feat: enable the 3D viewer in the WASM port (WIP)

Builds KiCad's 3D viewer for the browser (opt in with BUILD_3D_VIEWER=ON) and
wires up the legacy-GL emulation it needs.

- build-kicad-target.sh / docker/build.sh: BUILD_3D_VIEWER →
  -DKICAD_BUILD_3D_VIEWER_WASM=ON + -sLEGACY_GL_EMULATION + the GL js-library.
- wasm/shims/gl_immediate_shim.js: display-list emulation (record/replay board
  layers), fixed-function + GLU stubs, throw-guards for unsupported pnames, and
  per-context GLImmediate init for the viewer's SECOND WebGL context.
- tests/kicad/3d-viewer.spec.ts + utils/pcbnew-ready.ts: open View → 3D Viewer.
- bumps the kicad submodule (EMSCRIPTEN-guarded GL changes).

WIP: the viewer window + UI render and geometry draws (glError=0x0), but the
board is not yet visibly rendered — GLImmediate's FFP shader program isn't
linked on the viewer's 2nd WebGL context. Full status + next steps in
features/feat/add-3d-view/notes.md.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Istvan Matejcsok 2026-06-17 17:02:25 +02:00
commit 68c711e633
7 changed files with 560 additions and 107 deletions

View file

@ -188,6 +188,7 @@ compile_app() {
# emsdk_env.sh, so the build shell would lack emcc/embuilder on PATH. Setting
# EMSDK lets scripts/common/env.sh source /emsdk/emsdk_env.sh and activate the toolchain.
docker compose -f docker/docker-compose.yml exec -e EMSDK=/emsdk \
-e BUILD_3D_VIEWER="${BUILD_3D_VIEWER:-OFF}" \
kicad-wasm-builder \
"/workspace/scripts/kicad/build-${app}.sh" "${ARGS[@]}"

2
kicad

@ -1 +1 @@
Subproject commit b75cff2f5c1fcf121a47af7cf2bec13f0389505d
Subproject commit 793c26bbb4377c31ec32ff182ee06deb27edd3d9

