feat(webgl): Wire up WEBGL_GAL test harness with proper canvas setup

- Add wasm_stubs.cpp with WASM-specific stub implementations for
  COLOR4D::BLACK/WHITE, GLU tesselator, PGM_BASE, and other KiCad
  dependencies
- Update Makefile to include KiCad sources (GAL base class, display
  options, HiDPI canvas) and test scenarios
- Fix kiglew.h to define GLEW guard (__glew_h__) preventing conflicts
  with Emscripten's GLEW header
- Update test HTML to create canvas before module load (MODULARIZE
  requires passing canvas in Module config, not preRun)
- Update Playwright tests to find canvas elements correctly
- Add #window-container for wxWidgets GL canvas support

Build produces 8.4MB WASM with full WEBGL_GAL implementation.
Tests pass but rendering still shows dark output (debugging in progress).

🤖 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 21:32:53 +01:00
commit c23bc974be
7 changed files with 747 additions and 180 deletions

View file

@ -29,7 +29,9 @@ SYSROOT = $(PROJECT_ROOT)/build-wasm/sysroot
# KiCad include paths
# Note: -I../native provides stub files (config.h, kicad_stubs.h, etc.)
# Note: -I../scenarios provides shared test scenarios (gal_test_scenarios.h)
KICAD_INCLUDES = -I../native \
-I../scenarios \
-Igenerated \
-I$(KICAD_ROOT)/include \
-I$(KICAD_ROOT)/include/gal \
@ -76,7 +78,18 @@ JS = $(TOOLS_ROOT)/wx.js
HTML_TEMPLATE = $(TOOLS_ROOT)/template.html
# Source files
MAIN_SRCS = gal_webgl_test.cpp
MAIN_SRCS = gal_webgl_test.cpp wasm_stubs.cpp
# KiCad sources needed for linking (not in WEBGL_SRCS)
KICAD_SRCS = $(KICAD_ROOT)/common/gal/hidpi_gl_canvas.cpp \
$(KICAD_ROOT)/common/gal/graphics_abstraction_layer.cpp \
$(KICAD_ROOT)/common/gal/gal_display_options.cpp
# Test scenario sources (shared with native test)
SCENARIO_SRCS = ../scenarios/gal_test_scenarios.cpp
# GLU tesselator - stub (no actual implementation needed for basic shapes)
GLU_SRCS =
# Generated shader sources (from generate_shaders.py)
SHADER_SRCS = generated/glsl_kicad_frag.cpp \
@ -107,7 +120,7 @@ WEBGL_SRCS = webgl/webgl_gal.cpp \
webgl/gl_resources.cpp \
webgl/webgl_antialiasing.cpp
SRCS = $(MAIN_SRCS) $(SHADER_SRCS) $(WEBGL_SRCS)
SRCS = $(MAIN_SRCS) $(KICAD_SRCS) $(SCENARIO_SRCS) $(GLU_SRCS) $(SHADER_SRCS) $(WEBGL_SRCS)
OBJS = $(SRCS:.cpp=.o)
# Target

View file

@ -1,87 +1,70 @@
/**
* GAL WebGL Test - WASM Entry Point
*
* This is a test harness that renders GAL test scenarios using WEBGL_GAL
* This test harness renders GAL test scenarios using WEBGL_GAL
* and allows Playwright to capture screenshots for comparison against native.
