pcbjam/tests/gal-regression/wasm/webgl/webgl_antialiasing.h
Viktor Vaczi c381fdb85c feat(webgl): Add WEBGL_GAL implementation (compiles, not yet rendering)
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>
2026-01-07 21:04:42 +01:00

143 lines
3.4 KiB
C++

/*
* This program source code file is part of KICAD, a free EDA CAD application.
*
* Copyright The KiCad Developers, see AUTHORS.txt for contributors.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#ifndef OPENGL_ANTIALIASING_H__
#define OPENGL_ANTIALIASING_H__
#include <memory>
#include "shader.h"
#include <math/vector2d.h>
namespace KIGFX {
class WEBGL_COMPOSITOR;
class OPENGL_PRESENTOR
{
public:
virtual ~OPENGL_PRESENTOR()
{
}
virtual bool Init() = 0;
virtual unsigned int CreateBuffer() = 0;
virtual VECTOR2I GetInternalBufferSize() = 0;
virtual void OnLostBuffers() = 0;
virtual void Begin() = 0;
virtual void DrawBuffer( GLuint aBuffer ) = 0;
virtual void Present() = 0;
};
class ANTIALIASING_NONE : public OPENGL_PRESENTOR
{
public:
ANTIALIASING_NONE( WEBGL_COMPOSITOR* aCompositor );
bool Init() override;
unsigned int CreateBuffer() override;
VECTOR2I GetInternalBufferSize() override;
void OnLostBuffers() override;
void Begin() override;
void DrawBuffer( GLuint aBuffer ) override;
void Present() override;
private:
WEBGL_COMPOSITOR* compositor;
};
class ANTIALIASING_SUPERSAMPLING : public OPENGL_PRESENTOR
{
public:
ANTIALIASING_SUPERSAMPLING( WEBGL_COMPOSITOR* aCompositor );
bool Init() override;
unsigned int CreateBuffer() override;
VECTOR2I GetInternalBufferSize() override;
void OnLostBuffers() override;
void Begin() override;
void DrawBuffer( GLuint ) override;
void Present() override;
private:
WEBGL_COMPOSITOR* compositor;
unsigned int ssaaMainBuffer;
bool areBuffersCreated;
bool areShadersCreated;
};
class ANTIALIASING_SMAA : public OPENGL_PRESENTOR
{
public:
ANTIALIASING_SMAA( WEBGL_COMPOSITOR* aCompositor );
bool Init() override;
unsigned int CreateBuffer () override;
VECTOR2I GetInternalBufferSize() override;
void OnLostBuffers() override;
void Begin() override;
void DrawBuffer( GLuint buffer ) override;
void Present() override;
private:
void loadShaders();
void updateUniforms();
bool areBuffersInitialized;
unsigned int smaaBaseBuffer; // base + overlay temporary
unsigned int smaaEdgesBuffer;
unsigned int smaaBlendBuffer;
// smaa shader lookup textures
unsigned int smaaAreaTex;
unsigned int smaaSearchTex;
bool shadersLoaded;
std::unique_ptr<SHADER> pass_1_shader;
GLint pass_1_metrics;
std::unique_ptr<SHADER> pass_2_shader;
GLint pass_2_metrics;
std::unique_ptr<SHADER> pass_3_shader;
GLint pass_3_metrics;
WEBGL_COMPOSITOR* compositor;
};
}
#endif