pcbjam/tests/gal-regression/scenarios/scenario_bitmap.cpp
Viktor Vaczi d0e2500048 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>
2026-01-08 11:11:03 +01:00

411 lines
13 KiB
C++

/**
* Bitmap Scenario
*
* Tests GAL DrawBitmap() method using BITMAP_BASE with various test patterns.
*
* DrawBitmap() renders a raster image centered at the current transformation origin.
* 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.
*
* This scenario demonstrates:
* 1. Basic bitmap rendering with checkerboard pattern
* 2. Gradient patterns (horizontal, vertical, radial)
* 3. Custom KiCad logo-style pattern
* 4. Different bitmap sizes
* 5. Multiple bitmaps in a scene
*/
#include <gal/graphics_abstraction_layer.h>
#include "../native/bitmap_base_stub.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
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)
static int s_viewportWidth = 0;
static int s_viewportHeight = 0;
static void SetupFixedFunctionMatrices() {
// Save current matrix state
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
// Note: GAL uses Y-down coordinate system with origin at top-left
glOrtho(0, s_viewportWidth, s_viewportHeight, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
}
static void RestoreFixedFunctionMatrices() {
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
}
// Helper to draw bitmap with shader deactivation
// DrawBitmap uses glBegin/glEnd which requires fixed-function pipeline
//
// NOTE: This workaround attempts to make DrawBitmap work by deactivating the shader
// and setting up fixed-function projection matrices. However, it doesn't fully work
// because the legacy OpenGL immediate mode (glBegin/glEnd) used by OPENGL_GAL::DrawBitmap
// is incompatible with the compositor FBO rendering used by this test harness.
// See README.md for details.
static void DrawBitmapWithShaderFix(GAL* gal, const BITMAP_BASE& bitmap, double alpha = 1.0) {
auto* oglGal = static_cast<OPENGL_GAL*>(gal);
DeactivateGALShader(oglGal);
// Set up fixed-function matrices for the orthographic projection
SetupFixedFunctionMatrices();
gal->DrawBitmap(bitmap, alpha);
// Restore matrices before reactivating shader
RestoreFixedFunctionMatrices();
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) {
#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);
gal->SetIsStroke(false);
// Background
gal->SetFillColor(COLOR4D(0.1, 0.1, 0.12, 1.0));
gal->DrawRectangle(VECTOR2D(0, 0), VECTOR2D(width, height));
//=========================================================================
// Section 1: Basic checkerboard bitmap
//=========================================================================
gal->SetLayerDepth(50);
// Create checkerboard bitmap (64x64)
auto checkerboard = CreateCheckerboardBitmap(64, 64, 8);
// Position bitmap at (80, 80) - use transform
gal->Save();
gal->Translate(VECTOR2D(100, 100)); // Center position
DrawBitmapWithShaderFix(gal, *checkerboard, 1.0);
gal->Restore();
// Section label frame
gal->SetIsFill(false);
gal->SetIsStroke(true);
gal->SetLineWidth(2.0);
gal->SetStrokeColor(COLOR4D(0.5, 0.5, 0.5, 0.8));
gal->DrawRectangle(VECTOR2D(20, 20), VECTOR2D(180, 180));
//=========================================================================
// Section 2: Gradient bitmap (horizontal)
//=========================================================================
gal->SetLayerDepth(50);
auto gradient = CreateGradientBitmap(80, 60);
gal->Save();
gal->Translate(VECTOR2D(300, 100));
DrawBitmapWithShaderFix(gal, *gradient, 1.0);
gal->Restore();
// Section frame
gal->SetIsFill(false);
gal->SetIsStroke(true);
gal->SetStrokeColor(COLOR4D(0.5, 0.4, 0.4, 0.8));
gal->DrawRectangle(VECTOR2D(200, 20), VECTOR2D(400, 180));
//=========================================================================
// Section 3: KiCad logo pattern