View file

@ -387,6 +387,17 @@ if [ "${APP_NAME}" = "sym_convert" ]; then
SYM_CONVERTER_CMAKE_FLAG="-DKICAD_SYM_CONVERTER_WASM=ON"
fi
# 3D viewer (experimental): opt in with BUILD_3D_VIEWER=ON. Default OFF keeps
# existing/CI builds unchanged and the 3D stubs in place. When ON, the 3D
# viewer's fixed-function OpenGL renderer needs Emscripten's legacy GL emulation
# plus our immediate-mode shim (color-per-vertex + double-precision helpers).
BUILD_3D_VIEWER="${BUILD_3D_VIEWER:-OFF}"
GL3D_LINK_FLAGS=""
if [ "${BUILD_3D_VIEWER}" = "ON" ]; then
log_info "3D viewer ENABLED for WASM (BUILD_3D_VIEWER=ON)"
GL3D_LINK_FLAGS="-sLEGACY_GL_EMULATION --js-library ${WASM_LAYER}/shims/gl_immediate_shim.js"
fi
emcmake cmake "${KICAD_DIR}" \
${CCACHE_OPTS} \
${SYM_CONVERTER_CMAKE_FLAG} \
@ -397,7 +408,7 @@ emcmake cmake "${KICAD_DIR}" \
-DCMAKE_POLICY_VERSION_MINIMUM=3.5 \
-DCMAKE_CXX_FLAGS="${EXTRA_FLAGS} -pthread -sUSE_ZLIB=1 -DKICAD_USE_PLATFORM_WASM=1${DIAG_DEFINES} -I${SYSROOT}/include -I${STUBS_DIR} -include ${STUBS_DIR}/char_traits_uint16_workaround.h" \
-DCMAKE_C_FLAGS="${EXTRA_FLAGS} -pthread -sUSE_ZLIB=1 -I${SYSROOT}/include -I${STUBS_DIR}" \
-DCMAKE_EXE_LINKER_FLAGS="${LINKER_DEBUG_FLAGS} -pthread -sUSE_ZLIB=1 -sASYNCIFY=1 -sDYNCALLS=1 -sASYNCIFY_STACK_SIZE=65536 -sUSE_PTHREADS=1 -sPTHREAD_POOL_SIZE='navigator.hardwareConcurrency' -sPTHREAD_POOL_SIZE_STRICT=0 -sALLOW_MEMORY_GROWTH=1 -sINITIAL_MEMORY=256MB -sMAXIMUM_MEMORY=4GB -sMAX_WEBGL_VERSION=2 -sEXPORTED_RUNTIME_METHODS=['ccall','cwrap','UTF8ToString','stringToUTF8','lengthBytesUTF8','dynCall'] -sDEFAULT_LIBRARY_FUNCS_TO_INCLUDE=['\$dynCall'] --bind -L${SYSROOT}/lib ${STUBS_BUILD}/libgit2_stub.a ${STUBS_BUILD}/libcurl_stub.a${APP_STUB_LINK} ${STUBS_BUILD}/libnng_stub.a ${EMBIND_OBJ}" \
-DCMAKE_EXE_LINKER_FLAGS="${LINKER_DEBUG_FLAGS} -pthread -sUSE_ZLIB=1 -sASYNCIFY=1 -sDYNCALLS=1 -sASYNCIFY_STACK_SIZE=65536 -sUSE_PTHREADS=1 -sPTHREAD_POOL_SIZE='navigator.hardwareConcurrency' -sPTHREAD_POOL_SIZE_STRICT=0 -sALLOW_MEMORY_GROWTH=1 -sINITIAL_MEMORY=256MB -sMAXIMUM_MEMORY=4GB -sMAX_WEBGL_VERSION=2 ${GL3D_LINK_FLAGS} -sEXPORTED_RUNTIME_METHODS=['ccall','cwrap','UTF8ToString','stringToUTF8','lengthBytesUTF8','dynCall'] -sDEFAULT_LIBRARY_FUNCS_TO_INCLUDE=['\$dynCall'] --bind -L${SYSROOT}/lib ${STUBS_BUILD}/libgit2_stub.a ${STUBS_BUILD}/libcurl_stub.a${APP_STUB_LINK} ${STUBS_BUILD}/libnng_stub.a ${EMBIND_OBJ}" \
-DCMAKE_PREFIX_PATH="${SYSROOT};${WX_BUILD}" \
-DwxWidgets_CONFIG_EXECUTABLE="${WX_BUILD}/wx-config" \
\
@ -405,7 +416,7 @@ emcmake cmake "${KICAD_DIR}" \
-DKICAD_SPICE=OFF \
-DKICAD_USE_EGL=OFF \
-DKICAD_USE_BUNDLED_GLEW=ON \
-DKICAD_BUILD_3D_VIEWER_WASM=OFF \
-DKICAD_BUILD_3D_VIEWER_WASM=${BUILD_3D_VIEWER} \
-DKICAD_IPC_API=ON \
-DKICAD_USE_PCH=ON \
\

