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>