*
* Phase 1: Stub that initializes WebGL and renders a test pattern
* Phase 2: Full WEBGL_GAL implementation with all scenarios
*/
// Include kiglew.h first to set GLEW guard before anything includes <GL/glew.h>
#include "webgl/kiglew.h"
#include <wx/wx.h>
#include <wx/glcanvas.h>
#include <emscripten.h>
#include <emscripten/html5.h>
#include <GLES3/gl3.h>
// KiCad GAL headers
#include <gal/graphics_abstraction_layer.h>
#include <math/vector2d.h>
#include "webgl/webgl_gal.h"
// Test scenarios (shared with native test)
#include "gal_test_scenarios.h"
// Stubs
#include "kicad_stubs.h"
#include <cstdio>
#include <cstring>
// Canvas dimensions (matching native test)
static const int CANVAS_WIDTH = 800;
static const int CANVAS_HEIGHT = 600;
// Current scenario index
// Global state
static int g_currentScenario = -1;
static int g_totalScenarios = 28;
// WebGL context
static EMSCRIPTEN_WEBGL_CONTEXT_HANDLE g_glContext = 0;
static KIGFX::WEBGL_GAL* g_gal = nullptr;
static wxFrame* g_frame = nullptr;
/**
* Initialize WebGL context
* Render the current scenario
*/
bool initWebGL() {
EmscriptenWebGLContextAttributes attrs;
emscripten_webgl_init_context_attributes(&attrs);
attrs.majorVersion = 2; // WebGL 2.0
attrs.minorVersion = 0;
attrs.alpha = true;
attrs.depth = true;
attrs.stencil = true;
attrs.antialias = false; // We handle AA ourselves
attrs.premultipliedAlpha = false;
attrs.preserveDrawingBuffer = true; // Needed for screenshots
g_glContext = emscripten_webgl_create_context("#canvas", &attrs);
if (g_glContext <= 0) {
printf("ERROR: Failed to create WebGL 2.0 context: %d\n", g_glContext);
return false;
void renderCurrentScenario() {
if (!g_gal || g_currentScenario < 0) {
return;
}
emscripten_webgl_make_context_current(g_glContext);
printf("Rendering scenario %d: %s\n", g_currentScenario,
GALTest::GetScenarioName(g_currentScenario));
printf("WebGL 2.0 context created successfully\n");
printf(" GL_VENDOR: %s\n", glGetString(GL_VENDOR));
printf(" GL_RENDERER: %s\n", glGetString(GL_RENDERER));
printf(" GL_VERSION: %s\n", glGetString(GL_VERSION));
// Begin drawing
g_gal->BeginDrawing();
return true;
// Clear the screen
g_gal->ClearScreen();
// Render the scenario
GALTest::RenderScenario(g_gal, g_currentScenario, CANVAS_WIDTH, CANVAS_HEIGHT);
// End drawing and present
g_gal->EndDrawing();
printf("Scenario %d rendered\n", g_currentScenario);
}
/**
* Render a test pattern (stub for Phase 1)
* In Phase 2, this will be replaced with actual WEBGL_GAL rendering
*/
void renderTestPattern(int scenarioIndex) {
// Set viewport
glViewport(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT);
// Clear with KiCad-like dark background
glClearColor(0.102f, 0.102f, 0.149f, 1.0f); // RGB(26, 26, 38)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// TODO Phase 2: Replace with actual WEBGL_GAL rendering
// For now, just render a different colored rectangle for each scenario
// to verify the pipeline works
// This is a placeholder - in Phase 2 we'll call:
// GALTest::RenderScenario(webglGal, scenarioIndex, CANVAS_WIDTH, CANVAS_HEIGHT);
printf("Rendered scenario %d (stub)\n", scenarioIndex);
}
/**
* Run a specific scenario
* Called from JavaScript: Module.ccall('runScenario', 'number', ['number'], [index])
* C API for JavaScript calls
*/
extern "C" {
@ -94,7 +77,7 @@ int runScenario(int scenarioIndex) {
}
g_currentScenario = scenarioIndex;
renderTestPattern(scenarioIndex);
renderCurrentScenario();
return 0;
}
@ -122,24 +105,84 @@ int getCanvasHeight() {
} // extern "C"
/**
* Main entry point
* wxWidgets Application
*/
int main() {
printf("GAL WebGL Test - Phase 1 Stub\n");
printf("============================\n\n");
class GALTestApp : public wxApp {
public:
virtual bool OnInit() override;
};
// Set canvas size
emscripten_set_canvas_element_size("#canvas", CANVAS_WIDTH, CANVAS_HEIGHT);
wxIMPLEMENT_APP_NO_MAIN(GALTestApp);
// Initialize WebGL
if (!initWebGL()) {
printf("Failed to initialize WebGL\n");
return 1;
bool GALTestApp::OnInit() {
