feat(webgl): Add GAL native test harness for visual regression testing

Add a standalone test application that compiles KiCad's actual OPENGL_GAL
against system wxWidgets to generate baseline screenshots for comparing
native OpenGL rendering against WebGL rendering in the browser.

Architecture:
- Compiles 18 KiCad GAL source files from the kicad submodule
- Uses template-based private member accessor (safer than #define private public)
- Generates shader C++ files from GLSL (10 shader pairs for SMAA AA)
- Minimal stubs for KiCad dependencies (PGM_BASE, ADVANCED_CFG, etc.)

Test coverage:
- 11 scenarios testing ~19% of GAL API
- basic-lines, line-widths, circles, arcs, rectangles, polygons
- alpha-blending, transforms, grid-cursor, segments, complex-scene

Key insights documented:
- GAL uses world-to-screen transformation requiring 1:1 pixel mapping
- FBO reading required for clean screenshots on macOS
- Layer depth needed for proper z-ordering in complex scenes

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
Viktor Vaczi 2026-01-07 09:42:31 +01:00
commit 490f531521
46 changed files with 4075 additions and 0 deletions

View file

@ -0,0 +1,567 @@
/**
* GAL Test Scenarios Implementation
*
* Uses KiCad's GAL API to render test patterns.
* These serve as baselines for WEBGL_GAL visual regression testing.
*/
#include "gal_test_scenarios.h"
#include "kicad_stubs.h" // For COLOR4D, VECTOR2D, EDA_ANGLE
// Include GAL header for the actual class definition
#include <gal/graphics_abstraction_layer.h>
#include <cmath>
#include <vector>
#include <deque>
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
namespace GALTest {
// Import KIGFX types
using KIGFX::COLOR4D;
using KIGFX::GAL;
// Scenario names
static const char* SCENARIO_NAMES[] = {
"basic-lines",
"line-widths",
"circles",
"arcs",
"rectangles",
"polygons",
"alpha-blending",
"transforms",
"grid-cursor",
"segments",
"complex-scene"
};
static const int SCENARIO_COUNT = sizeof(SCENARIO_NAMES) / sizeof(SCENARIO_NAMES[0]);
int GetScenarioCount() {
return SCENARIO_COUNT;
}
const char* GetScenarioName(int index) {
if (index >= 0 && index < SCENARIO_COUNT) {
return SCENARIO_NAMES[index];
}
return "unknown";
}
//=============================================================================
// Scenario Implementations using GAL API
//=============================================================================
// Scenario 0: Basic lines
static void RenderBasicLines(KIGFX::GAL* gal, int width, int height) {
double cx = width / 2.0;
double cy = height / 2.0;
double len = std::min(width, height) * 0.35;
gal->SetLineWidth(1.0);
gal->SetIsFill(false);
gal->SetIsStroke(true);
// Horizontal line (red)
gal->SetStrokeColor(COLOR4D(1.0, 0.2, 0.2, 1.0));
gal->DrawLine(VECTOR2D(cx - len, cy), VECTOR2D(cx + len, cy));
// Vertical line (green)
gal->SetStrokeColor(COLOR4D(0.2, 1.0, 0.2, 1.0));
gal->DrawLine(VECTOR2D(cx, cy - len), VECTOR2D(cx, cy + len));
// Diagonal lines (blue, yellow)
gal->SetStrokeColor(COLOR4D(0.2, 0.2, 1.0, 1.0));
