pcbjam/tests/3d-regression/wasm/3d_webgl_test.cpp
Istvan Matejcsok ce1473c9ab test(3d): screenshot-baseline TDD suite for the 3D viewer OpenGL->WebGL port — 47 native goldens + red-state WebGL harness
tests/3d-regression mirrors the gal-regression pattern at renderer scale:
shared C++ scenarios call real KiCad 3D-viewer code (opengl_utils, display
lists + DrawCulled stencil subtraction, MODEL_3D VBOs, private generators via
a rob-template accessor, and full reload()+Redraw() composites over a
synthetic BOARD_ADAPTER). A native macOS harness renders them on real OpenGL
into 47 committed goldens (bit-deterministic, FBO capture); the wasm harness
compiles the same TUs against wasm/stubs/gl_ffp_stub.c no-ops so every
scenario renders blank — the TDD red state (parity meter: 47/47 changed).
Comparisons use the CI pixelmatch engine via the new generic compare-dirs.ts
(floors.json levels; manifest.json cmp-guards registry drift).

Documents an upstream bug: appendPostMachiningGeometry's countersink path
adds middle quads without normals, silently erasing the walls of any
display list it is batched into (3d-post-machining.png keeps the lists
separate to record it).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 15:45:58 +02:00

120 lines
3.3 KiB
C++

/**
* 3D-renderer WebGL test harness (WASM) — runs the shared scenarios
* (tests/3d-regression/scenarios/) in the browser. Today the legacy GL
* surface is wasm/stubs/gl_ffp_stub.c no-ops, so every scenario renders a
* black canvas: the TDD red state the WebGL port turns green.
*
* Unlike the GAL harness this needs no wx window: the renderer draws into
* whatever context is current, so a direct emscripten WebGL2 context on
* #canvas is enough — created with the attributes the suite requires
* (stencil for DrawCulled, no MSAA to match the native single-sample FBO,
* preserveDrawingBuffer for Playwright canvas screenshots).
*/
#include <emscripten.h>
#include <emscripten/html5.h>
#include "scene3d_test_ctx.h"
#include "scene3d_test_scenarios.h"
#include <cstdio>
static const int CAPTURE_WIDTH = 800; // must match manifest.json + native FBO
static const int CAPTURE_HEIGHT = 600;
static EMSCRIPTEN_WEBGL_CONTEXT_HANDLE g_context = 0;
static SCENE3D_CTX* g_ctx = nullptr;
extern "C"
{
EMSCRIPTEN_KEEPALIVE
int getTotalScenarios()
{
return Scene3DTest::GetScenarioCount();
}
EMSCRIPTEN_KEEPALIVE
const char* getScenarioName( int aIndex )
{
return Scene3DTest::GetScenarioName( aIndex );
}
EMSCRIPTEN_KEEPALIVE
int getCanvasWidth()
{
return CAPTURE_WIDTH;
}
EMSCRIPTEN_KEEPALIVE
int getCanvasHeight()
{
return CAPTURE_HEIGHT;
}
EMSCRIPTEN_KEEPALIVE
int runScenario( int aIndex )
{
if( aIndex < 0 || aIndex >= Scene3DTest::GetScenarioCount() )
return -1;
if( emscripten_webgl_make_context_current( g_context ) != EMSCRIPTEN_RESULT_SUCCESS )
return -2;
if( !g_ctx )
{
g_ctx = new SCENE3D_CTX( CAPTURE_WIDTH, CAPTURE_HEIGHT );
g_ctx->InitOnce();
}
std::printf( "[3d-webgl] scenario %d: %s\n", aIndex, Scene3DTest::GetScenarioName( aIndex ) );
// Start from a cleared frame; scenarios call BeginFrame themselves.
glViewport( 0, 0, CAPTURE_WIDTH, CAPTURE_HEIGHT );
glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
glClearDepth( 1.0f );
glClearStencil( 0 );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
Scene3DTest::RenderScenario( *g_ctx, aIndex );
glFinish();
return 0;
}
} // extern "C"
int main()
{
EmscriptenWebGLContextAttributes attrs;
emscripten_webgl_init_context_attributes( &attrs );
attrs.majorVersion = 2;
attrs.minorVersion = 0;
attrs.alpha = false;
attrs.depth = true;
attrs.stencil = true; // DrawCulled hole subtraction
attrs.antialias = false; // native goldens are single-sample
attrs.preserveDrawingBuffer = true; // Playwright canvas.screenshot()
emscripten_set_canvas_element_size( "#canvas", CAPTURE_WIDTH, CAPTURE_HEIGHT );
g_context = emscripten_webgl_create_context( "#canvas", &attrs );
if( g_context <= 0 )
{
std::fprintf( stderr, "[3d-webgl] failed to create WebGL2 context (%ld)\n",
(long) g_context );
return 1;
}
emscripten_webgl_make_context_current( g_context );
std::printf( "[3d-webgl] ready: %d scenarios, %dx%d\n", Scene3DTest::GetScenarioCount(),
CAPTURE_WIDTH, CAPTURE_HEIGHT );
EM_ASM( { if( window._threeDTestReady ) window._threeDTestReady(); } );
return 0;
}