feat(3d): gl1 shim M4+M6+M7 — GLU quadrics, production link, stub retired; 47/47 parity
- gl1_glu: gluCylinder/gluDisk/gluSphere per the SGI GLU reference tessellation (sin/cos phase, strip emission order, pole fans — Apple's GLU derives from the same source, so vertices match the goldens); emission goes through the public glBegin/glVertex entry points so quadrics record into display lists - glLineWidth>1 one-time warning (browsers clamp to 1; affected coverage stays under the parity floor — zero floors.json overrides needed) - production link site: build-kicad-target.sh now compiles wasm/gl1 from sources.txt and applies wrapped_symbols.txt --wrap flags (same manifests as the test harness); kicad_editor's RENDER_3D_OPENGL links against the real emulation layer instead of no-ops - wasm/stubs/gl_ffp_stub.c deleted (role fully superseded; history in git) - docs: 3d-regression README port-status section (floor-blind small geometry + line-width caveats), harness comments de-red-stated Parity: 47/47 under the 0.02 floor, zero overrides. Native golden path byte-identical to bb0e238 (whose gate ran green) — scenarios/, native/, baseline/, manifest, floors, spec all untouched by the port. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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8 changed files with 240 additions and 157 deletions
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@ -1,19 +1,49 @@
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/*
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* gl1_glu — GLU quadrics and gluPerspective.
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*
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* M4 ports the SGI GLU reference tessellation (quad.c) for
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* gluCylinder/gluDisk/gluSphere — the native goldens were rendered with
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* Apple's SGI-derived GLU, so vertex placement and emission order must match.
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* The quadrics emit through the shim's internal immediate-mode path
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* (immBegin/immVertex/immEnd) so they also record into display lists.
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* The tessellation follows the SGI GLU reference implementation (the
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* OpenGL Sample Implementation's libutil/quad.c, SGI Free Software License
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* B) restricted to what the renderer uses: GLU_FILL draw style, GLU_SMOOTH
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* normals, GLU_OUTSIDE orientation, no texture coordinates. Apple's GLU —
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* which rendered the native goldens — derives from the same source, so
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* vertex placement (sin/cos phase), emission order and stack/slice loops
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* must match exactly for pixel parity.
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*
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* Note: the GLU *tesselator* (gluNewTess & co, declared in the same
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* Geometry is emitted through the shim's public immediate-mode entry points
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* (glBegin/glNormal3f/glVertex3f/glEnd), so quadrics drawn between
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* glNewList/glEndList record into the display list like any other geometry.
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*
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* The GLU *tesselator* (gluNewTess & co, declared in the same
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* wasm/stubs/GL/glu.h) is a separate concern implemented in
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* kicad/libs/kimath/glu_tess/ — not part of this shim.
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*/
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#include "gl1_shim.h"
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#include <cmath>
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namespace
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{
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const double GLU_PI = 3.14159265358979323846;
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// SGI's normal3f helper: normalize, then emit.
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void emitNormal( float x, float y, float z )
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{
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const float mag = std::sqrt( x * x + y * y + z * z );
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if( mag > 0.00001f )
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{
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x /= mag;
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y /= mag;
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z /= mag;
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}
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glNormal3f( x, y, z );
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}
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} // namespace
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extern "C"
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{
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@ -68,33 +98,164 @@ void gluQuadricNormals( GLUquadric* q, GLenum normals )
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void gluCylinder( GLUquadric* q, double base, double top, double height, int slices, int stacks )
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{
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(void) q;
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(void) base;
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(void) top;
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(void) height;
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(void) slices;
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(void) stacks;
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GL1_WARN_ONCE( "gluCylinder not implemented yet (M4) — geometry dropped" );
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if( slices < 2 || stacks < 1 || height == 0.0 )
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return;
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const float da = (float) ( 2.0 * GLU_PI / slices );
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const float dr = (float) ( ( top - base ) / stacks );
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const float dz = (float) ( height / stacks );
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const float nz = (float) ( ( base - top ) / height ); // combined with (x,y), normalized
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float t = 0.0f;
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float z = 0.0f;
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float r = (float) base;
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for( int j = 0; j < stacks; j++ )
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{
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glBegin( GL_QUAD_STRIP );
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for( int i = 0; i <= slices; i++ )
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{
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// SGI closes the strip with the angle-0 vertex, not slice*da.
