pcbjam/tests/gal-regression/wasm/generate_shaders.py
Viktor Vaczi d2f1a496f5 feat(webgl): Replace legacy GL with modern OpenGL ES 3.0
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>
2026-01-07 23:33:49 +01:00

295 lines
11 KiB
Python

#!/usr/bin/env python3
"""
Generate C++ shader headers from KiCad GLSL files.
This script converts GLSL shader files to C++ headers compatible with
KiCad's BUILTIN_SHADERS namespace.
"""
import os
import sys
import re
def convert_glsl120_to_es300(shader_source, is_fragment_shader):
"""
Convert GLSL 1.20 (OpenGL 2.1) shader to GLSL ES 3.00 (WebGL 2.0).
Key changes:
- #version 120 -> #version 300 es (must be ABSOLUTE first line!)
- Move any comments before #version to after declarations
- Add precision qualifiers
- attribute -> in
- varying -> out (vertex) / in (fragment)
- gl_FragColor -> custom output variable (fragment)
- texture2D -> texture
- Fix int * float type issues (2 * x -> 2.0 * x)
- Fix int / float type issues (x / 4 -> x / 4.0)
Legacy GL built-in conversions (for KiCad shaders):
- gl_ModelViewProjectionMatrix -> uniform u_modelViewProjectionMatrix
- gl_Vertex -> attribute a_vertex
- gl_Color -> attribute a_color (vertex) / varying v_color (fragment)
- gl_FrontColor -> varying v_color (vertex output)
- gl_TexCoord[0] -> varying v_texCoord
- ftransform() -> u_modelViewProjectionMatrix * a_vertex
"""
lines = shader_source.split('\n')
result = []
version_replaced = False
# Track what legacy built-ins are used so we can add declarations
uses_mvp_matrix = 'gl_ModelViewProjectionMatrix' in shader_source or 'ftransform()' in shader_source
uses_gl_vertex = 'gl_Vertex' in shader_source or 'ftransform()' in shader_source
uses_gl_color = 'gl_Color' in shader_source
uses_gl_front_color = 'gl_FrontColor' in shader_source
uses_gl_texcoord = 'gl_TexCoord' in shader_source
uses_gl_multitexcoord0 = 'gl_MultiTexCoord0' in shader_source
# GLSL ES 3.00 requires #version to be the ABSOLUTE first line
# Collect any comments before #version to add after declarations
pre_version_comments = []
in_multiline_comment = False
# Patterns to fix type issues
int_mult_pattern = re.compile(r'\b(\d+)\s*\*\s*([a-zA-Z_])')
div_int_pattern = re.compile(r'([a-zA-Z_)\]]+)\s*/\s*(\d+)(?!\.)')
for line in lines:
stripped = line.strip()
# Before #version is found, collect comments and empty lines
if not version_replaced:
# Track multiline comment state
if '/*' in stripped and '*/' not in stripped:
in_multiline_comment = True
pre_version_comments.append(line)
continue
elif in_multiline_comment:
pre_version_comments.append(line)
if '*/' in stripped:
in_multiline_comment = False
continue
elif stripped.startswith('//') or stripped == '' or ('/*' in stripped and '*/' in stripped):
pre_version_comments.append(line)
continue
# Replace #version 120 with #version 300 es + precision + legacy built-in replacements
if stripped.startswith('#version'):
result.append('#version 300 es')
result.append('precision highp float;')
result.append('precision highp int;')
if is_fragment_shader:
result.append('out vec4 fragColor;')
# Fragment shader receives varyings from vertex shader
if uses_gl_color or uses_gl_front_color:
result.append('in vec4 v_color;')
if uses_gl_texcoord:
result.append('in vec2 v_texCoord;')
else:
# Vertex shader - add uniforms and attributes for legacy built-ins
if uses_mvp_matrix:
result.append('uniform mat4 u_modelViewProjectionMatrix;')
if uses_gl_vertex:
result.append('in vec4 a_vertex;')
if uses_gl_color:
result.append('in vec4 a_color;')
if uses_gl_multitexcoord0:
result.append('in vec4 a_texCoord0;')
# Vertex shader outputs varyings
if uses_gl_front_color or uses_gl_color:
result.append('out vec4 v_color;')
if uses_gl_texcoord:
result.append('out vec2 v_texCoord;')
# Add back any pre-version comments after the declarations
if pre_version_comments:
result.append('') # Blank line before comments
result.extend(pre_version_comments)
version_replaced = True
continue
# Convert attribute to in (vertex shaders only)
if not is_fragment_shader and stripped.startswith('attribute '):
line = line.replace('attribute ', 'in ', 1)
# Convert varying to out (vertex) or in (fragment)
if stripped.startswith('varying '):
if is_fragment_shader:
line = line.replace('varying ', 'in ', 1)
else:
line = line.replace('varying ', 'out ', 1)
# Convert gl_FragColor to fragColor (fragment shaders)
if is_fragment_shader and 'gl_FragColor' in line:
line = line.replace('gl_FragColor', 'fragColor')
# Convert texture2D to texture
if 'texture2D' in line:
line = line.replace('texture2D', 'texture')
# Convert legacy GL built-ins
# ftransform() -> u_modelViewProjectionMatrix * a_vertex (must be done before other replacements)
if 'ftransform()' in line:
line = line.replace('ftransform()', 'u_modelViewProjectionMatrix * a_vertex')
# gl_ModelViewProjectionMatrix -> u_modelViewProjectionMatrix
if 'gl_ModelViewProjectionMatrix' in line:
line = line.replace('gl_ModelViewProjectionMatrix', 'u_modelViewProjectionMatrix')
# gl_Vertex -> a_vertex
if 'gl_Vertex' in line:
line = line.replace('gl_Vertex', 'a_vertex')
# gl_FrontColor -> v_color (vertex shader output)
if 'gl_FrontColor' in line:
line = line.replace('gl_FrontColor', 'v_color')
# gl_Color -> a_color (vertex) or v_color (fragment)
if 'gl_Color' in line:
if is_fragment_shader:
line = line.replace('gl_Color', 'v_color')
else:
line = line.replace('gl_Color', 'a_color')
# gl_TexCoord[0].st or gl_TexCoord[0].xy -> v_texCoord
if 'gl_TexCoord' in line:
# Handle gl_TexCoord[0].st and gl_TexCoord[0].xy
line = re.sub(r'gl_TexCoord\[0\]\.st', 'v_texCoord', line)
line = re.sub(r'gl_TexCoord\[0\]\.xy', 'v_texCoord', line)
# Handle bare gl_TexCoord[0] (less common)
line = re.sub(r'gl_TexCoord\[0\]', 'vec4(v_texCoord, 0.0, 0.0)', line)
# gl_MultiTexCoord0 -> a_texCoord0 (for SMAA shaders)
if 'gl_MultiTexCoord0' in line:
line = re.sub(r'gl_MultiTexCoord0\.st', 'a_texCoord0.st', line)
line = re.sub(r'gl_MultiTexCoord0\.xy', 'a_texCoord0.xy', line)
line = line.replace('gl_MultiTexCoord0', 'a_texCoord0')
# Fix uniform int -> uniform float (GLSL ES 3.00 doesn't allow implicit int/float conversion)
# This specifically handles u_fontTextureWidth which is multiplied with floats
if 'uniform int ' in line:
line = line.replace('uniform int ', 'uniform float ')
# Fix int * float type issues: "2 * x" -> "2.0 * x"
def fix_int_mult(match):
int_val = match.group(1)
var_start = match.group(2)
return f'{int_val}.0 * {var_start}'
line = int_mult_pattern.sub(fix_int_mult, line)
# Fix float / int type issues: "x / 4" -> "x / 4.0"
def fix_div_int(match):
var_part = match.group(1)
int_val = match.group(2)
return f'{var_part} / {int_val}.0'
line = div_int_pattern.sub(fix_div_int, line)
result.append(line)
# If no #version was found, DON'T add one - the shader will get its version
# from a runtime preamble (e.g. SMAA shaders). Just do basic conversions.
# NOTE: If the shader has no #version, we still need to convert legacy GL built-ins
return '\n'.join(result)
def convert_shader_to_cpp(source_path, var_name):
"""Convert a shader file to C++ header content."""