View file

@ -0,0 +1,151 @@
import type { Page } from '@playwright/test';
import { test, expect } from './fixtures';
import { clickMenuBarItem, clickMenuItem } from '../e2e/utils/element-tracker';
import { injectFromSubmodule } from './utils/fs-inject';
import { waitForBoardLoaded } from './utils/board-ready';
import { waitForPcbnew } from './utils/pcbnew-ready';
/**
* 3D viewer e2e: load a real board in pcbnew, open the native 3D viewer
* (View 3D Viewer / Alt+3), and verify a second top-level frame with its own
* WebGL canvas appears and renders the board.
*
* The 3D viewer (EDA_3D_VIEWER_FRAME) is a separate modeless KIWAY_PLAYER frame.
* In the wasm DOM port that surfaces as a new `#window-1` div in
* `#window-container` plus a dedicated `<canvas id="glcanvas-N">` (the main
* pcbnew board view is itself a wxGLCanvas, so we detect the viewer by the
* GL-canvas COUNT increasing, not by mere presence).
*
* Enabled by the WASM 3D-viewer build (BUILD_3D_VIEWER=ON
* KICAD_BUILD_3D_VIEWER_WASM). With the bare board (no component STEP/WRL
* models deferred), the viewer shows copper/silk/mask/edge geometry in 3D.
*/
const KICAD_VERSION_DIR = '9.99';
const PROJECT_DIR_MEMFS = `/home/kicad/documents/kicad/${KICAD_VERSION_DIR}/projects`;
// Small, no-external-libs RF board — fast to load, no missing-libs dialog.
const DEMO = { name: 'microwave', dir: 'microwave', stem: 'microwave' } as const;
async function loadBoard(page: Page, testLogger: { consoleLogs: string[]; errors: string[] }): Promise<void> {
const pcbFilename = `${DEMO.stem}.kicad_pcb`;
const proFilename = `${DEMO.stem}.kicad_pro`;
await injectFromSubmodule(page, `kicad/demos/${DEMO.dir}/${pcbFilename}`,
`${PROJECT_DIR_MEMFS}/${pcbFilename}`);
await injectFromSubmodule(page, `kicad/demos/${DEMO.dir}/${proFilename}`,
`${PROJECT_DIR_MEMFS}/${proFilename}`);
expect(await clickMenuBarItem(page, 'File'), 'File menu should be findable').toBe(true);
await page.waitForTimeout(400);
expect(await clickMenuItem(page, 'Open...'), 'Open… menu item should be findable').toBe(true);
await page.waitForFunction(() => {
const registry = window.wxElementRegistry;
return !!registry && registry.findAll({ visible: true })
.some((el) => el.typeName === 'wxFileDialog');
}, null, { timeout: 15000 });
await page.waitForTimeout(1000);
const filenameInput = await page.evaluate(() => {
const registry = window.wxElementRegistry;
if (!registry) return null;
const text = registry.findAll({ visible: true })
.find((el) => el.typeName === 'wxTextCtrl' && el.name === 'text');
return text ? { x: text.centerX, y: text.centerY } : null;
});
expect(filenameInput, 'filename text input should be visible').not.toBeNull();
if (!filenameInput) throw new Error('filename text input not found');
await page.mouse.click(filenameInput.x, filenameInput.y);
await page.waitForTimeout(200);
await page.keyboard.type(pcbFilename);
await page.waitForTimeout(300);
await page.keyboard.press('Enter');
await page.waitForTimeout(1000);
const result = await waitForBoardLoaded(page, testLogger, 60000);
console.log(`[TEST] ${DEMO.name} board-ready result: ${result}`);
}
function countGlCanvases(page: Page): Promise<number> {
return page.evaluate(() => document.querySelectorAll('canvas[id^="glcanvas-"]').length);
}
test.describe('3D viewer from pcbnew', () => {
// One 187 MB wasm runtime is already heavy; keep this serial and generous.
test.describe.configure({ mode: 'serial' });
test.setTimeout(240000);
test('opens the 3D viewer over a loaded board and renders it', async ({ page, testLogger }) => {
await page.goto('/kicad/pcbnew.html');
await waitForPcbnew(page);
await loadBoard(page, testLogger);
await page.screenshot({ path: `test-results/3d-viewer-00-board-loaded.png`, scale: 'device' });
const glBefore = await countGlCanvases(page);
console.log(`[TEST] glcanvas count before opening 3D viewer: ${glBefore}`);
// ── Open the 3D viewer: View → 3D Viewer, with an Alt+3 fallback. ──
let opened = false;
if (await clickMenuBarItem(page, 'View')) {
await page.waitForTimeout(400);
opened = await clickMenuItem(page, '3D Viewer');
}
if (!opened) {
console.log('[TEST] View → 3D Viewer not found via menu; trying Alt+3');
await page.keyboard.press('Escape');
await page.waitForTimeout(200);
await page.keyboard.press('Alt+3');
}
// ── Wait for the secondary frame + a NEW GL canvas to appear. ──────
await page.waitForFunction(() => {
// A new top-level window div beyond the main pcbnew frame.
return !!document.querySelector('#window-container [id^="window-"]')
|| document.querySelectorAll('canvas[id^="glcanvas-"]').length > 0;
}, null, { timeout: 60000 });
await page.waitForFunction((before: number) =>
document.querySelectorAll('canvas[id^="glcanvas-"]').length > before,
glBefore, { timeout: 60000 });
const glAfter = await countGlCanvases(page);
console.log(`[TEST] glcanvas count after opening 3D viewer: ${glAfter}`);
expect(glAfter, 'a new WebGL canvas should appear for the 3D viewer').toBeGreaterThan(glBefore);
// The 3D reload runs through asyncify; give it time to build & render the
// board, then screenshot for visual validation (per CLAUDE.md).
await page.waitForTimeout(4000);
await page.screenshot({ path: `test-results/3d-viewer-${DEMO.name}.png`, scale: 'device' });
// The newest GL canvas is the 3D viewer's — screenshot it on its own too.
const newCanvas = page.locator('canvas[id^="glcanvas-"]').last();
if (await newCanvas.isVisible().catch(() => false)) {
await newCanvas.screenshot({ path: `test-results/3d-viewer-${DEMO.name}-canvas.png` })
.catch((e: unknown) => console.log(`[TEST] canvas screenshot failed: ${e}`));
}
// ── Console-clean gates (same signatures load-pcb.spec.ts guards). ──
const allLines = [...testLogger.consoleLogs, ...testLogger.errors];
const aborts = allLines.filter((l) => l.includes('Aborted('));
expect(aborts, `WASM aborted while opening the 3D viewer:\n${aborts.join('\n\n')}`).toEqual([]);
const asyncifySignatures = [
'index out of bounds', 'indirect call to null', 'uncaught exception: unwind',
'invalid state', 'is not a function',
];
const asyncifyErrors = allLines.filter((l) =>
asyncifySignatures.some((sig) => l.toLowerCase().includes(sig)));
expect(asyncifyErrors,
`Asyncify corruption surfaced opening the 3D viewer:\n${asyncifyErrors.join('\n\n')}`)
.toEqual([]);
// The 3D viewer stub logs this when the real viewer is NOT compiled in —
// its presence means BUILD_3D_VIEWER=ON didn't take effect.
const stubbed = allLines.filter((l) => l.includes('3D Viewer is not available'));
expect(stubbed,
`3D viewer is still stubbed (build not enabled?):\n${stubbed.join('\n')}`).toEqual([]);
});
});