gal->DrawLine(VECTOR2D(cx - len, cy - len), VECTOR2D(cx + len, cy + len));
gal->SetStrokeColor(COLOR4D(1.0, 1.0, 0.2, 1.0));
gal->DrawLine(VECTOR2D(cx - len, cy + len), VECTOR2D(cx + len, cy - len));
// Radial lines (white)
gal->SetStrokeColor(COLOR4D(0.8, 0.8, 0.8, 1.0));
for (int i = 0; i < 8; i++) {
double angle = M_PI * i / 8;
double x = cos(angle) * len * 0.8;
double y = sin(angle) * len * 0.8;
gal->DrawLine(VECTOR2D(cx + x * 0.3, cy + y * 0.3), VECTOR2D(cx + x, cy + y));
}
}
// Scenario 1: Line widths
static void RenderLineWidths(KIGFX::GAL* gal, int width, int height) {
double widths[] = {0.5, 1.0, 2.0, 3.0, 5.0, 8.0, 12.0};
int count = sizeof(widths) / sizeof(widths[0]);
double margin = 50.0;
double spacing = (height - 2 * margin) / (count + 1);
gal->SetIsFill(false);
gal->SetIsStroke(true);
for (int i = 0; i < count; i++) {
double y = margin + (i + 1) * spacing;
// Color gradient
double t = (double)i / (count - 1);
gal->SetStrokeColor(COLOR4D(1.0 - t * 0.5, 0.3 + t * 0.4, 0.2 + t * 0.6, 1.0));
gal->SetLineWidth(widths[i]);
gal->DrawLine(VECTOR2D(margin, y), VECTOR2D(width - margin, y));
}
}
// Scenario 2: Circles
static void RenderCircles(KIGFX::GAL* gal, int width, int height) {
double cx = width / 2.0;
double cy = height / 2.0;
// Filled circles
gal->SetIsFill(true);
gal->SetIsStroke(false);
gal->SetFillColor(COLOR4D(0.8, 0.2, 0.2, 0.8));
gal->DrawCircle(VECTOR2D(cx - 150, cy - 100), 60);
gal->SetFillColor(COLOR4D(0.2, 0.8, 0.2, 0.8));
gal->DrawCircle(VECTOR2D(cx, cy - 100), 80);
gal->SetFillColor(COLOR4D(0.2, 0.2, 0.8, 0.8));
gal->DrawCircle(VECTOR2D(cx + 150, cy - 100), 50);
// Stroked circles
gal->SetIsFill(false);
gal->SetIsStroke(true);
gal->SetLineWidth(2.0);
gal->SetStrokeColor(COLOR4D(1.0, 0.5, 0.0, 1.0));
gal->DrawCircle(VECTOR2D(cx - 150, cy + 100), 70);
gal->SetStrokeColor(COLOR4D(0.0, 1.0, 1.0, 1.0));
gal->DrawCircle(VECTOR2D(cx, cy + 100), 90);
gal->SetStrokeColor(COLOR4D(1.0, 0.0, 1.0, 1.0));
gal->DrawCircle(VECTOR2D(cx + 150, cy + 100), 55);
// Concentric circles
gal->SetStrokeColor(COLOR4D(0.6, 0.6, 0.6, 1.0));
gal->SetLineWidth(1.0);
for (double r = 20; r <= 200; r += 30) {
gal->DrawCircle(VECTOR2D(cx, cy), r);
}
}
// Scenario 3: Arcs
static void RenderArcs(KIGFX::GAL* gal, int width, int height) {
double cx = width / 2.0;
double cy = height / 2.0;
double radius = std::min(width, height) * 0.25;
gal->SetIsFill(false);
gal->SetIsStroke(true);
gal->SetLineWidth(3.0);
// 90 degree arcs in each quadrant
gal->SetStrokeColor(COLOR4D(1.0, 0.3, 0.3, 1.0));
gal->DrawArc(VECTOR2D(cx, cy), radius,
EDA_ANGLE(0, DEGREES_T), EDA_ANGLE(90, DEGREES_T));
gal->SetStrokeColor(COLOR4D(0.3, 1.0, 0.3, 1.0));
gal->DrawArc(VECTOR2D(cx, cy), radius,
EDA_ANGLE(90, DEGREES_T), EDA_ANGLE(90, DEGREES_T));
gal->SetStrokeColor(COLOR4D(0.3, 0.3, 1.0, 1.0));
gal->DrawArc(VECTOR2D(cx, cy), radius,
EDA_ANGLE(180, DEGREES_T), EDA_ANGLE(90, DEGREES_T));
gal->SetStrokeColor(COLOR4D(1.0, 1.0, 0.3, 1.0));
gal->DrawArc(VECTOR2D(cx, cy), radius,
EDA_ANGLE(270, DEGREES_T), EDA_ANGLE(90, DEGREES_T));
// Inner arcs
gal->SetLineWidth(2.0);
