pcbjam/tests/gal-regression/scenarios/gal_test_scenarios.cpp
Viktor Vaczi 051fb87cab feat(gal-test): Add 100% GAL API test coverage (28 scenarios)
Expand GAL native test harness from 24 to 28 scenarios covering all 70
GAL methods. New scenarios:

- scenario_text_attrs.cpp (24): Text attribute APIs (SetGlyphSize,
  SetFontBold/Italic/Underlined, SetTextMirrored, justification)
- scenario_glyphs.cpp (25): DrawGlyph/DrawGlyphs with stroke glyphs
- scenario_bitmap.cpp (26): DrawBitmap with test patterns
- scenario_transform.cpp (27): Transform() API documentation

Additional API coverage in existing scenarios:
- Flush() in test harness
- SetFlip(), SetRotation() in screen-transform
- SetDepthRange() in depth-testing
- GetGridPoint() in grid-native

New stub files:
- kifont_stub.h: STROKE_GLYPH factory functions for letter glyphs
- bitmap_base_stub.h: Test pattern generators (checkerboard, gradient)

Note: Bitmap scenario shows empty panels - DrawBitmap uses legacy OpenGL
immediate mode (glBegin/glEnd) which doesn't work while shader is active.
This is a known limitation when testing outside KiCad's VIEW rendering flow.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-07 12:27:06 +01:00

704 lines
24 KiB
C++

/**
* GAL Test Scenarios Implementation
*
* Uses KiCad's GAL API to render test patterns.
* These serve as baselines for WEBGL_GAL visual regression testing.
*
* This file contains the original 11 scenarios (0-10).
* Additional scenarios are in separate files:
* - scenario_bezier_curves.cpp (11)
* - scenario_arc_segments.cpp (12)
* - scenario_segment_chain.cpp (13)
* - scenario_group_caching.cpp (14)
* - scenario_polylines_multi.cpp (15)
* - scenario_hole_walls.cpp (16)
* - scenario_grid_native.cpp (17)
* - scenario_cursor_native.cpp (18)
* - scenario_render_targets.cpp (19)
* - scenario_screen_transform.cpp (20)
* - scenario_clear_colors.cpp (21)
* - scenario_depth_testing.cpp (22)
* - scenario_negative_mode.cpp (23)
* - scenario_text_attrs.cpp (24)
* - scenario_glyphs.cpp (25)
* - scenario_bitmap.cpp (26)
* - scenario_transform.cpp (27)
*/
#include "gal_test_scenarios.h"
#include "kicad_stubs.h" // For COLOR4D, VECTOR2D, EDA_ANGLE
// Include GAL header for the actual class definition
#include <gal/graphics_abstraction_layer.h>
#include <cmath>
#include <vector>
#include <deque>
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
namespace GALTest {
// Import KIGFX types
using KIGFX::COLOR4D;
using KIGFX::GAL;
// Forward declarations for scenarios in separate files
void RenderBezierCurves(GAL* gal, int width, int height);
void RenderArcSegments(GAL* gal, int width, int height);
void RenderSegmentChain(GAL* gal, int width, int height);
void RenderGroupCaching(GAL* gal, int width, int height);
void RenderPolylinesMulti(GAL* gal, int width, int height);
void RenderHoleWalls(GAL* gal, int width, int height);