printf("GAL WebGL Test - Initializing wxWidgets\n");
// Create a frame (invisible, just hosts the GL canvas)
g_frame = new wxFrame(nullptr, wxID_ANY, "GAL WebGL Test",
wxDefaultPosition, wxSize(CANVAS_WIDTH, CANVAS_HEIGHT));
// Create display options
KIGFX::GAL_DISPLAY_OPTIONS displayOptions;
KIGFX::VC_SETTINGS vcSettings;
printf("Creating WEBGL_GAL instance...\n");
try {
g_gal = new KIGFX::WEBGL_GAL(
vcSettings,
displayOptions,
g_frame, // parent window
nullptr, // mouse listener
nullptr, // paint listener
"GAL WebGL Test" // name
);
} catch (const std::exception& e) {
printf("ERROR: Failed to create WEBGL_GAL: %s\n", e.what());
return false;
}
printf("WEBGL_GAL created successfully\n");
// Set up the GAL
g_gal->SetScreenSize(VECTOR2I(CANVAS_WIDTH, CANVAS_HEIGHT));
g_gal->ResizeScreen(CANVAS_WIDTH, CANVAS_HEIGHT);
// Set default world coordinates (matching native test)
double worldScale = 1.0 / 10000.0; // Convert nm to screen units
g_gal->SetWorldUnitLength(worldScale);
g_gal->SetScreenDPI(96);
// Set world boundaries
VECTOR2D worldSize(CANVAS_WIDTH / worldScale, CANVAS_HEIGHT / worldScale);
BOX2D worldBounds(VECTOR2D(0, 0), worldSize);
g_gal->SetWorldScreenMatrix(g_gal->GetWorldScreenMatrix());
// Initialize the compositor
g_gal->BeginDrawing();
g_gal->ClearScreen();
g_gal->EndDrawing();
printf("\nReady for scenarios. Total: %d\n", g_totalScenarios);
printf("Call runScenario(index) from JavaScript to render.\n");
return true;
}
/**
* Main entry point
*/
int main(int argc, char* argv[]) {
printf("GAL WebGL Test\n");
printf("==============\n\n");
// Initialize wxWidgets
wxEntryStart(argc, argv);
if (!wxTheApp->OnInit()) {
printf("ERROR: wxApp initialization failed\n");
return 1;
}
// Don't exit - keep runtime alive for JavaScript calls
emscripten_exit_with_live_runtime();

View file

@ -1,60 +1,84 @@
<!DOCTYPE html>
<html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<title>GAL WebGL Test</title>
<style>
body {
margin: 0;
padding: 20px;
padding: 0;
width: 100%;
height: 100%;
overflow: hidden;
background: #1a1a26;
color: #fff;
font-family: monospace;
}
#canvas-container {
display: inline-block;
border: 2px solid #444;
/* wxWidgets window styling */
.window {
position: absolute;
pointer-events: none;
z-index: 10;
background-color: black;
overflow: hidden;
width: 0;
height: 0;
}
#canvas {
display: block;
.window-canvas {
position: absolute;
top: 0;
left: 0;
pointer-events: none;
}
#controls {
margin-top: 20px;
/* GL canvas styling */
.gl-canvas {
position: absolute;
z-index: 100;
pointer-events: none;
}
/* Controls overlay */
#controls-overlay {
position: fixed;
top: 10px;
left: 10px;
z-index: 1000;
background: rgba(0,0,0,0.8);
padding: 10px;
border-radius: 4px;
}
#status {
margin-top: 10px;
padding: 10px;
padding: 5px;
background: #2a2a3a;
border-radius: 4px;
}
button {
padding: 8px 16px;
margin-right: 10px;
cursor: pointer;
}
select {
padding: 8px;
margin-right: 10px;
button, select {
padding: 5px 10px;
margin-right: 5px;
}
</style>
</head>
<body>
<h1>GAL WebGL Test</h1>
<!-- wxWidgets main window container -->
<div id="main-window"></div>
<div id="canvas-container">
<canvas id="canvas" width="800" height="600"></canvas>
</div>
<!-- wxWidgets window container (for popups and GL canvases) -->
<div id="window-container"></div>
<div id="controls">
<!-- Controls overlay -->
<div id="controls-overlay">
<select id="scenario-select">
<option value="-1">Select scenario...</option>
</select>
<button id="run-btn" disabled>Run Scenario</button>
<button id="run-all-btn" disabled>Run All</button>
</div>
<div id="status">
<div id="status-text">Loading WASM module...</div>
<button id="run-btn" disabled>Run</button>
<button id="run-all-btn" disabled>All</button>
<div id="status">Loading WASM...</div>
</div>
<script>
@ -90,7 +114,7 @@
'transform-api' // 27
];
let Module = null;
var wasmModule = null;
// Populate scenario dropdown
function populateScenarios() {
@ -105,49 +129,101 @@
// Run a single scenario
function runScenario(index) {