gal->SetStrokeColor(COLOR4D(0.8, 0.5, 0.8, 1.0));
gal->DrawArc(VECTOR2D(cx, cy), radius * 0.6,
EDA_ANGLE(30, DEGREES_T), EDA_ANGLE(120, DEGREES_T));
gal->SetStrokeColor(COLOR4D(0.5, 0.8, 0.8, 1.0));
gal->DrawArc(VECTOR2D(cx, cy), radius * 0.6,
EDA_ANGLE(210, DEGREES_T), EDA_ANGLE(120, DEGREES_T));
}
// Scenario 4: Rectangles
static void RenderRectangles(KIGFX::GAL* gal, int width, int height) {
double margin = 50.0;
// Filled rectangles
gal->SetIsFill(true);
gal->SetIsStroke(false);
gal->SetFillColor(COLOR4D(0.8, 0.2, 0.2, 0.9));
gal->DrawRectangle(VECTOR2D(margin, margin), VECTOR2D(margin + 120, margin + 80));
gal->SetFillColor(COLOR4D(0.2, 0.8, 0.2, 0.9));
gal->DrawRectangle(VECTOR2D(margin + 140, margin), VECTOR2D(margin + 240, margin + 100));
gal->SetFillColor(COLOR4D(0.2, 0.2, 0.8, 0.9));
gal->DrawRectangle(VECTOR2D(margin + 260, margin), VECTOR2D(margin + 340, margin + 120));
// Stroked rectangles
gal->SetIsFill(false);
gal->SetIsStroke(true);
gal->SetLineWidth(2.0);
gal->SetStrokeColor(COLOR4D(1.0, 0.5, 0.0, 1.0));
gal->DrawRectangle(VECTOR2D(margin, height - margin - 100),
VECTOR2D(margin + 150, height - margin - 20));
gal->SetStrokeColor(COLOR4D(0.0, 1.0, 1.0, 1.0));
gal->DrawRectangle(VECTOR2D(margin + 170, height - margin - 110),
VECTOR2D(margin + 280, height - margin - 20));
gal->SetStrokeColor(COLOR4D(1.0, 0.0, 1.0, 1.0));
gal->DrawRectangle(VECTOR2D(margin + 300, height - margin - 90),
VECTOR2D(margin + 390, height - margin - 20));
// Nested rectangles
gal->SetLineWidth(1.0);
double cx = width / 2.0;
double cy = height / 2.0;
for (int i = 0; i < 6; i++) {
double t = (double)i / 5;
gal->SetStrokeColor(COLOR4D(t, 0.5, 1.0 - t, 1.0));
double size = 30 + i * 25;
gal->DrawRectangle(VECTOR2D(cx - size, cy - size * 0.6),
VECTOR2D(cx + size, cy + size * 0.6));
}
}
// Scenario 5: Polygons
static void RenderPolygons(KIGFX::GAL* gal, int width, int height) {
double cx = width / 2.0;
double cy = height / 2.0;
// Triangle (filled)
gal->SetIsFill(true);
gal->SetIsStroke(false);
gal->SetFillColor(COLOR4D(1.0, 0.3, 0.3, 0.8));
std::deque<VECTOR2D> triangle = {
VECTOR2D(cx - 200, cy - 50),
VECTOR2D(cx - 130, cy - 50),
VECTOR2D(cx - 165, cy - 120)
};
gal->DrawPolygon(triangle);
// Square (filled)
gal->SetFillColor(COLOR4D(0.3, 1.0, 0.3, 0.8));
std::deque<VECTOR2D> square = {
VECTOR2D(cx - 50, cy - 50),
VECTOR2D(cx + 30, cy - 50),
VECTOR2D(cx + 30, cy - 130),
VECTOR2D(cx - 50, cy - 130)
};
gal->DrawPolygon(square);
// Pentagon (filled)
gal->SetFillColor(COLOR4D(0.3, 0.3, 1.0, 0.8));
std::deque<VECTOR2D> pentagon;
for (int i = 0; i < 5; i++) {
double angle = -M_PI / 2 + 2 * M_PI * i / 5;
pentagon.push_back(VECTOR2D(cx + 165 + cos(angle) * 50, cy - 90 + sin(angle) * 50));
}
gal->DrawPolygon(pentagon);
// Star (stroked)
gal->SetIsFill(false);
gal->SetIsStroke(true);
gal->SetLineWidth(2.0);
gal->SetStrokeColor(COLOR4D(1.0, 0.8, 0.0, 1.0));
std::deque<VECTOR2D> star;
for (int i = 0; i < 10; i++) {
double angle = -M_PI / 2 + M_PI * i / 5;
double r = (i % 2 == 0) ? 60 : 30;
star.push_back(VECTOR2D(cx + cos(angle) * r, cy + 80 + sin(angle) * r));