void RenderGridNative(GAL* gal, int width, int height);
void RenderCursorNative(GAL* gal, int width, int height);
void RenderRenderTargets(GAL* gal, int width, int height);
void RenderScreenTransform(GAL* gal, int width, int height);
void RenderClearColors(GAL* gal, int width, int height);
void RenderDepthTesting(GAL* gal, int width, int height);
void RenderNegativeMode(GAL* gal, int width, int height);
void RenderTextAttrs(GAL* gal, int width, int height);
void RenderGlyphs(GAL* gal, int width, int height);
void RenderBitmap(GAL* gal, int width, int height);
void RenderTransformAPI(GAL* gal, int width, int height);
// Scenario names - original 11 + 17 new scenarios
static const char* SCENARIO_NAMES[] = {
// Original scenarios (0-10)
"basic-lines",
"line-widths",
"circles",
"arcs",
"rectangles",
"polygons",
"alpha-blending",
"transforms",
"grid-cursor",
"segments",
"complex-scene",
// New scenarios (11-23) - defined in separate files
"bezier-curves",
"arc-segments",
"segment-chain",
"group-caching",
"polylines-multi",
"hole-walls",
"grid-native",
"cursor-native",
"render-targets",
"screen-transform",
"clear-colors",
"depth-testing",
"negative-mode",
// Additional scenarios (24-27) - defined in separate files
"text-attrs",
"glyphs",
"bitmap",
"transform-api"
};
static const int SCENARIO_COUNT = sizeof(SCENARIO_NAMES) / sizeof(SCENARIO_NAMES[0]);
int GetScenarioCount() {
return SCENARIO_COUNT;
}
const char* GetScenarioName(int index) {
if (index >= 0 && index < SCENARIO_COUNT) {
return SCENARIO_NAMES[index];
}
return "unknown";
}
//=============================================================================
// Scenario Implementations using GAL API
//=============================================================================
// Scenario 0: Basic lines
static void RenderBasicLines(KIGFX::GAL* gal, int width, int height) {
double cx = width / 2.0;
double cy = height / 2.0;
double len = std::min(width, height) * 0.35;
gal->SetLineWidth(1.0);
gal->SetIsFill(false);
gal->SetIsStroke(true);
// Horizontal line (red)
gal->SetStrokeColor(COLOR4D(1.0, 0.2, 0.2, 1.0));
gal->DrawLine(VECTOR2D(cx - len, cy), VECTOR2D(cx + len, cy));
// Vertical line (green)
gal->SetStrokeColor(COLOR4D(0.2, 1.0, 0.2, 1.0));
gal->DrawLine(VECTOR2D(cx, cy - len), VECTOR2D(cx, cy + len));
// Diagonal lines (blue, yellow)
gal->SetStrokeColor(COLOR4D(0.2, 0.2, 1.0, 1.0));
gal->DrawLine(VECTOR2D(cx - len, cy - len), VECTOR2D(cx + len, cy + len));
gal->SetStrokeColor(COLOR4D(1.0, 1.0, 0.2, 1.0));
gal->DrawLine(VECTOR2D(cx - len, cy + len), VECTOR2D(cx + len, cy - len));
// Radial lines (white)
gal->SetStrokeColor(COLOR4D(0.8, 0.8, 0.8, 1.0));
for (int i = 0; i < 8; i++) {
double angle = M_PI * i / 8;
double x = cos(angle) * len * 0.8;
double y = sin(angle) * len * 0.8;
gal->DrawLine(VECTOR2D(cx + x * 0.3, cy + y * 0.3), VECTOR2D(cx + x, cy + y));
}
}
