fix(webgl): Fix alpha-blending with proper blend functions
Alpha-blended shapes were rendering nearly invisible due to incorrect blend function configuration in two places: 1. FBO rendering (webgl_gal.cpp): Changed to glBlendFuncSeparate to handle RGB and alpha channels independently. Alpha channel now accumulates coverage correctly (prevents it from staying near 0.0 when rendering with alpha=0.5). 2. Compositor (webgl_compositor.cpp): Changed from premultiplied alpha blend (GL_ONE, GL_ONE_MINUS_SRC_ALPHA) to straight alpha blend (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) since our FBOs use straight alpha. Also marked Transform() as dead code with explanation - never called in KiCad and has no effect even in native OPENGL_GAL. Result: Alpha-blending scenario now renders correctly with proper color mixing for overlapping shapes. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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2 changed files with 18 additions and 20 deletions
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@ -395,7 +395,9 @@ void WEBGL_COMPOSITOR::DrawBuffer( unsigned int aSourceHandle, unsigned int aDes
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// Depth test has to be disabled to make transparency working
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// Depth test has to be disabled to make transparency working
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glDisable( GL_DEPTH_TEST );
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glDisable( GL_DEPTH_TEST );
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glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
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// Use standard alpha blending for straight (non-premultiplied) alpha
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// Note: GL_ONE would be for premultiplied alpha, but our FBOs use straight alpha
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glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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// Bind the source texture
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// Bind the source texture
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glActiveTexture( GL_TEXTURE0 );
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glActiveTexture( GL_TEXTURE0 );
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@ -697,7 +697,12 @@ void WEBGL_GAL::BeginDrawing()
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// Setup blending, required for transparent objects
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// Setup blending, required for transparent objects
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glEnable( GL_BLEND );
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glEnable( GL_BLEND );
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glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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// Use separate blend functions for RGB and alpha channels
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// RGB: standard alpha blending (src.rgb * src.a + dst.rgb * (1 - src.a))
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// Alpha: accumulate coverage (src.a + dst.a * (1 - src.a))
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// This prevents framebuffer alpha from becoming too low when rendering to transparent FBOs
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glBlendFuncSeparate( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
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GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
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// Set up the world <-> screen transformation (replacing legacy glMatrixMode/glLoadMatrixd)
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// Set up the world <-> screen transformation (replacing legacy glMatrixMode/glLoadMatrixd)
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ComputeWorldScreenMatrix();
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ComputeWorldScreenMatrix();
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@ -1656,7 +1661,9 @@ void WEBGL_GAL::DrawBitmap( const BITMAP_BASE& aBitmap, double alphaBlend )
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// Setup for drawing
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// Setup for drawing
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glDepthFunc( GL_ALWAYS );
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glDepthFunc( GL_ALWAYS );
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glEnable( GL_BLEND );
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glEnable( GL_BLEND );
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glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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// Use separate blend functions for RGB and alpha (same as main initialization)
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glBlendFuncSeparate( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
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GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
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// Use the vertex manager to draw a textured quad (same pattern as DrawGlyph)
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// Use the vertex manager to draw a textured quad (same pattern as DrawGlyph)
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// The shader uses texture coordinates from SHADER_FONT parameters
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// The shader uses texture coordinates from SHADER_FONT parameters
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@ -2061,23 +2068,12 @@ void WEBGL_GAL::ClearScreen()
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void WEBGL_GAL::Transform( const MATRIX3x3D& aTransformation )
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void WEBGL_GAL::Transform( const MATRIX3x3D& aTransformation )
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{
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{
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// Convert 3x3 matrix to 4x4 matrix (column-major order for GLM)
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// NOTE: Transform() is dead code in KiCad - never actually called anywhere.
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// The 3x3 matrix represents a 2D affine transformation
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// In native OPENGL_GAL, it modifies GL_MODELVIEW via glMultMatrixd(), but
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glm::mat4 matrix( 1.0f );
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// VERTEX_MANAGER uses its own independent m_transform, so the glMultMatrixd
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// call has no visible effect on rendered output.
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matrix[0][0] = static_cast<float>( aTransformation.m_data[0][0] );
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// We intentionally do nothing here to match that native behavior.
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matrix[0][1] = static_cast<float>( aTransformation.m_data[1][0] );
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(void) aTransformation; // Suppress unused parameter warning
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matrix[0][2] = static_cast<float>( aTransformation.m_data[2][0] );
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matrix[1][0] = static_cast<float>( aTransformation.m_data[0][1] );
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matrix[1][1] = static_cast<float>( aTransformation.m_data[1][1] );
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matrix[1][2] = static_cast<float>( aTransformation.m_data[2][1] );
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matrix[3][0] = static_cast<float>( aTransformation.m_data[0][2] );
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matrix[3][1] = static_cast<float>( aTransformation.m_data[1][2] );
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matrix[3][2] = static_cast<float>( aTransformation.m_data[2][2] );
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m_currentManager->MultiplyMatrix( matrix );
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}
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}
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