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const float a = ( i == slices ) ? 0.0f : (float) i * da;
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const float x = std::sin( a );
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const float y = std::cos( a );
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emitNormal( x, y, nz );
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glVertex3f( x * r, y * r, z );
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emitNormal( x, y, nz );
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glVertex3f( x * ( r + dr ), y * ( r + dr ), z + dz );
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}
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glEnd();
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r += dr;
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t += dz; // (texture t unused; kept for structural parity)
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z += dz;
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}
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(void) t;
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}
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void gluDisk( GLUquadric* q, double inner, double outer, int slices, int loops )
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{
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(void) q;
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(void) inner;
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(void) outer;
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(void) slices;
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(void) loops;
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GL1_WARN_ONCE( "gluDisk not implemented yet (M4) — geometry dropped" );
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if( slices < 2 || loops < 1 )
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return;
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// GLU_OUTSIDE: disk normal is +Z; the innermost ring of a full disk
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// (inner == 0) degenerates its inner vertices at the origin, exactly as
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// the reference implementation renders it.
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glNormal3f( 0.0f, 0.0f, 1.0f );
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const float da = (float) ( 2.0 * GLU_PI / slices );
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const float dr = (float) ( ( outer - inner ) / loops );
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float r1 = (float) inner;
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for( int l = 0; l < loops; l++ )
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{
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const float r2 = r1 + dr;
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glBegin( GL_QUAD_STRIP );
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for( int s = 0; s <= slices; s++ )
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{
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const float a = ( s == slices ) ? 0.0f : (float) s * da;
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const float sa = std::sin( a );
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const float ca = std::cos( a );
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glVertex2f( r2 * sa, r2 * ca );
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glVertex2f( r1 * sa, r1 * ca );
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}
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glEnd();
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r1 = r2;
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}
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}
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void gluSphere( GLUquadric* q, double radius, int slices, int stacks )
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{
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(void) q;
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(void) radius;
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(void) slices;
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(void) stacks;
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GL1_WARN_ONCE( "gluSphere not implemented yet (M4) — geometry dropped" );
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if( slices < 2 || stacks < 2 )
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return;
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const float drho = (float) ( GLU_PI / stacks );
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const float dtheta = (float) ( 2.0 * GLU_PI / slices );
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const float rad = (float) radius;
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// +Z pole cap (triangle fan).
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glBegin( GL_TRIANGLE_FAN );
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glNormal3f( 0.0f, 0.0f, 1.0f );
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glVertex3f( 0.0f, 0.0f, rad );
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for( int j = 0; j <= slices; j++ )
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{
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const float theta = ( j == slices ) ? 0.0f : (float) j * dtheta;
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const float x = -std::sin( theta ) * std::sin( drho );
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const float y = std::cos( theta ) * std::sin( drho );
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const float z = std::cos( drho );
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glNormal3f( x, y, z );
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glVertex3f( x * rad, y * rad, z * rad );
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}
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glEnd();
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// Intermediate stacks as quad strips.
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for( int i = 1; i < stacks - 1; i++ )
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{
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const float rho = (float) i * drho;
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glBegin( GL_QUAD_STRIP );
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for( int j = 0; j <= slices; j++ )
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{
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const float theta = ( j == slices ) ? 0.0f : (float) j * dtheta;
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float x = -std::sin( theta ) * std::sin( rho );
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float y = std::cos( theta ) * std::sin( rho );
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float z = std::cos( rho );
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glNormal3f( x, y, z );
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glVertex3f( x * rad, y * rad, z * rad );
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x = -std::sin( theta ) * std::sin( rho + drho );
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y = std::cos( theta ) * std::sin( rho + drho );
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z = std::cos( rho + drho );
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glNormal3f( x, y, z );
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glVertex3f( x * rad, y * rad, z * rad );
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}
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glEnd();
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}
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// -Z pole cap (triangle fan, reverse slice order).