// Scenario 1: Line widths (tests SetLineWidth and SetMinLineWidth)
static void RenderLineWidths(KIGFX::GAL* gal, int width, int height) {
double widths[] = {0.5, 1.0, 2.0, 3.0, 5.0, 8.0, 12.0};
int count = sizeof(widths) / sizeof(widths[0]);
double margin = 50.0;
double spacing = (height - 2 * margin) / (count + 3); // +3 for min width demos
gal->SetIsFill(false);
gal->SetIsStroke(true);
// First section: Normal line widths
for (int i = 0; i < count; i++) {
double y = margin + (i + 1) * spacing;
// Color gradient
double t = (double)i / (count - 1);
gal->SetStrokeColor(COLOR4D(1.0 - t * 0.5, 0.3 + t * 0.4, 0.2 + t * 0.6, 1.0));
gal->SetLineWidth(widths[i]);
gal->DrawLine(VECTOR2D(margin, y), VECTOR2D(width * 0.45, y));
}
// Second section: Test SetMinLineWidth
// Lines with width 0.5 but different min line widths
double baseY = margin + (count + 1) * spacing;
// Very thin line (0.1) without min width - may be invisible
gal->SetMinLineWidth(0.0); // No minimum
gal->SetLineWidth(0.1);
gal->SetStrokeColor(COLOR4D(1.0, 0.3, 0.3, 1.0));
gal->DrawLine(VECTOR2D(width * 0.55, baseY), VECTOR2D(width - margin, baseY));
// Very thin line (0.1) with min width 1.0 - should be visible
baseY += spacing;
gal->SetMinLineWidth(1.0); // Minimum 1 pixel
gal->SetLineWidth(0.1);
gal->SetStrokeColor(COLOR4D(0.3, 1.0, 0.3, 1.0));
gal->DrawLine(VECTOR2D(width * 0.55, baseY), VECTOR2D(width - margin, baseY));
// Very thin line (0.1) with min width 3.0 - should be thicker
baseY += spacing;
gal->SetMinLineWidth(3.0); // Minimum 3 pixels
gal->SetLineWidth(0.1);
gal->SetStrokeColor(COLOR4D(0.3, 0.3, 1.0, 1.0));
gal->DrawLine(VECTOR2D(width * 0.55, baseY), VECTOR2D(width - margin, baseY));
// Reset min line width
gal->SetMinLineWidth(0.0);
}
// Scenario 2: Circles
static void RenderCircles(KIGFX::GAL* gal, int width, int height) {
double cx = width / 2.0;
double cy = height / 2.0;
// Filled circles
gal->SetIsFill(true);
gal->SetIsStroke(false);
gal->SetFillColor(COLOR4D(0.8, 0.2, 0.2, 0.8));
gal->DrawCircle(VECTOR2D(cx - 150, cy - 100), 60);
gal->SetFillColor(COLOR4D(0.2, 0.8, 0.2, 0.8));
gal->DrawCircle(VECTOR2D(cx, cy - 100), 80);
gal->SetFillColor(COLOR4D(0.2, 0.2, 0.8, 0.8));
gal->DrawCircle(VECTOR2D(cx + 150, cy - 100), 50);
// Stroked circles
gal->SetIsFill(false);
gal->SetIsStroke(true);
gal->SetLineWidth(2.0);
gal->SetStrokeColor(COLOR4D(1.0, 0.5, 0.0, 1.0));
gal->DrawCircle(VECTOR2D(cx - 150, cy + 100), 70);
gal->SetStrokeColor(COLOR4D(0.0, 1.0, 1.0, 1.0));
gal->DrawCircle(VECTOR2D(cx, cy + 100), 90);
gal->SetStrokeColor(COLOR4D(1.0, 0.0, 1.0, 1.0));
gal->DrawCircle(VECTOR2D(cx + 150, cy + 100), 55);
// Concentric circles
gal->SetStrokeColor(COLOR4D(0.6, 0.6, 0.6, 1.0));
gal->SetLineWidth(1.0);
for (double r = 20; r <= 200; r += 30) {
gal->DrawCircle(VECTOR2D(cx, cy), r);
}
}
// Scenario 3: Arcs
static void RenderArcs(KIGFX::GAL* gal, int width, int height) {
double cx = width / 2.0;
