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>
102 lines
2.9 KiB
Python
102 lines
2.9 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
|
|
|
|
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 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()
|