if (!Module) return;
if (!wasmModule) return;
const result = Module.ccall('runScenario', 'number', ['number'], [index]);
const result = wasmModule.ccall('runScenario', 'number', ['number'], [index]);
if (result === 0) {
setStatus(`Rendered scenario ${index}: ${SCENARIO_NAMES[index]}`);
setStatus(`Rendered: ${SCENARIO_NAMES[index]}`);
} else {
setStatus(`ERROR: Failed to render scenario ${index}`);
setStatus(`ERROR: Failed scenario ${index}`);
}
}
// Run all scenarios (for automated testing)
// Run all scenarios
async function runAllScenarios() {
if (!Module) return;
if (!wasmModule) return;
const total = Module.ccall('getTotalScenarios', 'number', [], []);
const total = wasmModule.ccall('getTotalScenarios', 'number', [], []);
setStatus(`Running all ${total} scenarios...`);
for (let i = 0; i < total; i++) {
runScenario(i);
// Small delay to allow rendering
await new Promise(r => setTimeout(r, 100));
}
setStatus(`Completed all ${total} scenarios`);
}
// Update status display
// Update status
function setStatus(text) {
document.getElementById('status-text').textContent = text;
document.getElementById('status').textContent = text;
console.log('[GAL Test]', text);
}
// Get the GL canvas for screenshots
function getGLCanvas() {
// wxGLCanvas creates canvases with class 'gl-canvas' or id 'glcanvas-N'
const glCanvases = document.querySelectorAll('.gl-canvas');
if (glCanvases.length > 0) {
return glCanvases[0];
}
// Fallback to any canvas in window-container
const containerCanvases = document.querySelectorAll('#window-container canvas');
if (containerCanvases.length > 0) {
return containerCanvases[0];
}
// Fallback to main canvas
return document.getElementById('canvas');
}
// Export for Playwright
window.galTest = {
runScenario,
runAllScenarios,
getScenarioName: (index) => SCENARIO_NAMES[index],
getTotalScenarios: () => SCENARIO_NAMES.length
getTotalScenarios: () => SCENARIO_NAMES.length,
getGLCanvas: getGLCanvas
};
// Create canvas immediately (before module loads)
var canvas = document.createElement('canvas');
canvas.id = 'canvas';
canvas.style.display = 'block';
canvas.style.position = 'absolute';
canvas.style.left = '0';
canvas.style.top = '0';
canvas.width = 800;
canvas.height = 600;
canvas.style.width = '800px';
canvas.style.height = '600px';
canvas.oncontextmenu = function(e) { e.preventDefault(); };
canvas.addEventListener("webglcontextlost", function(e) {
setStatus('WebGL context lost!');
e.preventDefault();
}, false);
document.getElementById('main-window').appendChild(canvas);
// Module configuration for MODULARIZE
var Module = {
canvas: canvas, // Pass the canvas we created
print: function(text) {
console.log(text);
},
printErr: function(text) {
console.error(text);
},
setStatus: function(text) {
setStatus(text || 'Ready');
},
onRuntimeInitialized: function() {
setStatus('WASM initialized');
}
};
// Setup UI after module loads
function onModuleReady() {
setStatus('WASM module loaded. Ready for testing.');
function onModuleReady(module) {
wasmModule = module;
setStatus('Ready. Select a scenario.');
document.getElementById('run-btn').disabled = false;
document.getElementById('run-all-btn').disabled = false;
@ -169,22 +245,13 @@
}
};
// Dispatch custom event for Playwright
// Dispatch ready event for Playwright
window.dispatchEvent(new CustomEvent('gal-test-ready'));
}
// Initialize
populateScenarios();
// Load WASM module
createGALTest().then(module => {
Module = module;
onModuleReady();
}).catch(err => {
setStatus('ERROR: Failed to load WASM module: ' + err.message);
console.error(err);
});
</script>
<script src="gal_webgl_test.js"></script>
<script src="gal_webgl_test.js" onload="createGALTest(Module).then(onModuleReady).catch(e => setStatus('Load error: ' + e.message))"></script>
</body>
</html>

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@ -0,0 +1,342 @@
/**
* WASM stubs for GAL WebGL test
*
* Provides implementations for symbols needed by WEBGL_GAL but not
* provided by the minimal test harness.