}
// Draw as polyline (closed)
std::vector<VECTOR2D> starVec(star.begin(), star.end());
starVec.push_back(star.front()); // Close the shape
gal->DrawPolyline(starVec);
// Hexagon (stroked)
gal->SetStrokeColor(COLOR4D(0.8, 0.3, 0.8, 1.0));
std::deque<VECTOR2D> hexagon;
for (int i = 0; i < 6; i++) {
double angle = M_PI * i / 3;
hexagon.push_back(VECTOR2D(cx - 150 + cos(angle) * 45, cy + 80 + sin(angle) * 45));
}
std::vector<VECTOR2D> hexVec(hexagon.begin(), hexagon.end());
hexVec.push_back(hexagon.front()); // Close the shape
gal->DrawPolyline(hexVec);
}
// Scenario 6: Alpha blending
static void RenderAlphaBlending(KIGFX::GAL* gal, int width, int height) {
double cx = width / 2.0;
double cy = height / 2.0;
gal->SetIsFill(true);
gal->SetIsStroke(false);
// Overlapping rectangles with different alphas
gal->SetFillColor(COLOR4D(1.0, 0.0, 0.0, 0.5));
gal->DrawRectangle(VECTOR2D(cx - 150, cy - 80), VECTOR2D(cx + 30, cy + 40));
gal->SetFillColor(COLOR4D(0.0, 1.0, 0.0, 0.5));
gal->DrawRectangle(VECTOR2D(cx - 60, cy - 80), VECTOR2D(cx + 120, cy + 40));
gal->SetFillColor(COLOR4D(0.0, 0.0, 1.0, 0.5));
gal->DrawRectangle(VECTOR2D(cx - 105, cy - 20), VECTOR2D(cx + 75, cy + 100));
// Overlapping circles
gal->SetFillColor(COLOR4D(1.0, 1.0, 0.0, 0.4));
gal->DrawCircle(VECTOR2D(cx - 180, cy + 100), 60);
gal->SetFillColor(COLOR4D(0.0, 1.0, 1.0, 0.4));
gal->DrawCircle(VECTOR2D(cx - 130, cy + 100), 60);
gal->SetFillColor(COLOR4D(1.0, 0.0, 1.0, 0.4));
gal->DrawCircle(VECTOR2D(cx - 155, cy + 60), 60);
// Alpha gradient
for (int i = 0; i < 8; i++) {
double alpha = 0.1 + i * 0.1;
gal->SetFillColor(COLOR4D(0.5, 0.5, 0.5, alpha));
gal->DrawRectangle(VECTOR2D(cx + 50 + i * 30, cy - 50),
VECTOR2D(cx + 75 + i * 30, cy + 50));
}
}
// Scenario 7: Transforms
static void RenderTransforms(KIGFX::GAL* gal, int width, int height) {
double cx = width / 2.0;
double cy = height / 2.0;
gal->SetIsFill(false);
gal->SetIsStroke(true);
gal->SetLineWidth(2.0);
// Original (reference)
gal->SetStrokeColor(COLOR4D(0.5, 0.5, 0.5, 1.0));
gal->DrawRectangle(VECTOR2D(cx - 230, cy - 120), VECTOR2D(cx - 170, cy - 80));
// Translated
gal->Save();
gal->Translate(VECTOR2D(100, 20));
gal->SetStrokeColor(COLOR4D(1.0, 0.3, 0.3, 1.0));
gal->DrawRectangle(VECTOR2D(cx - 230, cy - 120), VECTOR2D(cx - 170, cy - 80));
gal->Restore();
// Rotated
gal->Save();
gal->Translate(VECTOR2D(cx, cy - 80));
gal->Rotate(30.0 * M_PI / 180.0);
gal->SetStrokeColor(COLOR4D(0.3, 1.0, 0.3, 1.0));
gal->DrawRectangle(VECTOR2D(-30, -20), VECTOR2D(30, 20));
gal->Restore();
// Scaled
gal->Save();
gal->Translate(VECTOR2D(cx + 120, cy - 80));
gal->Scale(VECTOR2D(1.5, 0.8));
gal->SetStrokeColor(COLOR4D(0.3, 0.3, 1.0, 1.0));
gal->DrawRectangle(VECTOR2D(-30, -20), VECTOR2D(30, 20));
gal->Restore();
// Combined transforms
gal->Save();
gal->Translate(VECTOR2D(cx, cy + 80));
gal->Rotate(45.0 * M_PI / 180.0);
gal->Scale(VECTOR2D(1.2, 1.2));
gal->SetStrokeColor(COLOR4D(1.0, 1.0, 0.3, 1.0));
gal->DrawRectangle(VECTOR2D(-40, -25), VECTOR2D(40, 25));
gal->Restore();