double cy = height / 2.0;
double radius = std::min(width, height) * 0.25;
gal->SetIsFill(false);
gal->SetIsStroke(true);
gal->SetLineWidth(3.0);
// 90 degree arcs in each quadrant
gal->SetStrokeColor(COLOR4D(1.0, 0.3, 0.3, 1.0));
gal->DrawArc(VECTOR2D(cx, cy), radius,
EDA_ANGLE(0, DEGREES_T), EDA_ANGLE(90, DEGREES_T));
gal->SetStrokeColor(COLOR4D(0.3, 1.0, 0.3, 1.0));
gal->DrawArc(VECTOR2D(cx, cy), radius,
EDA_ANGLE(90, DEGREES_T), EDA_ANGLE(90, DEGREES_T));
gal->SetStrokeColor(COLOR4D(0.3, 0.3, 1.0, 1.0));
gal->DrawArc(VECTOR2D(cx, cy), radius,
EDA_ANGLE(180, DEGREES_T), EDA_ANGLE(90, DEGREES_T));
gal->SetStrokeColor(COLOR4D(1.0, 1.0, 0.3, 1.0));
gal->DrawArc(VECTOR2D(cx, cy), radius,
EDA_ANGLE(270, DEGREES_T), EDA_ANGLE(90, DEGREES_T));
// Inner arcs
gal->SetLineWidth(2.0);
gal->SetStrokeColor(COLOR4D(0.8, 0.5, 0.8, 1.0));
gal->DrawArc(VECTOR2D(cx, cy), radius * 0.6,
EDA_ANGLE(30, DEGREES_T), EDA_ANGLE(120, DEGREES_T));
gal->SetStrokeColor(COLOR4D(0.5, 0.8, 0.8, 1.0));
gal->DrawArc(VECTOR2D(cx, cy), radius * 0.6,
EDA_ANGLE(210, DEGREES_T), EDA_ANGLE(120, DEGREES_T));
}
// Scenario 4: Rectangles
static void RenderRectangles(KIGFX::GAL* gal, int width, int height) {
double margin = 50.0;
// Filled rectangles
gal->SetIsFill(true);
gal->SetIsStroke(false);
gal->SetFillColor(COLOR4D(0.8, 0.2, 0.2, 0.9));
gal->DrawRectangle(VECTOR2D(margin, margin), VECTOR2D(margin + 120, margin + 80));
gal->SetFillColor(COLOR4D(0.2, 0.8, 0.2, 0.9));
gal->DrawRectangle(VECTOR2D(margin + 140, margin), VECTOR2D(margin + 240, margin + 100));
gal->SetFillColor(COLOR4D(0.2, 0.2, 0.8, 0.9));
gal->DrawRectangle(VECTOR2D(margin + 260, margin), VECTOR2D(margin + 340, margin + 120));
// Stroked rectangles
gal->SetIsFill(false);
gal->SetIsStroke(true);
gal->SetLineWidth(2.0);
gal->SetStrokeColor(COLOR4D(1.0, 0.5, 0.0, 1.0));
gal->DrawRectangle(VECTOR2D(margin, height - margin - 100),
VECTOR2D(margin + 150, height - margin - 20));
gal->SetStrokeColor(COLOR4D(0.0, 1.0, 1.0, 1.0));
gal->DrawRectangle(VECTOR2D(margin + 170, height - margin - 110),
VECTOR2D(margin + 280, height - margin - 20));
gal->SetStrokeColor(COLOR4D(1.0, 0.0, 1.0, 1.0));
gal->DrawRectangle(VECTOR2D(margin + 300, height - margin - 90),
VECTOR2D(margin + 390, height - margin - 20));
// Nested rectangles
gal->SetLineWidth(1.0);
double cx = width / 2.0;
double cy = height / 2.0;
for (int i = 0; i < 6; i++) {
double t = (double)i / 5;
gal->SetStrokeColor(COLOR4D(t, 0.5, 1.0 - t, 1.0));
double size = 30 + i * 25;
gal->DrawRectangle(VECTOR2D(cx - size, cy - size * 0.6),
VECTOR2D(cx + size, cy + size * 0.6));
}
}
// Scenario 5: Polygons
static void RenderPolygons(KIGFX::GAL* gal, int width, int height) {
double cx = width / 2.0;
double cy = height / 2.0;
// Triangle (filled)
gal->SetIsFill(true);
gal->SetIsStroke(false);
gal->SetFillColor(COLOR4D(1.0, 0.3, 0.3, 0.8));
std::deque<VECTOR2D> triangle = {
