, the matrix stack,
|
||||||
|
* FFP lighting/material, client-state vertex arrays and GLU quadrics. None of
|
||||||
|
* those entry points exist in WebGL2 / GLES3.
|
||||||
|
*
|
||||||
|
* On WASM we do NOT render through that renderer — the 3D viewer draws with the
|
||||||
|
* GL-free CPU raytracer (RENDER_3D_RAYTRACE_RAM) and blits the result with a
|
||||||
|
* plain WebGL2 textured quad (see EDA_3D_CANVAS). The fixed-function renderer is
|
||||||
|
* still compiled (it is referenced from several shared files: eda_3d_canvas,
|
||||||
|
* appearance_controls_3D, panel_preview_3d_model, eda_3d_controller), so its FFP
|
||||||
|
* calls must *link*. These no-op definitions satisfy the linker without dragging
|
||||||
|
* in Emscripten's -sLEGACY_GL_EMULATION (which is module-global, ~200 KB, and was
|
||||||
|
* rejected for this project — see docs/features/fork-cleanup/10-3d-viewer.md).
|
||||||
|
* The functions are never executed at runtime; they only need to exist.
|
||||||
|
*
|
||||||
|
* Signatures are taken verbatim from Emscripten's <GL/gl.h> (and the project's
|
||||||
|
* GLU stub <GL/glu.h>) so the compiler validates them against the same
|
||||||
|
* declarations the renderer is built against.
|
||||||
|
*
|
||||||
|
* Only the symbols absent from core WebGL2/GLES3 are stubbed here. Modern entry
|
||||||
|
* points (glDrawArrays, glGenBuffers, glUseProgram, glTexImage2D, …) are provided
|
||||||
|
* by Emscripten's WebGL library and must NOT be redefined.
|
||||||
|
*/
|
||||||
|
|
||||||
|
#include <GL/gl.h>
|
||||||
|
#include <GL/glu.h> /* resolved to wasm/stubs/GL/glu.h via -I${STUBS_DIR} */
|
||||||
|
|
||||||
|
/* ---- Immediate mode --------------------------------------------------- */
|
||||||
|
void glBegin( GLenum mode ) { (void) mode; }
|
||||||
|
void glEnd( void ) {}
|
||||||
|
void glVertex2f( GLfloat x, GLfloat y ) { (void) x; (void) y; }
|
||||||
|
void glVertex3f( GLfloat x, GLfloat y, GLfloat z ) { (void) x; (void) y; (void) z; }
|
||||||
|
void glVertex3d( GLdouble x, GLdouble y, GLdouble z ) { (void) x; (void) y; (void) z; }
|
||||||
|
void glNormal3f( GLfloat nx, GLfloat ny, GLfloat nz ) { (void) nx; (void) ny; (void) nz; }
|
||||||
|
void glColor3f( GLfloat r, GLfloat g, GLfloat b ) { (void) r; (void) g; (void) b; }
|
||||||
|
void glColor4f( GLfloat r, GLfloat g, GLfloat b, GLfloat a ) { (void) r; (void) g; (void) b; (void) a; }
|
||||||
|
|
||||||
|
/* ---- Display lists ---------------------------------------------------- */
|
||||||
|
GLuint glGenLists( GLsizei range ) { (void) range; return 1; }
|
||||||
|
void glNewList( GLuint list, GLenum mode ) { (void) list; (void) mode; }
|
||||||
|
void glEndList( void ) {}
|
||||||
|
void glCallList( GLuint list ) { (void) list; }
|
||||||
|
void glDeleteLists( GLuint list, GLsizei range ) { (void) list; (void) range; }
|
||||||
|
GLboolean glIsList( GLuint list ) { (void) list; return GL_FALSE; }
|
||||||
|
|
||||||
|
/* ---- Matrix stack ----------------------------------------------------- */
|
||||||
|
void glMatrixMode( GLenum mode ) { (void) mode; }
|
||||||
|
void glLoadIdentity( void ) {}
|
||||||
|
void glLoadMatrixf( const GLfloat* m ) { (void) m; }
|
||||||
|
void glPushMatrix( void ) {}
|
||||||
|
void glPopMatrix( void ) {}
|
||||||
|
void glTranslatef( GLfloat x, GLfloat y, GLfloat z ) { (void) x; (void) y; (void) z; }
|
||||||
|
void glRotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z ) { (void) angle; (void) x; (void) y; (void) z; }
|
||||||
|
void glScalef( GLfloat x, GLfloat y, GLfloat z ) { (void) x; (void) y; (void) z; }
|
||||||
|
void glScaled( GLdouble x, GLdouble y, GLdouble z ) { (void) x; (void) y; (void) z; }
|
||||||
|
|
||||||
|
/* ---- Fixed-function lighting / material ------------------------------- */
|
||||||
|
void glShadeModel( GLenum mode ) { (void) mode; }
|
||||||
|
