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>
This commit is contained in:
Viktor Vaczi 2026-01-08 11:11:03 +01:00
commit d0e2500048
8 changed files with 129 additions and 35 deletions

View file

@ -7,10 +7,6 @@
* In OPENGL_GAL, it uses GL_BITMAP_CACHE to create GPU textures from wxImage data.
* Position is controlled via Save/Translate/Restore, not by arguments to DrawBitmap.
*
* IMPORTANT: DrawBitmap uses legacy OpenGL immediate mode (glBegin/glVertex3f/glEnd)
* which is incompatible with active shaders. We must deactivate the shader before
* calling DrawBitmap and reactivate it afterward.
*
* This scenario demonstrates:
* 1. Basic bitmap rendering with checkerboard pattern
* 2. Gradient patterns (horizontal, vertical, radial)
@ -19,13 +15,18 @@
* 5. Multiple bitmaps in a scene
*/
#include <GL/glew.h>
#include <gal/graphics_abstraction_layer.h>
#include <gal/opengl/opengl_gal.h>
#include "../native/bitmap_base_stub.h"
#include "../native/gal_test_accessor.h"
#include <cmath>
// Native-only includes for shader workaround
// WebGL uses a different shader architecture and doesn't need this workaround
#ifndef __EMSCRIPTEN__
#include <GL/glew.h>
#include <gal/opengl/opengl_gal.h>
#include "../native/gal_test_accessor.h"
#endif
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
@ -34,6 +35,10 @@ namespace GALTest {
using KIGFX::COLOR4D;
using KIGFX::GAL;
#ifndef __EMSCRIPTEN__
// Native build only: OpenGL-specific code
using KIGFX::OPENGL_GAL;
// Setup state needed for DrawBitmap (width/height cached per scenario)
@ -84,10 +89,24 @@ static void DrawBitmapWithShaderFix(GAL* gal, const BITMAP_BASE& bitmap, double
ActivateGALShader(oglGal);
}
#else
// WebGL build: Use DrawBitmap directly through the abstract interface
// WEBGL_GAL::DrawBitmap should be implemented using modern GL (VAO/VBO) not immediate mode
static void DrawBitmapWithShaderFix(GAL* gal, const BITMAP_BASE& bitmap, double alpha = 1.0) {
// In WebGL, just call DrawBitmap directly
// The shader is managed internally by WEBGL_GAL
gal->DrawBitmap(bitmap, alpha);
}
#endif
void RenderBitmap(GAL* gal, int width, int height) {
// Cache viewport size for fixed-function matrix setup
#ifndef __EMSCRIPTEN__
// Cache viewport size for fixed-function matrix setup (native only)
s_viewportWidth = width;
s_viewportHeight = height;
#endif
gal->SetLayerDepth(100);
gal->SetIsFill(true);