VECTOR2D(cx - 200, cy - 50),
VECTOR2D(cx - 130, cy - 50),
VECTOR2D(cx - 165, cy - 120)
};
gal->DrawPolygon(triangle);
// Square (filled)
gal->SetFillColor(COLOR4D(0.3, 1.0, 0.3, 0.8));
std::deque<VECTOR2D> square = {
VECTOR2D(cx - 50, cy - 50),
VECTOR2D(cx + 30, cy - 50),
VECTOR2D(cx + 30, cy - 130),
VECTOR2D(cx - 50, cy - 130)
};
gal->DrawPolygon(square);
// Pentagon (filled)
gal->SetFillColor(COLOR4D(0.3, 0.3, 1.0, 0.8));
std::deque<VECTOR2D> pentagon;
for (int i = 0; i < 5; i++) {
double angle = -M_PI / 2 + 2 * M_PI * i / 5;
pentagon.push_back(VECTOR2D(cx + 165 + cos(angle) * 50, cy - 90 + sin(angle) * 50));
}
gal->DrawPolygon(pentagon);
// Star (stroked)
gal->SetIsFill(false);
gal->SetIsStroke(true);
gal->SetLineWidth(2.0);
gal->SetStrokeColor(COLOR4D(1.0, 0.8, 0.0, 1.0));
std::deque<VECTOR2D> star;
for (int i = 0; i < 10; i++) {
double angle = -M_PI / 2 + M_PI * i / 5;
double r = (i % 2 == 0) ? 60 : 30;
star.push_back(VECTOR2D(cx + cos(angle) * r, cy + 80 + sin(angle) * r));
}
// Draw as polyline (closed)
std::vector<VECTOR2D> starVec(star.begin(), star.end());
starVec.push_back(star.front()); // Close the shape
gal->DrawPolyline(starVec);
// Hexagon (stroked)
gal->SetStrokeColor(COLOR4D(0.8, 0.3, 0.8, 1.0));
std::deque<VECTOR2D> hexagon;
for (int i = 0; i < 6; i++) {
double angle = M_PI * i / 3;
hexagon.push_back(VECTOR2D(cx - 150 + cos(angle) * 45, cy + 80 + sin(angle) * 45));
}
std::vector<VECTOR2D> hexVec(hexagon.begin(), hexagon.end());
hexVec.push_back(hexagon.front()); // Close the shape
gal->DrawPolyline(hexVec);
}
// Scenario 6: Alpha blending
static void RenderAlphaBlending(KIGFX::GAL* gal, int width, int height) {
double cx = width / 2.0;
double cy = height / 2.0;
gal->SetIsFill(true);
gal->SetIsStroke(false);
// Overlapping rectangles with different alphas
gal->SetFillColor(COLOR4D(1.0, 0.0, 0.0, 0.5));
gal->DrawRectangle(VECTOR2D(cx - 150, cy - 80), VECTOR2D(cx + 30, cy + 40));
gal->SetFillColor(COLOR4D(0.0, 1.0, 0.0, 0.5));
gal->DrawRectangle(VECTOR2D(cx - 60, cy - 80), VECTOR2D(cx + 120, cy + 40));
gal->SetFillColor(COLOR4D(0.0, 0.0, 1.0, 0.5));
gal->DrawRectangle(VECTOR2D(cx - 105, cy - 20), VECTOR2D(cx + 75, cy + 100));
// Overlapping circles
gal->SetFillColor(COLOR4D(1.0, 1.0, 0.0, 0.4));
gal->DrawCircle(VECTOR2D(cx - 180, cy + 100), 60);
gal->SetFillColor(COLOR4D(0.0, 1.0, 1.0, 0.4));
gal->DrawCircle(VECTOR2D(cx - 130, cy + 100), 60);
gal->SetFillColor(COLOR4D(1.0, 0.0, 1.0, 0.4));
gal->DrawCircle(VECTOR2D(cx - 155, cy + 60), 60);
// Alpha gradient
for (int i = 0; i < 8; i++) {
double alpha = 0.1 + i * 0.1;
gal->SetFillColor(COLOR4D(0.5, 0.5, 0.5, alpha));
gal->DrawRectangle(VECTOR2D(cx + 50 + i * 30, cy - 50),
VECTOR2D(cx + 75 + i * 30, cy + 50));
}
}
// Scenario 7: Transforms (tests Translate, Rotate, Scale, Save/Restore)
// NOTE: Transform() with MATRIX3x3D doesn't work with OPENGL_GAL's shader pipeline