void glLightfv( GLenum light, GLenum pname, const GLfloat* params ) { (void) light; (void) pname; (void) params; }
|
||||||
|
void glLightModeli( GLenum pname, GLint param ) { (void) pname; (void) param; }
|
||||||
|
void glLightModelfv( GLenum pname, const GLfloat* params ) { (void) pname; (void) params; }
|
||||||
|
void glMaterialf( GLenum face, GLenum pname, GLfloat param ) { (void) face; (void) pname; (void) param; }
|
||||||
|
void glMaterialfv( GLenum face, GLenum pname, const GLfloat* params ) { (void) face; (void) pname; (void) params; }
|
||||||
|
void glColorMaterial( GLenum face, GLenum mode ) { (void) face; (void) mode; }
|
||||||
|
|
||||||
|
/* ---- Client-state vertex arrays --------------------------------------- */
|
||||||
|
void glEnableClientState( GLenum cap ) { (void) cap; }
|
||||||
|
void glDisableClientState( GLenum cap ) { (void) cap; }
|
||||||
|
void glClientActiveTexture( GLenum texture ) { (void) texture; }
|
||||||
|
void glVertexPointer( GLint size, GLenum type, GLsizei stride, const GLvoid* ptr ) { (void) size; (void) type; (void) stride; (void) ptr; }
|
||||||
|
void glNormalPointer( GLenum type, GLsizei stride, const GLvoid* ptr ) { (void) type; (void) stride; (void) ptr; }
|
||||||
|
void glColorPointer( GLint size, GLenum type, GLsizei stride, const GLvoid* ptr ) { (void) size; (void) type; (void) stride; (void) ptr; }
|
||||||
|
void glTexCoordPointer( GLint size, GLenum type, GLsizei stride, const GLvoid* ptr ) { (void) size; (void) type; (void) stride; (void) ptr; }
|
||||||
|
|
||||||
|
/* ---- Fixed-function texture environment ------------------------------- */
|
||||||
|
void glTexEnvf( GLenum target, GLenum pname, GLfloat param ) { (void) target; (void) pname; (void) param; }
|
||||||
|
void glTexEnvi( GLenum target, GLenum pname, GLint param ) { (void) target; (void) pname; (void) param; }
|
||||||
|
void glTexEnvfv( GLenum target, GLenum pname, const GLfloat* params ) { (void) target; (void) pname; (void) params; }
|
||||||
|
|
||||||
|
/* ---- Misc fixed-function state absent from GLES3 ---------------------- */
|
||||||
|
void glAlphaFunc( GLenum func, GLclampf ref ) { (void) func; (void) ref; }
|
||||||
|
void glPolygonMode( GLenum face, GLenum mode ) { (void) face; (void) mode; }
|
||||||
|
void glClearDepth( GLclampd depth ) { (void) depth; }
|
||||||
|
void glPointSize( GLfloat size ) { (void) size; }
|
||||||
|
|
||||||
|
/* ---- GLU quadrics (vias/pads/gizmo) + gluPerspective ------------------ */
|
||||||
|
/* GLUquadric is an opaque/incomplete type; hand back a stable non-null pointer
|
||||||
|
* the renderer can store and pass to the (no-op) quadric calls below. */
|
||||||
|
static int g_dummyQuadric;
|
||||||
|
GLUquadric* gluNewQuadric( void ) { return (GLUquadric*) &g_dummyQuadric; }
|
||||||
|
void gluDeleteQuadric( GLUquadric* q ) { (void) q; }
|
||||||
|
void gluQuadricDrawStyle( GLUquadric* q, GLenum style ) { (void) q; (void) style; }
|
||||||
|
void gluQuadricNormals( GLUquadric* q, GLenum normals ) { (void) q; (void) normals; }
|
||||||
|
void gluCylinder( GLUquadric* q, double base, double top, double height, int slices, int stacks )
|
||||||
|
{ (void) q; (void) base; (void) top; (void) height; (void) slices; (void) stacks; }
|
||||||
|
void gluDisk( GLUquadric* q, double inner, double outer, int slices, int loops )
|
||||||
|
{ (void) q; (void) inner; (void) outer; (void) slices; (void) loops; }
|
||||||
|
void gluSphere( GLUquadric* q, double radius, int slices, int stacks )
|
||||||
|
{ (void) q; (void) radius; (void) slices; (void) stacks; }
|
||||||
|
void gluPerspective( double fovy, double aspect, double zNear, double zFar )
|
||||||
|
{ (void) fovy; (void) aspect; (void) zNear; (void) zFar; }
|
||||||
|
|
@ -1 +1 @@
|
||||||
Subproject commit c299d716aac59de6f86c6711213d4ced3338b4c8
|
Subproject commit 97359f9331fcd60e6d005534dd2ed09af8909901
|
||||||
Loading…
Reference in a new issue