// Nested transforms
gal->Save();
gal->Translate(VECTOR2D(cx - 150, cy + 100));
gal->SetStrokeColor(COLOR4D(0.8, 0.4, 0.8, 1.0));
gal->DrawCircle(VECTOR2D(0, 0), 30);
gal->Save();
gal->Rotate(60.0 * M_PI / 180.0);
gal->Translate(VECTOR2D(50, 0));
gal->SetStrokeColor(COLOR4D(0.4, 0.8, 0.8, 1.0));
gal->DrawCircle(VECTOR2D(0, 0), 20);
gal->Restore();
gal->Restore();
}
// Scenario 8: Grid and cursor
static void RenderGridCursor(KIGFX::GAL* gal, int width, int height) {
gal->SetIsFill(false);
gal->SetIsStroke(true);
// Grid
gal->SetStrokeColor(COLOR4D(0.3, 0.3, 0.4, 0.5));
gal->SetLineWidth(1.0);
double gridSize = 40.0;
for (double x = gridSize; x < width; x += gridSize) {
gal->DrawLine(VECTOR2D(x, 0), VECTOR2D(x, height));
}
for (double y = gridSize; y < height; y += gridSize) {
gal->DrawLine(VECTOR2D(0, y), VECTOR2D(width, y));
}
// Major grid
gal->SetStrokeColor(COLOR4D(0.4, 0.4, 0.5, 0.7));
double majorGridSize = 200.0;
gal->SetLineWidth(2.0);
for (double x = majorGridSize; x < width; x += majorGridSize) {
gal->DrawLine(VECTOR2D(x, 0), VECTOR2D(x, height));
}
for (double y = majorGridSize; y < height; y += majorGridSize) {
gal->DrawLine(VECTOR2D(0, y), VECTOR2D(width, y));
}
// Cursor (crosshair)
double cx = width / 2.0;
double cy = height / 2.0;
double cursorSize = 30.0;
gal->SetLineWidth(2.0);
gal->SetStrokeColor(COLOR4D(1.0, 1.0, 1.0, 1.0));
gal->DrawLine(VECTOR2D(cx - cursorSize, cy), VECTOR2D(cx + cursorSize, cy));
gal->DrawLine(VECTOR2D(cx, cy - cursorSize), VECTOR2D(cx, cy + cursorSize));
// Cursor circle
gal->SetStrokeColor(COLOR4D(1.0, 1.0, 0.0, 0.8));
gal->DrawCircle(VECTOR2D(cx, cy), cursorSize * 0.8);
}
// Scenario 9: Segments (thick lines with round caps)
static void RenderSegments(KIGFX::GAL* gal, int width, int height) {
double margin = 80.0;
// Horizontal segments with different widths
double widths[] = {5.0, 10.0, 20.0, 30.0};
int count = sizeof(widths) / sizeof(widths[0]);
gal->SetIsFill(true);
gal->SetIsStroke(false);
for (int i = 0; i < count; i++) {
double y = margin + i * 80;
double w = widths[i];
gal->SetFillColor(COLOR4D(0.3 + i * 0.2, 0.5, 0.8 - i * 0.15, 1.0));
// DrawSegment draws a rounded segment
gal->DrawSegment(VECTOR2D(margin, y), VECTOR2D(width - margin, y), w);
}
// Diagonal segment
gal->SetFillColor(COLOR4D(1.0, 0.5, 0.2, 1.0));
gal->DrawSegment(VECTOR2D(margin, height - margin),
VECTOR2D(width / 2.0, height - margin - 150), 15.0);
}
// Scenario 10: Complex scene (PCB-like)
static void RenderComplexScene(KIGFX::GAL* gal, int width, int height) {
// Use layer depths to ensure proper z-ordering
// Lower depth = closer to camera (drawn on top with GL_LESS)
// Background "board" - deepest layer
gal->SetLayerDepth(100);
gal->SetIsFill(true);
gal->SetIsStroke(false);
gal->SetFillColor(COLOR4D(0.1, 0.3, 0.1, 1.0));
gal->DrawRectangle(VECTOR2D(50, 50), VECTOR2D(width - 50, height - 50));
// Traces (copper) - middle layer
gal->SetLayerDepth(50);
gal->SetIsFill(false);
gal->SetIsStroke(true);
gal->SetStrokeColor(COLOR4D(0.8, 0.6, 0.2, 1.0));
gal->SetLineWidth(3.0);
// Horizontal traces