static void RenderTransforms(KIGFX::GAL* gal, int width, int height) {
double cx = width / 2.0;
double cy = height / 2.0;
gal->SetIsFill(false);
gal->SetIsStroke(true);
gal->SetLineWidth(2.0);
// Original (reference)
gal->SetStrokeColor(COLOR4D(0.5, 0.5, 0.5, 1.0));
gal->DrawRectangle(VECTOR2D(cx - 230, cy - 120), VECTOR2D(cx - 170, cy - 80));
// Translated
gal->Save();
gal->Translate(VECTOR2D(100, 20));
gal->SetStrokeColor(COLOR4D(1.0, 0.3, 0.3, 1.0));
gal->DrawRectangle(VECTOR2D(cx - 230, cy - 120), VECTOR2D(cx - 170, cy - 80));
gal->Restore();
// Rotated
gal->Save();
gal->Translate(VECTOR2D(cx, cy - 80));
gal->Rotate(30.0 * M_PI / 180.0);
gal->SetStrokeColor(COLOR4D(0.3, 1.0, 0.3, 1.0));
gal->DrawRectangle(VECTOR2D(-30, -20), VECTOR2D(30, 20));
gal->Restore();
// Scaled
gal->Save();
gal->Translate(VECTOR2D(cx + 120, cy - 80));
gal->Scale(VECTOR2D(1.5, 0.8));
gal->SetStrokeColor(COLOR4D(0.3, 0.3, 1.0, 1.0));
gal->DrawRectangle(VECTOR2D(-30, -20), VECTOR2D(30, 20));
gal->Restore();
// Combined transforms
gal->Save();
gal->Translate(VECTOR2D(cx, cy + 80));
gal->Rotate(45.0 * M_PI / 180.0);
gal->Scale(VECTOR2D(1.2, 1.2));
gal->SetStrokeColor(COLOR4D(1.0, 1.0, 0.3, 1.0));
gal->DrawRectangle(VECTOR2D(-40, -25), VECTOR2D(40, 25));
gal->Restore();
// Nested transforms
gal->Save();
gal->Translate(VECTOR2D(cx - 150, cy + 100));
gal->SetStrokeColor(COLOR4D(0.8, 0.4, 0.8, 1.0));
gal->DrawCircle(VECTOR2D(0, 0), 30);
gal->Save();
gal->Rotate(60.0 * M_PI / 180.0);
gal->Translate(VECTOR2D(50, 0));
gal->SetStrokeColor(COLOR4D(0.4, 0.8, 0.8, 1.0));
gal->DrawCircle(VECTOR2D(0, 0), 20);
gal->Restore();
gal->Restore();
}
// Scenario 8: Grid and cursor
static void RenderGridCursor(KIGFX::GAL* gal, int width, int height) {
gal->SetIsFill(false);
gal->SetIsStroke(true);
// Grid
gal->SetStrokeColor(COLOR4D(0.3, 0.3, 0.4, 0.5));
gal->SetLineWidth(1.0);
double gridSize = 40.0;
for (double x = gridSize; x < width; x += gridSize) {
gal->DrawLine(VECTOR2D(x, 0), VECTOR2D(x, height));
}
for (double y = gridSize; y < height; y += gridSize) {
gal->DrawLine(VECTOR2D(0, y), VECTOR2D(width, y));
}
// Major grid
gal->SetStrokeColor(COLOR4D(0.4, 0.4, 0.5, 0.7));
double majorGridSize = 200.0;
gal->SetLineWidth(2.0);
for (double x = majorGridSize; x < width; x += majorGridSize) {
gal->DrawLine(VECTOR2D(x, 0), VECTOR2D(x, height));
}
for (double y = majorGridSize; y < height; y += majorGridSize) {
gal->DrawLine(VECTOR2D(0, y), VECTOR2D(width, y));
}
// Cursor (crosshair)
double cx = width / 2.0;
double cy = height / 2.0;
double cursorSize = 30.0;
gal->SetLineWidth(2.0);
gal->SetStrokeColor(COLOR4D(1.0, 1.0, 1.0, 1.0));
gal->DrawLine(VECTOR2D(cx - cursorSize, cy), VECTOR2D(cx + cursorSize, cy));
gal->DrawLine(VECTOR2D(cx, cy - cursorSize), VECTOR2D(cx, cy + cursorSize));
// Cursor circle
gal->SetStrokeColor(COLOR4D(1.0, 1.0, 0.0, 0.8));