//=========================================================================
gal->SetLayerDepth(50);
auto logo = CreateKiCadLogoBitmap(80, 80);
gal->Save();
gal->Translate(VECTOR2D(520, 100));
DrawBitmapWithShaderFix(gal, *logo, 1.0);
gal->Restore();
// Section frame
gal->SetIsFill(false);
gal->SetIsStroke(true);
gal->SetStrokeColor(COLOR4D(0.4, 0.5, 0.3, 0.8));
gal->DrawRectangle(VECTOR2D(420, 20), VECTOR2D(620, 180));
//=========================================================================
// Section 4: Radial gradient
//=========================================================================
gal->SetLayerDepth(50);
auto radial = CreateRadialBitmap(64, 64);
gal->Save();
gal->Translate(VECTOR2D(720, 100));
DrawBitmapWithShaderFix(gal, *radial, 1.0);
gal->Restore();
// Section frame
gal->SetIsFill(false);
gal->SetIsStroke(true);
gal->SetStrokeColor(COLOR4D(0.4, 0.4, 0.5, 0.8));
gal->DrawRectangle(VECTOR2D(640, 20), VECTOR2D(800, 180));
//=========================================================================
// Section 5: Different bitmap sizes
//=========================================================================
gal->SetLayerDepth(50);
gal->SetIsFill(true);
gal->SetIsStroke(false);
// Background panel
gal->SetFillColor(COLOR4D(0.12, 0.12, 0.15, 1.0));
gal->DrawRectangle(VECTOR2D(20, 200), VECTOR2D(380, 380));
// Small bitmap (32x32)
auto small = CreateCheckerboardBitmap(32, 32, 4);
gal->Save();
gal->Translate(VECTOR2D(80, 280));
DrawBitmapWithShaderFix(gal, *small, 1.0);
gal->Restore();
// Medium bitmap (64x64)
auto medium = CreateCheckerboardBitmap(64, 64, 8);
gal->Save();
gal->Translate(VECTOR2D(180, 290));
DrawBitmapWithShaderFix(gal, *medium, 1.0);
gal->Restore();
// Large bitmap (96x96)
auto large = CreateCheckerboardBitmap(96, 96, 12);
gal->Save();
gal->Translate(VECTOR2D(300, 290));
DrawBitmapWithShaderFix(gal, *large, 1.0);
gal->Restore();
// Section frame
gal->SetIsFill(false);
gal->SetIsStroke(true);
gal->SetLineWidth(2.0);
gal->SetStrokeColor(COLOR4D(0.5, 0.5, 0.4, 0.8));
gal->DrawRectangle(VECTOR2D(20, 200), VECTOR2D(380, 380));
//=========================================================================
// Section 6: Striped patterns
//=========================================================================
gal->SetLayerDepth(50);
gal->SetIsFill(true);
gal->SetIsStroke(false);
// Background panel
gal->SetFillColor(COLOR4D(0.15, 0.12, 0.12, 1.0));
gal->DrawRectangle(VECTOR2D(400, 200), VECTOR2D(600, 380));
// Horizontal stripes
auto hStripes = CreateStripedBitmap(64, 64, true);
gal->Save();
gal->Translate(VECTOR2D(460, 290));
DrawBitmapWithShaderFix(gal, *hStripes, 1.0);
gal->Restore();
// Vertical stripes
auto vStripes = CreateStripedBitmap(64, 64, false);
gal->Save();
gal->Translate(VECTOR2D(550, 290));
DrawBitmapWithShaderFix(gal, *vStripes, 1.0);
gal->Restore();
// Section frame
gal->SetIsFill(false);
gal->SetIsStroke(true);
gal->SetStrokeColor(COLOR4D(0.5, 0.4, 0.4, 0.8));
gal->DrawRectangle(VECTOR2D(400, 200), VECTOR2D(600, 380));
//=========================================================================
// Section 7: Multiple bitmaps composition - colored checkerboards
//=========================================================================
gal->SetLayerDepth(50);
gal->SetIsFill(true);
gal->SetIsStroke(false);
// Background panel
gal->SetFillColor(COLOR4D(0.12, 0.15, 0.15, 1.0));
gal->DrawRectangle(VECTOR2D(620, 200), VECTOR2D(800, 380));
// Create a variety of colored checkerboards in a grid
wxImage img1 = CreateCheckerboardImage(40, 40, 5, 255, 200, 200, 100, 50, 50);
wxImage img2 = CreateCheckerboardImage(40, 40, 5, 200, 255, 200, 50, 100, 50);
wxImage img3 = CreateCheckerboardImage(40, 40, 5, 200, 200, 255, 50, 50, 100);
wxImage img4 = CreateCheckerboardImage(40, 40, 5, 255, 255, 200, 100, 100, 50);
auto bmp1 = std::make_unique<BITMAP_BASE>(); bmp1->SetImage(img1);
