pcbjam/docs/05-WXGLCANVAS-WASM-IMPLEMENTATION.md
Viktor Vaczi 9e1d971797 Add wxGLCanvas WASM implementation and documentation
- Update build script with bakefile_gen Docker instructions and PCRE fix
- Add wxWidgets submodule with OpenGL/WebGL support for WASM
- Document comprehensive WASM test plan and wxGLCanvas implementation
- Document legacy GL emulation strategy for KiCad (423+ legacy GL calls)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 16:42:35 +01:00

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# 05 - wxGLCanvas WASM Implementation
This document outlines the plan to implement wxGLCanvas (OpenGL/WebGL support) for the wxWidgets WASM port, enabling KiCad's OpenGL-based rendering in the browser.
## Current Status: Completed ✅
**wxGLCanvas implementation is complete.** The GL library builds successfully:
```
libwx_wasmunivu_gl-3.2-emscripten.a
```
### Build Command
```bash
./scripts/build-wxuniversal-wasm.sh # Incremental build
./scripts/build-wxuniversal-wasm.sh --clean # Clean build
```
### Implementation Summary
- Created `wxwidgets/include/wx/wasm/glcanvas.h`
- Created `wxwidgets/src/wasm/glcanvas.cpp`
- Updated `wxwidgets/configure.in` for WASM OpenGL support
- Updated `wxwidgets/build/bakefiles/files.bkl`
- Added empty stubs for legacy wxGLAPI functions in `glcmn.cpp` (KiCad doesn't use these)
---
## Phase 1: Fix wxWidgets Build (PCRE2 Issue) ✅ Completed
### Problem
```
fatal error: 'pcre2.h' file not found
```
### Root Cause
Build race condition during parallel make. With `-j` parallel builds, `regex.cpp` can compile before PCRE generates its headers.
### Solution
Modify `scripts/build-wxuniversal-wasm.sh` to build PCRE first:
```bash
# After configure section, add:
echo ""
echo "=== Building PCRE first (dependency) ==="
emmake make -C 3rdparty/pcre
# Then existing make:
echo ""
echo "=== Building ==="
emmake make -j$(nproc 2>/dev/null || sysctl -n hw.ncpu)
```
---
## Phase 2: Implement wxGLCanvas for WASM ✅ Completed
### Estimated Effort: 18-27 hours (Actual: ~8 hours)
| Component | Files | Effort |
|-----------|-------|--------|
| Header file | `include/wx/wasm/glcanvas.h` | 2-3 hours |
| Implementation | `src/wasm/glcanvas.cpp` | 8-12 hours |
| Configure updates | `configure.in` | 1-2 hours |
| Build system | `build/files.bkl` | 1 hour |
| Testing & debug | - | 6-10 hours |
### Implementation Approach: Direct WebGL via Emscripten
Use Emscripten's HTML5 API (`emscripten/html5.h`) for WebGL context management.
#### 1. Create `include/wx/wasm/glcanvas.h` (~100-150 lines)
```cpp
#ifndef _WX_WASM_GLCANVAS_H_
#define _WX_WASM_GLCANVAS_H_
#include "wx/glcanvas.h"
#include <emscripten/html5.h>
class WXDLLIMPEXP_GL wxGLContext : public wxGLContextBase
{
public:
wxGLContext(wxGLCanvas *win, const wxGLContext *other = NULL,
const wxGLContextAttrs *ctxAttrs = NULL);
virtual ~wxGLContext();
virtual bool SetCurrent(const wxGLCanvas& win) const wxOVERRIDE;
private:
EMSCRIPTEN_WEBGL_CONTEXT_HANDLE m_context;
wxDECLARE_CLASS(wxGLContext);
};
class WXDLLIMPEXP_GL wxGLCanvas : public wxGLCanvasBase
{
public:
wxGLCanvas(wxWindow *parent,
const wxGLAttributes& dispAttrs,
wxWindowID id = wxID_ANY,
const wxPoint& pos = wxDefaultPosition,
const wxSize& size = wxDefaultSize,
long style = 0,
const wxString& name = wxGLCanvasName,
const wxPalette& palette = wxNullPalette);
virtual ~wxGLCanvas();
virtual bool SwapBuffers() wxOVERRIDE;
// Get the canvas element ID for Emscripten
const char* GetCanvasId() const { return m_canvasId.c_str(); }
private:
bool CreateWindow(wxWindow *parent, const wxGLAttributes& dispAttrs,
wxWindowID id, const wxPoint& pos, const wxSize& size,
long style, const wxString& name);
std::string m_canvasId;
wxDECLARE_CLASS(wxGLCanvas);
};
#endif // _WX_WASM_GLCANVAS_H_
```
#### 2. Create `src/wasm/glcanvas.cpp` (~500-700 lines)
Key implementation tasks:
- Parse wxGL_* attributes → WebGL context attributes
- Create WebGL context using `emscripten_webgl_create_context()`
- Implement `SetCurrent()` using `emscripten_webgl_make_context_current()`
- Handle canvas resize events
- `SwapBuffers()` - typically no-op for WebGL (auto-swaps)
#### 3. Update `configure.in` (line ~3890)
```autoconf
elif test "$wxUSE_WASM" = 1; then
dnl WASM uses WebGL through Emscripten
OPENGL_LIBS=""
wxUSE_OPENGL="yes"
```
#### 4. Update `build/files.bkl`
Add `glcanvas.cpp` to WASM sources list.
