Qt6 Migration: Complete migration with DDS/RTI support and build validation

Major Changes:
- Merged latest Qt5 devel content from dlbo (292 files changed, 7 new dirs)
- Consolidated forward-declarations and include folders
- Removed unneeded modules per Niklas' repo check list

Build System Fixes:
- Fixed CMake VERSION_GREATER syntax in ParticipantManagement/CMakeLists.txt
- Added VLC packages (libvlc-dev, vlc-plugin-base) to docker_build.sh
- Added PostgreSQL dev packages (libpq-dev, postgresql-server-dev-all) to Dockerfile
- Fixed locale warnings (ANSI_X3.4-1968 → C.UTF-8)
- Fixed ArcGIS SDK path warnings when BUILD_ARCGIS=OFF

Code Generation Fixes:
- Fixed IDL enum collisions (PortType→CorePortType/DdsutPortType, PdmEventType)
- Fixed Grantlee template svc_translation.cpp.grantlee:
  - Changed {{ idl_enum.name }}_def:: to {{ idl_enum.name }}::
  - Fixed .underlying() calls for C++11 scoped enums (enum class)
- Removed generated files from repo (moc_*, *_dtc.h, *_ftc.h)

Validation:
- BUILD_RTI=ON: SUCCESS
- BUILD_RTI=OFF: SUCCESS
- C++17 standard maintained for RTI 7.7 compatibility
- Ubuntu 26.04 Docker environment verified

Remaining Warnings (expected):
- BgViewer, KDChart, KDReports, Poppler-Qt6 not found (optional features)

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
This commit is contained in:
torstenandCopilot committed 2026-09-15 18:20:26 +00:00
1 parent f23384bb68
commit 7173785915
18662 files changed
+4115092 -5435

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@@ -0,0 +1,16 @@
uniform sampler2D diffuseTexture;
varying vec3 vNormal;
varying float vFog;
varying vec4 vFrontColor;
uniform vec4 wall_color;
uniform vec4 room_color;
void main(void)
{
vec4 diffuseColor = texture2D(diffuseTexture, gl_TexCoord[0].st);
vec3 lightDir = vec3(normalize(gl_LightSource[0].position));
vec4 ambient = gl_LightSource[0].ambient * diffuseColor;
vec4 diffuse = gl_LightSource[0].diffuse * max(dot(vNormal,lightDir) * 0.5,0.0) * diffuseColor;
gl_FragColor = (ambient + diffuse) * room_color;
gl_FragColor.a = wall_color.a * room_color.a;
}
@@ -0,0 +1,16 @@
varying vec3 vNormal;
varying vec4 dest_color;
varying vec4 vFrontColor;
void main(void)
{
gl_Position = ftransform();
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_FrontColor = gl_Color;
vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
vec3 ecPosition3 = vec3(ecPosition) / ecPosition.w;
gl_FogFragCoord = length(ecPosition3);
vNormal = normalize(gl_NormalMatrix * gl_Normal);
vFrontColor = gl_FrontMaterial.specular;
}