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glBegin( GL_TRIANGLE_FAN );
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glNormal3f( 0.0f, 0.0f, -1.0f );
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glVertex3f( 0.0f, 0.0f, -rad );
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const float rho = (float) GLU_PI - drho;
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for( int j = slices; j >= 0; j-- )
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{
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const float theta = ( j == slices ) ? 0.0f : (float) j * dtheta;
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const float x = -std::sin( theta ) * std::sin( rho );
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const float y = std::cos( theta ) * std::sin( rho );
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const float z = std::cos( rho );
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glNormal3f( x, y, z );
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glVertex3f( x * rad, y * rad, z * rad );
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}
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glEnd();
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}
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@ -101,6 +101,10 @@ void stateBlendFunc( GLenum sfactor, GLenum dfactor )
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void stateLineWidth( GLfloat width )
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{
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if( width > 1.0f )
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GL1_WARN_ONCE( "glLineWidth(%g): browsers clamp line width to 1 — lines render thinner "
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"than native (known WebGL2 limitation)", (double) width );
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S().lineWidth = width;
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__real_glLineWidth( width );
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}
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@ -1,104 +0,0 @@
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/*
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* Fixed-function-pipeline (FFP) no-op stubs for the WASM 3D-viewer build.
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*
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* KiCad's 3D "OpenGL" renderer (under 3d-viewer/3d_rendering/opengl) is pure
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* GL 1.x fixed-function: immediate mode, display lists, the matrix stack,
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* FFP lighting/material, client-state vertex arrays and GLU quadrics. None of
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* those entry points exist in WebGL2 / GLES3.
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*
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* On WASM we do NOT render through that renderer — the 3D viewer draws with the
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* GL-free CPU raytracer (RENDER_3D_RAYTRACE_RAM) and blits the result with a
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* plain WebGL2 textured quad (see EDA_3D_CANVAS). The fixed-function renderer is
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* still compiled (it is referenced from several shared files: eda_3d_canvas,
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* appearance_controls_3D, panel_preview_3d_model, eda_3d_controller), so its FFP
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* calls must *link*. These no-op definitions satisfy the linker without dragging
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* in Emscripten's -sLEGACY_GL_EMULATION (which is module-global, ~200 KB, and was
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* rejected for this project — see docs/features/fork-cleanup/10-3d-viewer.md).
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* The functions are never executed at runtime; they only need to exist.
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*
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* Signatures are taken verbatim from Emscripten's <GL/gl.h> (and the project's
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* GLU stub <GL/glu.h>) so the compiler validates them against the same
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* declarations the renderer is built against.
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*
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* Only the symbols absent from core WebGL2/GLES3 are stubbed here. Modern entry
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* points (glDrawArrays, glGenBuffers, glUseProgram, glTexImage2D, …) are provided
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* by Emscripten's WebGL library and must NOT be redefined.
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*/
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#include <GL/gl.h>
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#include <GL/glu.h> /* resolved to wasm/stubs/GL/glu.h via -I${STUBS_DIR} */
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/* ---- Immediate mode --------------------------------------------------- */
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void glBegin( GLenum mode ) { (void) mode; }
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void glEnd( void ) {}
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void glVertex2f( GLfloat x, GLfloat y ) { (void) x; (void) y; }
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void glVertex3f( GLfloat x, GLfloat y, GLfloat z ) { (void) x; (void) y; (void) z; }
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void glVertex3d( GLdouble x, GLdouble y, GLdouble z ) { (void) x; (void) y; (void) z; }
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void glNormal3f( GLfloat nx, GLfloat ny, GLfloat nz ) { (void) nx; (void) ny; (void) nz; }
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void glColor3f( GLfloat r, GLfloat g, GLfloat b ) { (void) r; (void) g; (void) b; }
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void glColor4f( GLfloat r, GLfloat g, GLfloat b, GLfloat a ) { (void) r; (void) g; (void) b; (void) a; }
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/* ---- Display lists ---------------------------------------------------- */
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GLuint glGenLists( GLsizei range ) { (void) range; return 1; }
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void glNewList( GLuint list, GLenum mode ) { (void) list; (void) mode; }
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void glEndList( void ) {}
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void glCallList( GLuint list ) { (void) list; }
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void glDeleteLists( GLuint list, GLsizei range ) { (void) list; (void) range; }