for (int i = 0; i < 5; i++) {
double y = 100 + i * 100;
gal->DrawLine(VECTOR2D(80, y), VECTOR2D(width - 80, y));
}
// Vertical traces
for (int i = 0; i < 6; i++) {
double x = 100 + i * 120;
gal->DrawLine(VECTOR2D(x, 80), VECTOR2D(x, height - 80));
}
// Pads (circles) - above traces
gal->SetLayerDepth(30);
gal->SetIsFill(true);
gal->SetIsStroke(false);
gal->SetFillColor(COLOR4D(0.9, 0.7, 0.3, 1.0));
for (int i = 0; i < 5; i++) {
for (int j = 0; j < 6; j++) {
double x = 100 + j * 120;
double y = 100 + i * 100;
gal->DrawCircle(VECTOR2D(x, y), 15);
}
}
// Holes - above pads
gal->SetLayerDepth(20);
gal->SetFillColor(COLOR4D(0.1, 0.1, 0.1, 1.0));
for (int i = 0; i < 5; i++) {
for (int j = 0; j < 6; j++) {
double x = 100 + j * 120;
double y = 100 + i * 100;
gal->DrawCircle(VECTOR2D(x, y), 5);
}
}
// Component outline - top layer
gal->SetLayerDepth(10);
gal->SetIsFill(false);
gal->SetIsStroke(true);
gal->SetStrokeColor(COLOR4D(1.0, 1.0, 0.0, 1.0));
gal->SetLineWidth(1.0);
gal->DrawRectangle(VECTOR2D(width / 2 - 80, height / 2 - 40),
VECTOR2D(width / 2 + 80, height / 2 + 40));
// Reference designator placeholder - topmost
gal->SetLayerDepth(5);
gal->SetStrokeColor(COLOR4D(1.0, 1.0, 1.0, 1.0));
gal->DrawRectangle(VECTOR2D(width / 2 - 20, height / 2 - 15),
VECTOR2D(width / 2 + 20, height / 2 + 15));
}
//=============================================================================
// Main dispatch function
//=============================================================================
void RenderScenario(KIGFX::GAL* gal, int index, int width, int height) {
switch (index) {
case 0: RenderBasicLines(gal, width, height); break;
case 1: RenderLineWidths(gal, width, height); break;
case 2: RenderCircles(gal, width, height); break;
case 3: RenderArcs(gal, width, height); break;
case 4: RenderRectangles(gal, width, height); break;
case 5: RenderPolygons(gal, width, height); break;
case 6: RenderAlphaBlending(gal, width, height); break;
case 7: RenderTransforms(gal, width, height); break;
case 8: RenderGridCursor(gal, width, height); break;
case 9: RenderSegments(gal, width, height); break;
case 10: RenderComplexScene(gal, width, height); break;
default: break;
}
}
} // namespace GALTest

View file

@ -0,0 +1,40 @@
/**
* GAL Test Scenarios
*
* Defines test scenarios for visual regression testing of GAL rendering.
* These scenarios use KiCad's GAL API to test the rendering pipeline.
*/
#ifndef GAL_TEST_SCENARIOS_H
#define GAL_TEST_SCENARIOS_H
// Forward declaration
namespace KIGFX {
class GAL;
}
namespace GALTest {
/**
* Get the number of test scenarios
*/
int GetScenarioCount();
/**
* Get the name of a scenario
*/
const char* GetScenarioName(int index);
/**
* Render a scenario using KiCad's GAL API
*
* @param gal Pointer to the GAL instance (OPENGL_GAL or WEBGL_GAL)
* @param index Scenario index
* @param width Canvas width in logical pixels
* @param height Canvas height in logical pixels
*/
void RenderScenario(KIGFX::GAL* gal, int index, int width, int height);
} // namespace GALTest
#endif // GAL_TEST_SCENARIOS_H