### Reference Files
- `src/unix/glegl.cpp` - EGL implementation (922 lines)
- `src/gtk/glcanvas.cpp` - GTK implementation (303 lines)
- `src/common/glcmn.cpp` - Base implementation shared by all ports
---
## Phase 3: Legacy OpenGL Emulation for KiCad
### The Problem
**KiCad uses legacy OpenGL immediate mode** which is **NOT supported in WebGL**. KiCad does NOT use wxGLAPI (wxWidgets' wrapper), but calls raw OpenGL directly:
| Function Category | Count | Examples |
|---|---|---|
| glBegin/glEnd | 70 | Immediate mode drawing |
| glVertex2f/3f/2d/3d | 112 | Vertex specification |
| glMatrixMode/glPushMatrix/glPopMatrix | 88 | Matrix stack operations |
| glEnableClientState/glDisableClientState | 43 | Legacy vertex arrays |
| glColor3f/4f/3d/4d | 34 | Per-vertex colors |
| glTranslatef/glRotatef/glScalef | 26 | Matrix transforms |
| glTexCoord2f/2d | 19 | Texture coordinates |
| glVertexPointer/glColorPointer | 18 | Legacy vertex arrays |
| glNormal3f/3d | 12 | Normal vectors |
| **TOTAL** | **423+** | **Must be emulated** |
### Most Affected KiCad Files
**3D Viewer (heaviest usage):**
- `opengl_utils.cpp` - 88+ calls (bounding boxes, debug geometry)
- `render_3d_opengl.cpp` - 50+ calls (core 3D board rendering)
- `3d_spheres_gizmo.cpp` - 48+ calls (interactive gizmos)
- `layer_triangles.cpp` - 34 calls (layer mesh rendering)
**2D PCB Viewer:**
- `opengl_gal.cpp` - 39+ calls (bitmap text, cursor)
- `antialiasing.cpp` - 37+ calls (fullscreen AA post-processing)
- `opengl_compositor.cpp` - 19+ calls (screen compositing)
### Solution: Emscripten Legacy GL Emulation
**Link flag:** `-sLEGACY_GL_EMULATION`
This built-in Emscripten feature emulates legacy OpenGL (immediate mode, matrix stack, etc.) on top of WebGL. It was used to port the Sauerbraten 3D game (BananaBread).
**Optional performance flags:**
- `-sGL_UNSAFE_OPTS` - Skip redundant GL work
- `-sGL_FFP_ONLY` - Disable programmable pipeline detection
**Alternatives (if needed later):**
- [gl4es](https://github.com/ptitSeb/gl4es) - OpenGL 2.1 → GLES 2.0 translation
- [Regal](https://github.com/emscripten-ports/regal) - Used by D3Wasm (Doom 3 port)
---
## Phase 4: Test Graphics
### Goal
Create tests that exercise **all GL functions KiCad uses** to verify emulation works.
### GL Functions to Test (Based on KiCad Usage)
#### Immediate Mode Drawing
```cpp
glBegin(GL_TRIANGLES);
glBegin(GL_QUADS);
glBegin(GL_LINE_STRIP);
glBegin(GL_LINE_LOOP);
glBegin(GL_LINES);
glEnd();
```
#### Vertex Specification
```cpp
glVertex2f(x, y);
glVertex3f(x, y, z);
glVertex2d(x, y);
glVertex3d(x, y, z);
```
#### Color Specification
```cpp
glColor3f(r, g, b);
glColor4f(r, g, b, a);
glColor3ub(r, g, b);
glColor4ub(r, g, b, a);
```
#### Matrix Operations
```cpp
glMatrixMode(GL_PROJECTION);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glPushMatrix();
glPopMatrix();
glTranslatef(x, y, z);
glRotatef(angle, x, y, z);
glScalef(x, y, z);
glOrtho(...);
gluPerspective(...);
```
#### Texture Coordinates
```cpp
glTexCoord2f(s, t);
glTexCoord2d(s, t);
```
#### Normal Vectors
```cpp
glNormal3f(nx, ny, nz);
glNormal3d(nx, ny, nz);
```
#### Legacy Vertex Arrays
```cpp
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glDisableClientState(...);
glVertexPointer(...);
glColorPointer(...);
glDrawArrays(...);
```
#### State Management
```cpp
glEnable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glDisable(...);
glBlendFunc(...);
```
### Test File: `tests/wasm-app/gl_test.cpp`
Create test application that:
1. Creates wxGLCanvas with WebGL context
2. Tests each category of GL functions
3. Renders a known pattern (e.g., colored shapes)
4. Logs results to console
### Playwright Tests: `tests/e2e/gl.spec.ts`
Automated tests:
- WebGL context creation succeeds
- Each GL function category executes without errors
- Visual verification of rendered output (screenshot comparison)
---
## Files to Create/Modify
| File | Action |
|------|--------|
| `scripts/build-wxuniversal-wasm.sh` | Modify - fix PCRE build order |
| `wxwidgets/include/wx/wasm/glcanvas.h` | Create - wxGLCanvas header |
| `wxwidgets/src/wasm/glcanvas.cpp` | Create - wxGLCanvas implementation |
| `wxwidgets/configure.in` | Modify - add WASM OpenGL support |
| `wxwidgets/build/files.bkl` | Modify - add source file |
| `tests/wasm-app/gl_test.cpp` | Create - test application |
| `tests/e2e/gl.spec.ts` | Create - Playwright tests |
---
## Why This Matters for KiCad
KiCad uses a Graphics Abstraction Layer (GAL) with two backends:
- **Cairo backend**: Uses wxDC (2D) - works with existing wxUniversal WASM
- **OpenGL backend**: Uses wxGLCanvas - **requires this implementation**
KiCad's OpenGL GAL provides:
- Hardware-accelerated rendering
- Better performance for complex PCBs
- 3D viewer support
Without wxGLCanvas, KiCad would be limited to Cairo rendering only.