feat(webgl): Enable all 28 scenarios for WebGL test harness
- Update wasm/Makefile to compile ALL scenario files using wildcard - Add conditional compilation to scenario_bitmap.cpp (#ifdef __EMSCRIPTEN__) to handle OpenGL-specific shader workaround code for native only - Change canvas dimensions to 1600x1200 to match native baseline (2x Retina) - Set white background color to match native screenshots - Update gal-webgl.spec.ts to hide UI overlay before taking screenshots - Improve test-gal-regression.sh with better ImageMagick comparison All 28 scenarios now compile and run on both native and WebGL backends. Native vs baseline: PASSED (28/28 matching) WebGL rendering: In progress (primitives not yet visible) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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8 changed files with 129 additions and 35 deletions
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@ -203,10 +203,10 @@
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canvas.style.position = 'absolute';
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canvas.style.left = '0';
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canvas.style.top = '0';
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canvas.width = 800;
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canvas.height = 600;
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canvas.style.width = '800px';
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canvas.style.height = '600px';
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canvas.width = 1600;
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canvas.height = 1200;
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canvas.style.width = '1600px';
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canvas.style.height = '1200px';
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canvas.oncontextmenu = function(e) { e.preventDefault(); };
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canvas.addEventListener("webglcontextlost", function(e) {
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setStatus('WebGL context lost!');
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@ -138,10 +138,16 @@ test.describe('GAL WebGL Regression Tests', () => {
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await expect(canvas).toBeVisible({ timeout: 5000 });
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// Hide controls overlay before screenshot (it sits on top of canvas)
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await page.locator('#controls-overlay').evaluate(el => el.style.visibility = 'hidden');
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// Screenshot the canvas (matching native 800x600 output)
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const screenshotPath = path.join(OUTPUT_DIR, `gal-${scenarioName}.png`);
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await canvas.screenshot({ path: screenshotPath });
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// Restore overlay for manual debugging
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await page.locator('#controls-overlay').evaluate(el => el.style.visibility = 'visible');
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// Print console logs for first scenario (debugging)
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if (scenarioIndex === 0) {
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console.log('\n=== Console logs ===');
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@ -174,11 +180,17 @@ test.describe('GAL WebGL Regression Tests', () => {
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// Wait for rendering
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await page.waitForTimeout(50);
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// Hide controls overlay before screenshot
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await page.locator('#controls-overlay').evaluate(el => el.style.visibility = 'hidden');
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// Screenshot the canvas
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const canvas = await page.locator('#canvas');
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const screenshotPath = path.join(OUTPUT_DIR, `gal-${scenarioName}.png`);
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await canvas.screenshot({ path: screenshotPath });
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// Restore overlay
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await page.locator('#controls-overlay').evaluate(el => el.style.visibility = 'visible');
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console.log(`[${i + 1}/28] ${scenarioName}`);
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}
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@ -7,10 +7,6 @@
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* In OPENGL_GAL, it uses GL_BITMAP_CACHE to create GPU textures from wxImage data.
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* Position is controlled via Save/Translate/Restore, not by arguments to DrawBitmap.
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*
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* IMPORTANT: DrawBitmap uses legacy OpenGL immediate mode (glBegin/glVertex3f/glEnd)
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* which is incompatible with active shaders. We must deactivate the shader before
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* calling DrawBitmap and reactivate it afterward.