*/
// Include kiglew.h first to prevent GLEW conflicts
#include "webgl/kiglew.h"
#include <wx/wx.h>
#include <wx/snglinst.h>
// Forward declarations to avoid including heavy headers
namespace KIGFX { class GAL; }
// Include minimal headers
#include <gal/color4d.h>
#include <kiid.h>
#include <gal/hidpi_gl_canvas.h>
#include <gal/graphics_abstraction_layer.h>
//=============================================================================
// COLOR4D static constants
//=============================================================================
namespace KIGFX {
const COLOR4D COLOR4D::BLACK( 0, 0, 0, 1 );
const COLOR4D COLOR4D::WHITE( 1, 1, 1, 1 );
const COLOR4D COLOR4D::UNSPECIFIED( 0, 0, 0, 0 );
const COLOR4D COLOR4D::CLEAR( 0, 0, 0, 0 );
} // namespace KIGFX
//=============================================================================
// KIID
//=============================================================================
KIID niluuid;
// Note: GAL class is provided by graphics_abstraction_layer.cpp
//=============================================================================
// GLU tesselator stubs (needed for polygon rendering)
// These are no-op stubs - polygons won't render correctly until
// we add a real tesselator implementation
//=============================================================================
extern "C" {
struct GLUtesselator {};
GLUtesselator* gluNewTess() { return new GLUtesselator(); }
void gluDeleteTess(GLUtesselator* tess) { delete tess; }
void gluTessProperty(GLUtesselator*, GLenum, GLdouble) {}
void gluTessCallback(GLUtesselator*, GLenum, void(*)()) {}
void gluTessBeginPolygon(GLUtesselator*, void*) {}
void gluTessEndPolygon(GLUtesselator*) {}
void gluTessBeginContour(GLUtesselator*) {}
void gluTessEndContour(GLUtesselator*) {}
void gluTessVertex(GLUtesselator*, GLdouble*, void*) {}
}
//=============================================================================
// Additional stubs from kicad_stubs.cpp that are needed
//=============================================================================
#include <core/observable.h>
namespace UTIL {
namespace DETAIL {
OBSERVABLE_BASE::OBSERVABLE_BASE() {}
OBSERVABLE_BASE::~OBSERVABLE_BASE() {}
void OBSERVABLE_BASE::on_observers_empty() {}
void OBSERVABLE_BASE::enter_iteration() {}
void OBSERVABLE_BASE::leave_iteration() {}
void OBSERVABLE_BASE::add_observer(void*) {}
void OBSERVABLE_BASE::remove_observer(void*) {}
} // namespace DETAIL
} // namespace UTIL
// UTIL::LINK stubs
namespace UTIL {
LINK::LINK() : token_(nullptr), observer_(nullptr) {}
LINK::LINK(std::shared_ptr<DETAIL::OBSERVABLE_BASE::IMPL> token, void* observer)
: token_(token), observer_(observer) {}
LINK::LINK(LINK&& other) : token_(std::move(other.token_)), observer_(other.observer_) {
other.observer_ = nullptr;
}
LINK::~LINK() {}
LINK& LINK::operator=(LINK&& other) {
token_ = std::move(other.token_);
observer_ = other.observer_;
other.observer_ = nullptr;
return *this;
}
void LINK::reset() { token_.reset(); observer_ = nullptr; }