with open(source_path, 'rb') as f:
data = f.read()
# Convert GLSL 1.20 to GLSL ES 3.00 for WebGL 2.0
shader_source = data.decode('utf-8')
is_fragment = '_frag' in var_name or 'frag' in source_path.lower()
shader_source = convert_glsl120_to_es300(shader_source, is_fragment)
data = shader_source.encode('utf-8')
# Convert to hex array
hex_values = ', '.join(f'0x{b:02x}' for b in data)
hex_values += ', 0x00' # Null terminate
array_size = len(data)
header_content = f"""// Auto-generated shader header from {os.path.basename(source_path)}
#ifndef {var_name.upper()}_H
#define {var_name.upper()}_H
#include <string>
namespace KIGFX {{
namespace BUILTIN_SHADERS {{
extern std::string {var_name};
}}
}}
#endif // {var_name.upper()}_H
"""
cpp_content = f"""// Auto-generated from {os.path.basename(source_path)}
#include <string>
#include "{var_name}.h"
namespace KIGFX {{
namespace BUILTIN_SHADERS {{
static unsigned char {var_name}_bytes[] = {{ {hex_values} }};
std::string {var_name} = std::string(reinterpret_cast<char const*>({var_name}_bytes), {array_size});
}}
}}
"""
return header_content, cpp_content
def main():
script_dir = os.path.dirname(os.path.abspath(__file__))
kicad_root = os.path.abspath(os.path.join(script_dir, '..', '..', '..', 'kicad'))
shaders_dir = os.path.join(kicad_root, 'common', 'gal', 'shaders')
output_dir = os.path.join(script_dir, 'generated')
os.makedirs(output_dir, exist_ok=True)
shaders = [
('kicad_frag.glsl', 'glsl_kicad_frag'),
('kicad_vert.glsl', 'glsl_kicad_vert'),
('smaa_base.glsl', 'glsl_smaa_base'),
('smaa_pass_1_frag_color.glsl', 'glsl_smaa_pass_1_frag_color'),
('smaa_pass_1_frag_luma.glsl', 'glsl_smaa_pass_1_frag_luma'),
('smaa_pass_1_vert.glsl', 'glsl_smaa_pass_1_vert'),
('smaa_pass_2_frag.glsl', 'glsl_smaa_pass_2_frag'),
('smaa_pass_2_vert.glsl', 'glsl_smaa_pass_2_vert'),
('smaa_pass_3_frag.glsl', 'glsl_smaa_pass_3_frag'),
('smaa_pass_3_vert.glsl', 'glsl_smaa_pass_3_vert'),
]
generated_cpp_files = []
for shader_file, var_name in shaders:
source_path = os.path.join(shaders_dir, shader_file)
if not os.path.exists(source_path):
print(f"Warning: {source_path} not found, skipping")
continue
header_content, cpp_content = convert_shader_to_cpp(source_path, var_name)
header_path = os.path.join(output_dir, f'{var_name}.h')
cpp_path = os.path.join(output_dir, f'{var_name}.cpp')
with open(header_path, 'w') as f:
f.write(header_content)
with open(cpp_path, 'w') as f:
f.write(cpp_content)
generated_cpp_files.append(cpp_path)
print(f"Generated {var_name}.h and {var_name}.cpp")
print(f"\nGenerated {len(generated_cpp_files)} shader files in {output_dir}")
if __name__ == '__main__':
main()