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*
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* This scenario demonstrates:
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* 1. Basic bitmap rendering with checkerboard pattern
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* 2. Gradient patterns (horizontal, vertical, radial)
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@ -19,13 +15,18 @@
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* 5. Multiple bitmaps in a scene
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*/
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#include <GL/glew.h>
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#include <gal/graphics_abstraction_layer.h>
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#include <gal/opengl/opengl_gal.h>
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#include "../native/bitmap_base_stub.h"
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#include "../native/gal_test_accessor.h"
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#include <cmath>
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// Native-only includes for shader workaround
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// WebGL uses a different shader architecture and doesn't need this workaround
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#ifndef __EMSCRIPTEN__
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#include <GL/glew.h>
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#include <gal/opengl/opengl_gal.h>
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#include "../native/gal_test_accessor.h"
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#endif
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#ifndef M_PI
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#define M_PI 3.14159265358979323846
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#endif
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@ -34,6 +35,10 @@ namespace GALTest {
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using KIGFX::COLOR4D;
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using KIGFX::GAL;
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#ifndef __EMSCRIPTEN__
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// Native build only: OpenGL-specific code
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using KIGFX::OPENGL_GAL;
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// Setup state needed for DrawBitmap (width/height cached per scenario)
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@ -84,10 +89,24 @@ static void DrawBitmapWithShaderFix(GAL* gal, const BITMAP_BASE& bitmap, double
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ActivateGALShader(oglGal);
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}
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#else
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// WebGL build: Use DrawBitmap directly through the abstract interface
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// WEBGL_GAL::DrawBitmap should be implemented using modern GL (VAO/VBO) not immediate mode
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static void DrawBitmapWithShaderFix(GAL* gal, const BITMAP_BASE& bitmap, double alpha = 1.0) {
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// In WebGL, just call DrawBitmap directly
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// The shader is managed internally by WEBGL_GAL
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gal->DrawBitmap(bitmap, alpha);
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}
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#endif
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void RenderBitmap(GAL* gal, int width, int height) {
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// Cache viewport size for fixed-function matrix setup
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#ifndef __EMSCRIPTEN__
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// Cache viewport size for fixed-function matrix setup (native only)
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s_viewportWidth = width;
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s_viewportHeight = height;
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#endif
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gal->SetLayerDepth(100);
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gal->SetIsFill(true);
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@ -94,7 +94,10 @@ KICAD_SRCS = $(KICAD_ROOT)/common/gal/hidpi_gl_canvas.cpp \
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$(KICAD_ROOT)/common/gal/gal_display_options.cpp
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# Test scenario sources (shared with native test)
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SCENARIO_SRCS = ../scenarios/gal_test_scenarios.cpp
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# Include ALL scenario files - they should use the abstract GAL interface only.
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# The harness decides whether to use OPENGL_GAL (native) or WEBGL_GAL (wasm).
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SCENARIO_SRCS = ../scenarios/gal_test_scenarios.cpp \
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$(wildcard ../scenarios/scenario_*.cpp)
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# GLU tesselator - stub (no actual implementation needed for basic shapes)
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GLU_SRCS =
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@ -27,9 +27,9 @@
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#include <cstdio>
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// Canvas dimensions (matching native test)
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static const int CANVAS_WIDTH = 800;
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static const int CANVAS_HEIGHT = 600;
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// Canvas dimensions (matching native baseline at 2x Retina scale)
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static const int CANVAS_WIDTH = 1600;
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static const int CANVAS_HEIGHT = 1200;
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// Global state
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static int g_currentScenario = -1;
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@ -166,7 +166,8 @@ bool GALTestApp::OnInit() {
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// Set up the GAL
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g_gal->SetScreenSize(VECTOR2I(CANVAS_WIDTH, CANVAS_HEIGHT));
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g_gal->ResizeScreen(CANVAS_WIDTH, CANVAS_HEIGHT);
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g_gal->SetClearColor(KIGFX::COLOR4D(0.1, 0.1, 0.15, 1.0));
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// Use white background to match native baseline screenshots
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g_gal->SetClearColor(KIGFX::COLOR4D(1.0, 1.0, 1.0, 1.0));
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// CRITICAL: Set worldUnitLength for 1:1 world-to-screen coordinate mapping
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// GAL default worldUnitLength is for PCB nanometers, which would compress
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@ -203,10 +203,10 @@
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canvas.style.position = 'absolute';
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canvas.style.left = '0';
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canvas.style.top = '0';
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canvas.width = 800;
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canvas.height = 600;
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canvas.style.width = '800px';
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canvas.style.height = '600px';
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canvas.width = 1600;
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canvas.height = 1200;
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canvas.style.width = '1600px';
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canvas.style.height = '1200px';
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canvas.oncontextmenu = function(e) { e.preventDefault(); };
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canvas.addEventListener("webglcontextlost", function(e) {
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setStatus('WebGL context lost!');
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@ -2050,11 +2050,11 @@ void WEBGL_GAL::Flush()
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void WEBGL_GAL::ClearScreen()
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{
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// Clear screen
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// Clear screen with the configured clear color
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m_compositor->SetBuffer( WEBGL_COMPOSITOR::DIRECT_RENDERING );
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// NOTE: Black used here instead of m_clearColor; it will be composited later
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glClearColor( 0, 0, 0, 1 );
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// Use m_clearColor for background (set via SetClearColor())
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glClearColor( m_clearColor.r, m_clearColor.g, m_clearColor.b, m_clearColor.a );
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
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}
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