gal->DrawCircle(VECTOR2D(cx, cy), cursorSize * 0.8);
}
// Scenario 9: Segments (thick lines with round caps)
static void RenderSegments(KIGFX::GAL* gal, int width, int height) {
double margin = 80.0;
// Horizontal segments with different widths
double widths[] = {5.0, 10.0, 20.0, 30.0};
int count = sizeof(widths) / sizeof(widths[0]);
gal->SetIsFill(true);
gal->SetIsStroke(false);
for (int i = 0; i < count; i++) {
double y = margin + i * 80;
double w = widths[i];
gal->SetFillColor(COLOR4D(0.3 + i * 0.2, 0.5, 0.8 - i * 0.15, 1.0));
// DrawSegment draws a rounded segment
gal->DrawSegment(VECTOR2D(margin, y), VECTOR2D(width - margin, y), w);
}
// Diagonal segment
gal->SetFillColor(COLOR4D(1.0, 0.5, 0.2, 1.0));
gal->DrawSegment(VECTOR2D(margin, height - margin),
VECTOR2D(width / 2.0, height - margin - 150), 15.0);
}
// Scenario 10: Complex scene (PCB-like, tests SetLayerDepth and AdvanceDepth)
static void RenderComplexScene(KIGFX::GAL* gal, int width, int height) {
// Use layer depths to ensure proper z-ordering
// Lower depth = closer to camera (drawn on top with GL_LESS)
// Background "board" - deepest layer
gal->SetLayerDepth(100);
gal->SetIsFill(true);
gal->SetIsStroke(false);
gal->SetFillColor(COLOR4D(0.1, 0.3, 0.1, 1.0));
gal->DrawRectangle(VECTOR2D(50, 50), VECTOR2D(width - 50, height - 50));
// Traces (copper) - middle layer
gal->SetLayerDepth(50);
gal->SetIsFill(false);
gal->SetIsStroke(true);
gal->SetStrokeColor(COLOR4D(0.8, 0.6, 0.2, 1.0));
gal->SetLineWidth(3.0);
// Horizontal traces
for (int i = 0; i < 5; i++) {
double y = 100 + i * 100;
gal->DrawLine(VECTOR2D(80, y), VECTOR2D(width - 80, y));
}
// Vertical traces
for (int i = 0; i < 6; i++) {
double x = 100 + i * 120;
gal->DrawLine(VECTOR2D(x, 80), VECTOR2D(x, height - 80));
}
// Pads (circles) - above traces
gal->SetLayerDepth(30);
gal->SetIsFill(true);
gal->SetIsStroke(false);
gal->SetFillColor(COLOR4D(0.9, 0.7, 0.3, 1.0));
for (int i = 0; i < 5; i++) {
for (int j = 0; j < 6; j++) {
double x = 100 + j * 120;
double y = 100 + i * 100;
gal->DrawCircle(VECTOR2D(x, y), 15);
}
}
// Holes - above pads
gal->SetLayerDepth(20);
gal->SetFillColor(COLOR4D(0.1, 0.1, 0.1, 1.0));
for (int i = 0; i < 5; i++) {
for (int j = 0; j < 6; j++) {
double x = 100 + j * 120;
double y = 100 + i * 100;
gal->DrawCircle(VECTOR2D(x, y), 5);
}
}
// Component outline - top layer
gal->SetLayerDepth(10);
gal->SetIsFill(false);
gal->SetIsStroke(true);
gal->SetStrokeColor(COLOR4D(1.0, 1.0, 0.0, 1.0));
gal->SetLineWidth(1.0);
gal->DrawRectangle(VECTOR2D(width / 2 - 80, height / 2 - 40),
VECTOR2D(width / 2 + 80, height / 2 + 40));
// Reference designator placeholder - topmost
gal->SetLayerDepth(5);
gal->SetStrokeColor(COLOR4D(1.0, 1.0, 1.0, 1.0));
gal->DrawRectangle(VECTOR2D(width / 2 - 20, height / 2 - 15),
VECTOR2D(width / 2 + 20, height / 2 + 15));
// Demonstrate AdvanceDepth() - auto-incrementing depth
