diff options
-rw-r--r-- | platform/qt/mbgl/gl/gl_impl.hpp | 151 | ||||
-rw-r--r-- | platform/qt/qt.cmake | 20 | ||||
-rw-r--r-- | platform/qt/qt5.cmake | 6 | ||||
-rw-r--r-- | platform/qt/test/qmapboxgl.test.cpp | 5 |
4 files changed, 169 insertions, 13 deletions
diff --git a/platform/qt/mbgl/gl/gl_impl.hpp b/platform/qt/mbgl/gl/gl_impl.hpp index 5e4c6f12af..218c528c66 100644 --- a/platform/qt/mbgl/gl/gl_impl.hpp +++ b/platform/qt/mbgl/gl/gl_impl.hpp @@ -16,6 +16,153 @@ // Qt5 #else - #define GL_GLEXT_PROTOTYPES - #include <QtGui/qopengl.h> + #include <QOpenGLContext> + #include <QOpenGLFunctions> + + #define GL_RGBA8_OES GL_RGBA8 + #define GL_DEPTH24_STENCIL8_OES GL_DEPTH24_STENCIL8 + + #define glActiveTexture(...) QOpenGLContext::currentContext()->functions()->glActiveTexture(__VA_ARGS__) + #define glAttachShader(...) QOpenGLContext::currentContext()->functions()->glAttachShader(__VA_ARGS__) + #define glBindAttribLocation(...) QOpenGLContext::currentContext()->functions()->glBindAttribLocation(__VA_ARGS__) + #define glBindBuffer(...) QOpenGLContext::currentContext()->functions()->glBindBuffer(__VA_ARGS__) + #define glBindFramebuffer(...) QOpenGLContext::currentContext()->functions()->glBindFramebuffer(__VA_ARGS__) + #define glBindRenderbuffer(...) QOpenGLContext::currentContext()->functions()->glBindRenderbuffer(__VA_ARGS__) + #define glBindTexture(...) QOpenGLContext::currentContext()->functions()->glBindTexture(__VA_ARGS__) + #define glBlendColor(...) QOpenGLContext::currentContext()->functions()->glBlendColor(__VA_ARGS__) + #define glBlendEquation(...) QOpenGLContext::currentContext()->functions()->glBlendEquation(__VA_ARGS__) + #define glBlendEquationSeparate(...) QOpenGLContext::currentContext()->functions()->glBlendEquationSeparate(__VA_ARGS__) + #define glBlendFunc(...) QOpenGLContext::currentContext()->functions()->glBlendFunc(__VA_ARGS__) + #define glBlendFuncSeparate(...) QOpenGLContext::currentContext()->functions()->glBlendFuncSeparate(__VA_ARGS__) + #define glBufferData(...) QOpenGLContext::currentContext()->functions()->glBufferData(__VA_ARGS__) + #define glBufferSubData(...) QOpenGLContext::currentContext()->functions()->glBufferSubData(__VA_ARGS__) + #define glCheckFramebufferStatus(...) QOpenGLContext::currentContext()->functions()->glCheckFramebufferStatus(__VA_ARGS__) + #define glClear(...) QOpenGLContext::currentContext()->functions()->glClear(__VA_ARGS__) + #define glClearColor(...) QOpenGLContext::currentContext()->functions()->glClearColor(__VA_ARGS__) + #define glClearDepthf(...) QOpenGLContext::currentContext()->functions()->glClearDepthf(__VA_ARGS__) + #define glClearStencil(...) QOpenGLContext::currentContext()->functions()->glClearStencil(__VA_ARGS__) + #define glColorMask(...) QOpenGLContext::currentContext()->functions()->glColorMask(__VA_ARGS__) + #define glCompileShader(...) QOpenGLContext::currentContext()->functions()->glCompileShader(__VA_ARGS__) + #define glCompressedTexImage2D(...) QOpenGLContext::currentContext()->functions()->glCompressedTexImage2D(__VA_ARGS__) + #define glCompressedTexSubImage2D(...) QOpenGLContext::currentContext()->functions()->glCompressedTexSubImage2D(__VA_ARGS__) + #define glCopyTexImage2D(...) QOpenGLContext::currentContext()->functions()->glCopyTexImage2D(__VA_ARGS__) + #define glCopyTexSubImage2D(...) QOpenGLContext::currentContext()->functions()->glCopyTexSubImage2D(__VA_ARGS__) + #define glCreateProgram(...) QOpenGLContext::currentContext()->functions()->glCreateProgram(__VA_ARGS__) + #define glCreateShader(...) QOpenGLContext::currentContext()->functions()->glCreateShader(__VA_ARGS__) + #define glCullFace(...) QOpenGLContext::currentContext()->functions()->glCullFace(__VA_ARGS__) + #define glDeleteBuffers(...) QOpenGLContext::currentContext()->functions()->glDeleteBuffers(__VA_ARGS__) + #define glDeleteFramebuffers(...) QOpenGLContext::currentContext()->functions()->glDeleteFramebuffers(__VA_ARGS__) + #define glDeleteProgram(...) QOpenGLContext::currentContext()->functions()->glDeleteProgram(__VA_ARGS__) + #define glDeleteRenderbuffers(...) QOpenGLContext::currentContext()->functions()->glDeleteRenderbuffers(__VA_ARGS__) + #define