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GLboolean glIsList( GLuint list ) { (void) list; return GL_FALSE; }
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/* ---- Matrix stack ----------------------------------------------------- */
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void glMatrixMode( GLenum mode ) { (void) mode; }
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void glLoadIdentity( void ) {}
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void glLoadMatrixf( const GLfloat* m ) { (void) m; }
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void glPushMatrix( void ) {}
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void glPopMatrix( void ) {}
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void glTranslatef( GLfloat x, GLfloat y, GLfloat z ) { (void) x; (void) y; (void) z; }
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void glRotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z ) { (void) angle; (void) x; (void) y; (void) z; }
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void glScalef( GLfloat x, GLfloat y, GLfloat z ) { (void) x; (void) y; (void) z; }
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void glScaled( GLdouble x, GLdouble y, GLdouble z ) { (void) x; (void) y; (void) z; }
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/* ---- Fixed-function lighting / material ------------------------------- */
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void glShadeModel( GLenum mode ) { (void) mode; }
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void glLightfv( GLenum light, GLenum pname, const GLfloat* params ) { (void) light; (void) pname; (void) params; }
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void glLightModeli( GLenum pname, GLint param ) { (void) pname; (void) param; }
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void glLightModelfv( GLenum pname, const GLfloat* params ) { (void) pname; (void) params; }
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void glMaterialf( GLenum face, GLenum pname, GLfloat param ) { (void) face; (void) pname; (void) param; }
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void glMaterialfv( GLenum face, GLenum pname, const GLfloat* params ) { (void) face; (void) pname; (void) params; }
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void glColorMaterial( GLenum face, GLenum mode ) { (void) face; (void) mode; }
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/* ---- Client-state vertex arrays --------------------------------------- */
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void glEnableClientState( GLenum cap ) { (void) cap; }
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void glDisableClientState( GLenum cap ) { (void) cap; }
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void glClientActiveTexture( GLenum texture ) { (void) texture; }
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void glVertexPointer( GLint size, GLenum type, GLsizei stride, const GLvoid* ptr ) { (void) size; (void) type; (void) stride; (void) ptr; }
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void glNormalPointer( GLenum type, GLsizei stride, const GLvoid* ptr ) { (void) type; (void) stride; (void) ptr; }
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void glColorPointer( GLint size, GLenum type, GLsizei stride, const GLvoid* ptr ) { (void) size; (void) type; (void) stride; (void) ptr; }
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void glTexCoordPointer( GLint size, GLenum type, GLsizei stride, const GLvoid* ptr ) { (void) size; (void) type; (void) stride; (void) ptr; }
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/* ---- Fixed-function texture environment ------------------------------- */
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void glTexEnvf( GLenum target, GLenum pname, GLfloat param ) { (void) target; (void) pname; (void) param; }
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void glTexEnvi( GLenum target, GLenum pname, GLint param ) { (void) target; (void) pname; (void) param; }
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void glTexEnvfv( GLenum target, GLenum pname, const GLfloat* params ) { (void) target; (void) pname; (void) params; }
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/* ---- Misc fixed-function state absent from GLES3 ---------------------- */
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void glAlphaFunc( GLenum func, GLclampf ref ) { (void) func; (void) ref; }
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void glPolygonMode( GLenum face, GLenum mode ) { (void) face; (void) mode; }
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void glClearDepth( GLclampd depth ) { (void) depth; }
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void glPointSize( GLfloat size ) { (void) size; }
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/* ---- GLU quadrics (vias/pads/gizmo) + gluPerspective ------------------ */
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/* GLUquadric is an opaque/incomplete type; hand back a stable non-null pointer
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* the renderer can store and pass to the (no-op) quadric calls below. */
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static int g_dummyQuadric;
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GLUquadric* gluNewQuadric( void ) { return (GLUquadric*) &g_dummyQuadric; }
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void gluDeleteQuadric( GLUquadric* q ) { (void) q; }
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void gluQuadricDrawStyle( GLUquadric* q, GLenum style ) { (void) q; (void) style; }
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void gluQuadricNormals( GLUquadric* q, GLenum normals ) { (void) q; (void) normals; }
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void gluCylinder( GLUquadric* q, double base, double top, double height, int slices, int stacks )
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{ (void) q; (void) base; (void) top; (void) height; (void) slices; (void) stacks; }
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void gluDisk( GLUquadric* q, double inner, double outer, int slices, int loops )
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{ (void) q; (void) inner; (void) outer; (void) slices; (void) loops; }
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void gluSphere( GLUquadric* q, double radius, int slices, int stacks )
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{ (void) q; (void) radius; (void) slices; (void) stacks; }
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void gluPerspective( double fovy, double aspect, double zNear, double zFar )
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{ (void) fovy; (void) aspect; (void) zNear; (void) zFar; }
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