LINK::operator bool() const { return token_ != nullptr; }
}
// UI dialog stubs
void DisplayError(wxWindow*, const wxString&) {}
void DisplayErrorMessage(wxWindow*, const wxString&, const wxString&) {}
// OpenGL info stub
void SetOpenGLInfo(const char*, const char*, const char*) {}
// Math logging stub
void kimathLogOverflow(double, const char*) {}
// Arc geometry stub
#include <geometry/eda_angle.h>
int GetArcToSegmentCount(int aRadius, int aArcError, const EDA_ANGLE& aArcAngle) {
double degrees = std::abs(aArcAngle.AsDegrees());
return std::max(1, (int)(degrees / 10.0));
}
// DPI scaling stub
#include <dpi_scaling.h>
double DPI_SCALING::GetDefaultScaleFactor() { return 1.0; }
// Cursor store stub
#include <gal/cursors.h>
const WX_CURSOR_TYPE CURSOR_STORE::GetCursor(KICURSOR aCursor, bool aHiDPI) {
return wxCursor(wxCURSOR_ARROW);
}
// VC_SETTINGS::Reset stub
#include <view/view_controls.h>
namespace KIGFX {
void VC_SETTINGS::Reset() {}
}
// KIID constructors
KIID::KIID() {}
KIID::KIID(int aValue) {}
// UTF8 stubs
#include <core/utf8.h>
UTF8::UTF8(const wxString& s) : m_s(s.ToUTF8().data()) {}
int UTF8::uni_forward(const unsigned char* aSequence, unsigned* aResult) {
if (aSequence && *aSequence) {
if (aResult) *aResult = (unsigned)*aSequence;
return 1;
}
if (aResult) *aResult = 0;
return 0;
}
// TEXT_ATTRIBUTES constructor
#include <font/text_attributes.h>
TEXT_ATTRIBUTES::TEXT_ATTRIBUTES(KIFONT::FONT* aFont) {}
// KIFONT stubs
#include <font/font.h>
namespace KIFONT {
FONT* FONT::GetFont(const wxString&, bool, bool, const std::vector<wxString>*, bool) {
return nullptr;
}
const METRICS& METRICS::Default() {
static METRICS m;
return m;
}
void OUTLINE_GLYPH::Triangulate(std::function<void(const VECTOR2I&, const VECTOR2I&, const VECTOR2I&)>) const {}
void FONT::Draw(KIGFX::GAL*, const wxString&, const VECTOR2I&, const VECTOR2I&,
const TEXT_ATTRIBUTES&, const METRICS&) const {}
// STROKE_GLYPH stubs
STROKE_GLYPH::STROKE_GLYPH( const STROKE_GLYPH& aGlyph )
{
reserve( aGlyph.size() );
for( const std::vector<VECTOR2D>& pointList : aGlyph )
push_back( pointList );
m_boundingBox = aGlyph.m_boundingBox;
m_penIsDown = false;
}
void STROKE_GLYPH::AddPoint( const VECTOR2D& aPoint )
{
if( !m_penIsDown )
{
emplace_back();
back().reserve( 16 );
m_penIsDown = true;
}
back().push_back( aPoint );
}
void STROKE_GLYPH::RaisePen()
{
m_penIsDown = false;
}
void STROKE_GLYPH::Finalize()
{
}
} // namespace KIFONT
// SHAPE_POLY_SET stub
#include <geometry/shape_poly_set.h>
bool SHAPE_POLY_SET::IsTriangulationUpToDate() const {
return false;
}
// Bezier curve stub
#include <bezier_curves.h>
void BEZIER_POLY::GetPoly(std::vector<VECTOR2D>& aOutput, double aMinSegLen) {
if (!m_ctrlPts.empty()) {
aOutput.push_back(m_ctrlPts.front());
aOutput.push_back(m_ctrlPts.back());
}
}
// BITMAP_BASE stubs
#include <bitmap_base.h>
BITMAP_BASE::BITMAP_BASE( const VECTOR2I& pos )
{
m_scale = 1.0;
m_imageType = wxBITMAP_TYPE_PNG;
m_bitmap = nullptr;
m_image = nullptr;
m_originalImage = nullptr;
m_ppi = 91;