View file

@ -0,0 +1,47 @@
import type { Page } from '@playwright/test';
import { expect } from '../fixtures';
import { clickByLabel } from '../../e2e/utils/element-tracker';
/**
* Shared pcbnew bring-up helpers. Mirrors the bring-up sequence proven in
* load-pcb.spec.ts so multiple kicad specs (load-pcb, 3d-viewer, ...) can wait
* for a ready pcbnew the same way without duplicating the timing logic.
*/
/**
* KiCad first-run setup wizard. Click "Next >" until it's gone, then "Finish".
* If no wizard is present, both clicks no-op immediately.
*/
export async function dismissWizardIfPresent(page: Page): Promise<void> {
for (let i = 0; i < 12; i++) {
const advanced = await clickByLabel(page, 'Next >');
if (!advanced) break;
await page.waitForTimeout(400);
}
await clickByLabel(page, 'Finish');
await page.waitForTimeout(800);
}
/**
* Wait for pcbnew to boot: 2D canvas visible, element registry populated, the
* first-run wizard dismissed, and the main PcbFrame registered & visible.
*/
export async function waitForPcbnew(page: Page): Promise<void> {
await expect(page.locator('#canvas')).toBeVisible({ timeout: 90000 });
await page.waitForFunction(() => !!window.wxElementRegistry, null, { timeout: 90000 });
// Registry object ≠ app booted: wait for real UI entries (wizard or main
// frame) before dismissing — CI boots slower and the dismiss loop is bounded.
await page.waitForFunction(() => {
const registry = window.wxElementRegistry;
return !!registry && registry.findAll({}).length > 0;
}, null, { timeout: 150000 });
await page.waitForTimeout(2500);
await dismissWizardIfPresent(page);
await page.waitForFunction(() => {
const registry = window.wxElementRegistry;
if (!registry) return false;
return registry.findAll({ visible: true })
.some((el) => el.name === 'PcbFrame');
}, null, { timeout: 90000 });
await page.waitForTimeout(1500);
}

View file

@ -87,6 +87,9 @@ const PCBNEW_FAMILY_SPECS = [
// boots pcbnew.html — must run on V8 (chromium-ci); on Firefox/x86 CI the
// ~190M module OOMs at instantiation and #canvas never appears (run 27626037849).
'**/pcbnew-move.spec.ts',
// 3D viewer specs boot pcbnew.html (3D-enabled build) — same V8 routing.
'**/3d-viewer.spec.ts',
'**/footprint-3d-preview.spec.ts',
];
const appsDir = 'apps';