auto bmp2 = std::make_unique<BITMAP_BASE>(); bmp2->SetImage(img2);
auto bmp3 = std::make_unique<BITMAP_BASE>(); bmp3->SetImage(img3);
auto bmp4 = std::make_unique<BITMAP_BASE>(); bmp4->SetImage(img4);
gal->Save();
gal->Translate(VECTOR2D(670, 260));
DrawBitmapWithShaderFix(gal, *bmp1, 1.0);
gal->Restore();
gal->Save();
gal->Translate(VECTOR2D(750, 260));
DrawBitmapWithShaderFix(gal, *bmp2, 1.0);
gal->Restore();
gal->Save();
gal->Translate(VECTOR2D(670, 330));
DrawBitmapWithShaderFix(gal, *bmp3, 1.0);
gal->Restore();
gal->Save();
gal->Translate(VECTOR2D(750, 330));
DrawBitmapWithShaderFix(gal, *bmp4, 1.0);
gal->Restore();
// Section frame
gal->SetIsFill(false);
gal->SetIsStroke(true);
gal->SetStrokeColor(COLOR4D(0.4, 0.5, 0.5, 0.8));
gal->DrawRectangle(VECTOR2D(620, 200), VECTOR2D(800, 380));
//=========================================================================
// Section 8: Bitmap with surrounding graphics
//=========================================================================
gal->SetLayerDepth(50);
gal->SetIsFill(true);
gal->SetIsStroke(false);
// Background panel
gal->SetFillColor(COLOR4D(0.1, 0.12, 0.15, 1.0));
gal->DrawRectangle(VECTOR2D(20, 400), VECTOR2D(400, 580));
// Central bitmap
auto central = CreateKiCadLogoBitmap(100, 100);
gal->Save();
gal->Translate(VECTOR2D(210, 490));
DrawBitmapWithShaderFix(gal, *central, 1.0);
gal->Restore();
// Decorative circles around bitmap
gal->SetIsFill(false);
gal->SetIsStroke(true);
gal->SetLineWidth(2.0);
COLOR4D circleColors[] = {
COLOR4D(0.9, 0.4, 0.4, 0.7),
COLOR4D(0.4, 0.9, 0.4, 0.7),
COLOR4D(0.4, 0.4, 0.9, 0.7),
COLOR4D(0.9, 0.9, 0.4, 0.7)
};
for (int i = 0; i < 4; i++) {
gal->SetStrokeColor(circleColors[i]);
double angle = i * M_PI / 2;
double cx = 210 + cos(angle) * 80;
double cy = 490 + sin(angle) * 80;
gal->DrawCircle(VECTOR2D(cx, cy), 15);
}
// Connecting lines
gal->SetLineWidth(1.5);
gal->SetStrokeColor(COLOR4D(0.6, 0.6, 0.7, 0.5));
for (int i = 0; i < 4; i++) {
double angle1 = i * M_PI / 2;
double angle2 = ((i + 1) % 4) * M_PI / 2;
VECTOR2D p1(210 + cos(angle1) * 80, 490 + sin(angle1) * 80);
VECTOR2D p2(210 + cos(angle2) * 80, 490 + sin(angle2) * 80);
gal->DrawLine(p1, p2);
}
// Section frame
gal->SetLineWidth(2.0);
gal->SetStrokeColor(COLOR4D(0.4, 0.4, 0.5, 0.8));
gal->DrawRectangle(VECTOR2D(20, 400), VECTOR2D(400, 580));
//=========================================================================
// Section 9: Gradient showcase
//=========================================================================
gal->SetLayerDepth(50);
gal->SetIsFill(true);
gal->SetIsStroke(false);
// Background panel
gal->SetFillColor(COLOR4D(0.12, 0.1, 0.12, 1.0));
gal->DrawRectangle(VECTOR2D(420, 400), VECTOR2D(800, 580));
// Horizontal gradient
wxImage hGradImg = CreateGradientHImage(100, 40, 255, 100, 100, 100, 100, 255);
auto hGradBitmap = std::make_unique<BITMAP_BASE>();
hGradBitmap->SetImage(hGradImg);
gal->Save();
gal->Translate(VECTOR2D(520, 450));
DrawBitmapWithShaderFix(gal, *hGradBitmap, 1.0);
gal->Restore();
// Vertical gradient
wxImage vGradImg = CreateGradientVImage(100, 40, 100, 255, 100, 100, 100, 255);
auto vGradBitmap = std::make_unique<BITMAP_BASE>();
vGradBitmap->SetImage(vGradImg);
gal->Save();
gal->Translate(VECTOR2D(520, 510));
DrawBitmapWithShaderFix(gal, *vGradBitmap, 1.0);
gal->Restore();
// Radial gradient (larger)
wxImage radialImg = CreateRadialGradientImage(80, 80, 255, 255, 100, 100, 50, 150);
auto radialBitmap = std::make_unique<BITMAP_BASE>();
radialBitmap->SetImage(radialImg);
gal->Save();
gal->Translate(VECTOR2D(700, 490));
DrawBitmapWithShaderFix(gal, *radialBitmap, 1.0);
gal->Restore();
// Section frame
gal->SetIsFill(false);
gal->SetIsStroke(true);
gal->SetStrokeColor(COLOR4D(0.5, 0.4, 0.5, 0.8));
gal->DrawRectangle(VECTOR2D(420, 400), VECTOR2D(800, 580));
}
} // namespace GALTest