m_pixelSizeIu = 254000.0 / m_ppi;
m_isMirroredX = false;
m_isMirroredY = false;
m_rotation = ANGLE_0;
}
bool BITMAP_BASE::SetImage( const wxImage& aImage )
{
delete m_image;
delete m_originalImage;
delete m_bitmap;
m_image = new wxImage( aImage );
m_originalImage = new wxImage( aImage );
m_bitmap = new wxBitmap( *m_image );
m_imageType = wxBITMAP_TYPE_PNG;
return true;
}
//=============================================================================
// PGM_BASE and related stubs (minimal for GL_CONTEXT_MANAGER)
//=============================================================================
// Forward-declared types
class SETTINGS_MANAGER {};
class LIBRARY_MANAGER {};
class BACKGROUND_JOBS_MONITOR {};
class NOTIFICATIONS_MANAGER {};
#include <pgm_base.h>
#include <advanced_config.h>
#include <settings/environment.h>
// Minimal PGM_BASE subclass
class PGM_BASE_TEST : public PGM_BASE {
public:
PGM_BASE_TEST() : PGM_BASE() {}
void MacOpenFile(const wxString& aFileName) override {}
};
static PGM_BASE_TEST* s_pgmInstance = nullptr;
PGM_BASE& Pgm() {
if (!s_pgmInstance) {
s_pgmInstance = new PGM_BASE_TEST();
}
return *s_pgmInstance;
}
const ADVANCED_CFG& ADVANCED_CFG::GetCfg() {
static ADVANCED_CFG instance;
return instance;
}
ADVANCED_CFG::ADVANCED_CFG() {
m_ScreenDPI = 91;
}
const char* GetBuildVersion() {
return "8.0.0-wasm-test";
}
wxApp& PGM_BASE::App() {
return *wxTheApp;
}
COMMON_SETTINGS* PGM_BASE::GetCommonSettings() const {
return nullptr;
}
const wxString& PGM_BASE::GetExecutablePath() const {
static wxString empty;
return empty;
}
ENV_VAR_MAP& PGM_BASE::GetLocalEnvVariables() const {
static ENV_VAR_MAP empty;
return empty;
}
bool PGM_BASE::SetLanguage(wxString&, bool) { return false; }
const wxString& PGM_BASE::GetTextEditor(bool) { static wxString s; return s; }
void PGM_BASE::SetTextEditor(const wxString&) {}
wxString PGM_BASE::GetLanguageTag() { return wxString(); }
void PGM_BASE::SetLanguagePath() {}
void PGM_BASE::ReadPdfBrowserInfos() {}
bool PGM_BASE::SetLocalEnvVariable(const wxString&, const wxString&) { return false; }
void PGM_BASE::SetLocalEnvVariables() {}
void PGM_BASE::WritePdfBrowserInfos() {}
void PGM_BASE::SetLanguageIdentifier(int) {}
const wxString PGM_BASE::AskUserForPreferredEditor(const wxString&) { return wxString(); }
PGM_BASE::PGM_BASE() {
m_singleton.Init();
}
PGM_BASE::~PGM_BASE() {}
// Singleton init
#include <singleton.h>
#include "webgl/gl_context_mgr.h"
void KICAD_SINGLETON::Init() {
m_GLContextManager = new GL_CONTEXT_MANAGER();
}
KICAD_SINGLETON::~KICAD_SINGLETON() {
delete m_GLContextManager;
m_GLContextManager = nullptr;
}

View file

@ -32,6 +32,12 @@
#include <wx/platform.h>
#if defined( __EMSCRIPTEN__ )
// Prevent real GLEW header from being included (Emscripten has one too)
// We provide our own compatibility stubs below
#ifndef __glew_h__
#define __glew_h__
#endif
// WebGL2/GLES3: Modern shader functions (glUseProgram, etc.)
#include <GLES3/gl3.h>
// Legacy GL emulation: glMatrixMode, glColor4d, glBegin/glEnd, etc.