View file

@ -1,175 +1,415 @@
/**
* gl_immediate_shim.js
*
* Custom OpenGL immediate mode shims for KiCad WASM port.
* Fixes Emscripten LEGACY_GL_EMULATION issues:
* 1. Color-per-vertex requirement - injects color before each vertex automatically
* 2. Missing double-precision functions (glVertex2d, glVertex3d, glColor3d, glColor4d)
* 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:
*
* Usage: emcc ... --js-library=lib/gl_immediate_shim.js
* 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 - State tracking and function wrapping
// ==================================================================
$GLImmediateShim__deps: ['$GLImmediate', 'glBegin', 'glEnd', 'glVertex2f', 'glVertex3f', 'glColor3f', 'glColor4f'],
$GLImmediateShim__deps: [
'$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: {
// Current color state (persistent across vertices)
// ---- 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,
// Track if we're inside glBegin/glEnd block
inBeginEnd: false,
// Track if color was called since the last vertex
// This prevents double-injection when code already calls color per vertex
colorCalledSinceLastVertex: false,
// Original functions we're wrapping
origFns: {},
// ---- 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
// Initialization flag
// ---- 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') {
// GLImmediate not ready yet, will be called again
console.log('[GLImmediateShim] Waiting for GLImmediate...');
return;
}
if (typeof GLImmediate === 'undefined') return; // retried via postset chain
console.log('[GLImmediateShim] Initializing OpenGL immediate mode shims');
// Initialize current color to white (OpenGL default)
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 = {};
// Store original functions
GLImmediateShim.origFns = {
glBegin: _glBegin,
glEnd: _glEnd,
glVertex2f: _glVertex2f,
glVertex3f: _glVertex3f,
glColor3f: _glColor3f,
glColor4f: _glColor4f,
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,
};
// Install shims
_glBegin = GLImmediateShim.shimBegin;
_glEnd = GLImmediateShim.shimEnd;
_glVertex2f = GLImmediateShim.shimVertex2f;
_glVertex3f = GLImmediateShim.shimVertex3f;
_glColor3f = GLImmediateShim.shimColor3f;
_glColor4f = GLImmediateShim.shimColor4f;
// 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');
},
// ==================================================================
// Shim implementations
// ==================================================================
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) {
var c = GLImmediateShim.currentColor;
c[0] = r;
c[1] = g;
c[2] = b;
c[3] = 1.0;
if (GLImmediateShim.inBeginEnd) {
// Mark that color was explicitly called for this vertex
GLImmediateShim.colorCalledSinceLastVertex = true;
}
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) {
var c = GLImmediateShim.currentColor;
c[0] = r;
c[1] = g;
c[2] = b;
c[3] = a;
if (GLImmediateShim.inBeginEnd) {
// Mark that color was explicitly called for this vertex
GLImmediateShim.colorCalledSinceLastVertex = true;
}
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);
},
// Inject current color before each vertex (only if not already called)
injectColor: function() {
if (!GLImmediateShim.inBeginEnd) return;
// Only inject color if it wasn't already called for this vertex
if (!GLImmediateShim.colorCalledSinceLastVertex) {
var c = GLImmediateShim.currentColor;
GLImmediateShim.origFns.glColor4f(c[0], c[1], c[2], c[3]);
}
// Reset the flag for the next vertex
GLImmediateShim.colorCalledSinceLastVertex = false;
},
shimVertex2f: function(x, y) {
GLImmediateShim.injectColor();
GLImmediateShim.origFns.glVertex2f(x, y);
if (GLImmediateShim.compiling) { GLImmediateShim.record(function() { _glVertex2f(x, y); }); return; }
GLImmediateShim.injectColor(); GLImmediateShim.origFns.glVertex2f(x, y);
},
shimVertex3f: function(x, y, z) {
GLImmediateShim.injectColor();
GLImmediateShim.origFns.glVertex3f(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]);
});
},
},
// ==================================================================
// Double-precision vertex functions (missing in Emscripten)
// 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);
},
glVertex2d: function(x, y) { _glVertex2f(x, y); },
glVertex3d__deps: ['glVertex3f'],
glVertex3d: function(x, y, z) {
_glVertex3f(x, y, z);
},
glVertex3d: function(x, y, z) { _glVertex3f(x, y, z); },
glVertex4d__deps: ['glVertex4f'],
glVertex4d: function(x, y, z, w) {
_glVertex4f(x, y, z, w);
},
// ==================================================================
// Double-precision color functions
// ==================================================================
glVertex4d: function(x, y, z, w) { _glVertex4f(x, y, z, w); },
glColor3d__deps: ['glColor3f'],
glColor3d: function(r, g, b) {
_glColor3f(r, g, b);
},
glColor3d: function(r, g, b) { _glColor3f(r, g, b); },
glColor4d__deps: ['glColor4f'],
glColor4d: function(r, g, b, a) {
_glColor4f(r, g, b, a);
},
glColor4d: function(r, g, b, a) { _glColor4f(r, g, b, a); },
});
// Ensure GLImmediateShim is included in the build