// Draw a stack of overlapping circles using AdvanceDepth
gal->SetLayerDepth(80); // Start at depth 80
gal->SetIsFill(true);
gal->SetIsStroke(false);
// Each call to AdvanceDepth moves closer to camera (decrements depth)
double stackX = width - 120;
double stackY = height - 120;
// First circle (deepest in stack)
gal->SetFillColor(COLOR4D(0.8, 0.2, 0.2, 0.9));
gal->DrawCircle(VECTOR2D(stackX, stackY), 35);
gal->AdvanceDepth(); // Move closer to camera
// Second circle
gal->SetFillColor(COLOR4D(0.2, 0.8, 0.2, 0.9));
gal->DrawCircle(VECTOR2D(stackX + 15, stackY - 10), 30);
gal->AdvanceDepth();
// Third circle
gal->SetFillColor(COLOR4D(0.2, 0.2, 0.8, 0.9));
gal->DrawCircle(VECTOR2D(stackX + 30, stackY - 20), 25);
gal->AdvanceDepth();
// Fourth circle (closest to camera)
gal->SetFillColor(COLOR4D(0.8, 0.8, 0.2, 0.9));
gal->DrawCircle(VECTOR2D(stackX + 45, stackY - 30), 20);
}
//=============================================================================
// Main dispatch function
//=============================================================================
void RenderScenario(KIGFX::GAL* gal, int index, int width, int height) {
switch (index) {
// Original scenarios (0-10) - defined in this file
case 0: RenderBasicLines(gal, width, height); break;
case 1: RenderLineWidths(gal, width, height); break;
case 2: RenderCircles(gal, width, height); break;
case 3: RenderArcs(gal, width, height); break;
case 4: RenderRectangles(gal, width, height); break;
case 5: RenderPolygons(gal, width, height); break;
case 6: RenderAlphaBlending(gal, width, height); break;
case 7: RenderTransforms(gal, width, height); break;
case 8: RenderGridCursor(gal, width, height); break;
case 9: RenderSegments(gal, width, height); break;
case 10: RenderComplexScene(gal, width, height); break;
// New scenarios (11-20) - defined in separate files
case 11: RenderBezierCurves(gal, width, height); break;
case 12: RenderArcSegments(gal, width, height); break;
case 13: RenderSegmentChain(gal, width, height); break;
case 14: RenderGroupCaching(gal, width, height); break;
case 15: RenderPolylinesMulti(gal, width, height); break;
case 16: RenderHoleWalls(gal, width, height); break;
case 17: RenderGridNative(gal, width, height); break;
case 18: RenderCursorNative(gal, width, height); break;
case 19: RenderRenderTargets(gal, width, height); break;
case 20: RenderScreenTransform(gal, width, height); break;
case 21: RenderClearColors(gal, width, height); break;
case 22: RenderDepthTesting(gal, width, height); break;
case 23: RenderNegativeMode(gal, width, height); break;
// Additional scenarios (24-27) - defined in separate files
case 24: RenderTextAttrs(gal, width, height); break;
case 25: RenderGlyphs(gal, width, height); break;
case 26: RenderBitmap(gal, width, height); break;
case 27: RenderTransformAPI(gal, width, height); break;
default: break;
}
}
} // namespace GALTest