Migrate WebGL GAL implementation from tests/gal-regression/wasm/webgl/
to kicad/common/gal/webgl/ and kicad/include/gal/webgl/.
This integrates the WebGL GAL properly into KiCad's build system:
- Update test Makefile to use sources from kicad/ instead of local copies
- Update build scripts for new source locations
- Add test-gal-webgl.sh script for running WebGL regression tests
- Update Docker to Emscripten 4.0.22
The WebGL GAL passes all 28 regression tests (matching baseline).
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- 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>
- Fix coordinate system for 1:1 pixel mapping (was using nm scale)
- Set worldUnitLength to 1/96 to match native test setup
- Add SetLookAtPoint and SetZoomFactor for proper view transformation
- Fix glDrawBuffers for WebGL 2.0 (array index must match attachment)
- Add legacy_gl_stubs.js for wxWidgets compatibility
- Add isReady() check to prevent race condition in Playwright tests
All 28 GAL test scenarios now render correctly in WebGL.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Major refactoring to remove ALL legacy OpenGL immediate mode calls from
WEBGL_GAL and replace them with WebGL 2.0/OpenGL ES 3.0 compatible code.
Key changes:
- Add MVP matrix uniform support (replaces glMatrixMode/glOrtho/glLoadMatrix)
- Add matrix math helpers (computeOrthoMatrix, multiplyMatrix4x4, etc.)
- Replace glBegin/glEnd/glVertex with vertex manager pattern
- Rewrite DrawCursor to use vertex manager and DrawLine() calls
- Rewrite DrawBitmap to use vertex manager with SHADER_FONT mode
- Replace glEnableClientState with glVertexAttribPointer
- Replace glDrawBuffer with glDrawBuffers (WebGL 2.0 API)
- Add fullscreen_quad.cpp/h for compositor Present()
- Update SHADER class with mat4 uniform support
- Add MultiplyMatrix() to vertex_manager for Transform()
- Remove all legacy GL stubs from wasm_stubs.cpp
Build now completes with FULL_ES3 mode (no LEGACY_GL_EMULATION).
Remaining issue: wxWidgets GL library calls glColor3f internally.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- 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>
Copy and adapt OpenGL GAL to WebGL:
- Copy all OpenGL GAL source files to tests/gal-regression/wasm/webgl/
- Rename classes from OPENGL_* to WEBGL_*
- Add kiglew.h with WebGL2/GLES3 headers and GLEW stubs
- Add webgl_antialiasing.h/cpp adapted for WEBGL_COMPOSITOR
- Add shader generator (generate_shaders.py) for WASM build
- Update Makefile with all KiCad dependencies (C++20, GLM, clipper2, etc.)
Build produces 544KB JS + 4.9MB WASM. Tests run but render blank
(expected - GL context initialization needs WebGL adaptation).
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Add complete test infrastructure for WebGL GAL visual regression testing:
- scripts/test-gal-regression.sh: Master script that builds both backends,
runs tests, and performs two-level comparison (native vs baseline,
webgl vs native)
- scripts/build-gal-webgl-test.sh: WASM build using Makefile with em++
- tests/gal-regression/wasm/: WebGL test harness (stub WEBGL_GAL)
- tests/e2e/gal-webgl.spec.ts: Playwright test for screenshot capture
Fix Homebrew Emscripten environment in scripts/common/env.sh:
- Set EMSDK_PYTHON for Python 3.10+ (em++ reads this, not $PYTHON)
- Add bundled LLVM to PATH (Emscripten needs its clang with WASM backend)
Verified: Native vs Baseline passes (28/28), WebGL generates blank
screenshots as expected (WEBGL_GAL implementation is Phase 2).
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>