Add a standalone test application that compiles KiCad's actual OPENGL_GAL against system wxWidgets to generate baseline screenshots for comparing native OpenGL rendering against WebGL rendering in the browser. Architecture: - Compiles 18 KiCad GAL source files from the kicad submodule - Uses template-based private member accessor (safer than #define private public) - Generates shader C++ files from GLSL (10 shader pairs for SMAA AA) - Minimal stubs for KiCad dependencies (PGM_BASE, ADVANCED_CFG, etc.) Test coverage: - 11 scenarios testing ~19% of GAL API - basic-lines, line-widths, circles, arcs, rectangles, polygons - alpha-blending, transforms, grid-cursor, segments, complex-scene Key insights documented: - GAL uses world-to-screen transformation requiring 1:1 pixel mapping - FBO reading required for clean screenshots on macOS - Layer depth needed for proper z-ordering in complex scenes 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
102 lines
2.9 KiB
Python
102 lines
2.9 KiB
Python
#!/usr/bin/env python3
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"""
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Generate C++ shader headers from KiCad GLSL files.
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This script converts GLSL shader files to C++ headers compatible with
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KiCad's BUILTIN_SHADERS namespace.
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"""
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import os
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import sys
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def convert_shader_to_cpp(source_path, var_name):
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"""Convert a shader file to C++ header content."""
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with open(source_path, 'rb') as f:
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data = f.read()
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# Convert to hex array
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hex_values = ', '.join(f'0x{b:02x}' for b in data)
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hex_values += ', 0x00' # Null terminate
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array_size = len(data)
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header_content = f"""// Auto-generated shader header from {os.path.basename(source_path)}
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#ifndef {var_name.upper()}_H
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#define {var_name.upper()}_H
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#include <string>
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namespace KIGFX {{
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namespace BUILTIN_SHADERS {{
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extern std::string {var_name};
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}}
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}}
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#endif // {var_name.upper()}_H
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"""
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cpp_content = f"""// Auto-generated from {os.path.basename(source_path)}
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#include <string>
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#include "{var_name}.h"
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namespace KIGFX {{
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namespace BUILTIN_SHADERS {{
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static unsigned char {var_name}_bytes[] = {{ {hex_values} }};
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std::string {var_name} = std::string(reinterpret_cast<char const*>({var_name}_bytes), {array_size});
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}}
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}}
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"""
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return header_content, cpp_content
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def main():
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script_dir = os.path.dirname(os.path.abspath(__file__))
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kicad_root = os.path.abspath(os.path.join(script_dir, '..', '..', '..', 'kicad'))
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shaders_dir = os.path.join(kicad_root, 'common', 'gal', 'shaders')
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output_dir = os.path.join(script_dir, 'generated')
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os.makedirs(output_dir, exist_ok=True)
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shaders = [
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('kicad_frag.glsl', 'glsl_kicad_frag'),
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('kicad_vert.glsl', 'glsl_kicad_vert'),
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('smaa_base.glsl', 'glsl_smaa_base'),
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('smaa_pass_1_frag_color.glsl', 'glsl_smaa_pass_1_frag_color'),
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('smaa_pass_1_frag_luma.glsl', 'glsl_smaa_pass_1_frag_luma'),
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('smaa_pass_1_vert.glsl', 'glsl_smaa_pass_1_vert'),
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('smaa_pass_2_frag.glsl', 'glsl_smaa_pass_2_frag'),
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('smaa_pass_2_vert.glsl', 'glsl_smaa_pass_2_vert'),
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('smaa_pass_3_frag.glsl', 'glsl_smaa_pass_3_frag'),
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('smaa_pass_3_vert.glsl', 'glsl_smaa_pass_3_vert'),
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]
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generated_cpp_files = []
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for shader_file, var_name in shaders:
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source_path = os.path.join(shaders_dir, shader_file)
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if not os.path.exists(source_path):
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print(f"Warning: {source_path} not found, skipping")
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continue
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header_content, cpp_content = convert_shader_to_cpp(source_path, var_name)
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header_path = os.path.join(output_dir, f'{var_name}.h')
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cpp_path = os.path.join(output_dir, f'{var_name}.cpp')
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with open(header_path, 'w') as f:
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f.write(header_content)
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with open(cpp_path, 'w') as f:
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f.write(cpp_content)
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generated_cpp_files.append(cpp_path)
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print(f"Generated {var_name}.h and {var_name}.cpp")
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print(f"\nGenerated {len(generated_cpp_files)} shader files in {output_dir}")
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if __name__ == '__main__':
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main()
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