glDeleteShader(...) QOpenGLContext::currentContext()->functions()->glDeleteShader(__VA_ARGS__) + #define glDeleteTextures(...) QOpenGLContext::currentContext()->functions()->glDeleteTextures(__VA_ARGS__) + #define glDepthFunc(...) QOpenGLContext::currentContext()->functions()->glDepthFunc(__VA_ARGS__) + #define glDepthMask(...) QOpenGLContext::currentContext()->functions()->glDepthMask(__VA_ARGS__) + #define glDepthRangef(...) QOpenGLContext::currentContext()->functions()->glDepthRangef(__VA_ARGS__) + #define glDetachShader(...) QOpenGLContext::currentContext()->functions()->glDetachShader(__VA_ARGS__) + #define glDisable(...) QOpenGLContext::currentContext()->functions()->glDisable(__VA_ARGS__) + #define glDisableVertexAttribArray(...) QOpenGLContext::currentContext()->functions()->glDisableVertexAttribArray(__VA_ARGS__) + #define glDrawArrays(...) QOpenGLContext::currentContext()->functions()->glDrawArrays(__VA_ARGS__) + #define glDrawElements(...) QOpenGLContext::currentContext()->functions()->glDrawElements(__VA_ARGS__) + #define glEnable(...) QOpenGLContext::currentContext()->functions()->glEnable(__VA_ARGS__) + #define glEnableVertexAttribArray(...) QOpenGLContext::currentContext()->functions()->glEnableVertexAttribArray(__VA_ARGS__) + #define glFinish(...) QOpenGLContext::currentContext()->functions()->glFinish(__VA_ARGS__) + #define glFlush(...) QOpenGLContext::currentContext()->functions()->glFlush(__VA_ARGS__) + #define glFramebufferRenderbuffer(...) QOpenGLContext::currentContext()->functions()->glFramebufferRenderbuffer(__VA_ARGS__) + #define glFramebufferTexture2D(...) QOpenGLContext::currentContext()->functions()->glFramebufferTexture2D(__VA_ARGS__) + #define glFrontFace(...) QOpenGLContext::currentContext()->functions()->glFrontFace(__VA_ARGS__) + #define glGenBuffers(...) QOpenGLContext::currentContext()->functions()->glGenBuffers(__VA_ARGS__) + #define glGenerateMipmap(...) QOpenGLContext::currentContext()->functions()->glGenerateMipmap(__VA_ARGS__) + #define glGenFramebuffers(...) QOpenGLContext::currentContext()->functions()->glGenFramebuffers(__VA_ARGS__) + #define glGenRenderbuffers(...) QOpenGLContext::currentContext()->functions()->glGenRenderbuffers(__VA_ARGS__) + #define glGenTextures(...) QOpenGLContext::currentContext()->functions()->glGenTextures(__VA_ARGS__) + #define glGetActiveAttrib(...) QOpenGLContext::currentContext()->functions()->glGetActiveAttrib(__VA_ARGS__) + #define glGetActiveUniform(...) QOpenGLContext::currentContext()->functions()->glGetActiveUniform(__VA_ARGS__) + #define glGetAttachedShaders(...) QOpenGLContext::currentContext()->functions()->glGetAttachedShaders(__VA_ARGS__) + #define glGetAttribLocation(...) QOpenGLContext::currentContext()->functions()->glGetAttribLocation(__VA_ARGS__) + #define glGetBooleanv(...) QOpenGLContext::currentContext()->functions()->glGetBooleanv(__VA_ARGS__) + #define glGetBufferParameteriv(...) QOpenGLContext::currentContext()->functions()->glGetBufferParameteriv(__VA_ARGS__) + #define glGetError(...) QOpenGLContext::currentContext()->functions()->glGetError(__VA_ARGS__) + #define glGetFloatv(...) QOpenGLContext::currentContext()->functions()->glGetFloatv(__VA_ARGS__) + #define glGetFramebufferAttachmentParameteriv(...) QOpenGLContext::currentContext()->functions()->glGetFramebufferAttachmentParameteriv(__VA_ARGS__) + #define glGetIntegerv(...) QOpenGLContext::currentContext()->functions()->glGetIntegerv(__VA_ARGS__) + #define glGetProgramInfoLog(...) QOpenGLContext::currentContext()->functions()->glGetProgramInfoLog(__VA_ARGS__) + #define glGetProgramiv(...) QOpenGLContext::currentContext()->functions()->glGetProgramiv(__VA_ARGS__) + #define glGetRenderbufferParameteriv(...) QOpenGLContext::currentContext()->functions()->glGetRenderbufferParameteriv(__VA_ARGS__) + #define glGetShaderInfoLog(...) QOpenGLContext::currentContext()->functions()->glGetShaderInfoLog(__VA_ARGS__) + #define glGetShaderiv(...) QOpenGLContext::currentContext()->functions()->glGetShaderiv(__VA_ARGS__) + #define glGetShaderPrecisionFormat(...) QOpenGLContext::currentContext()->functions()->glGetShaderPrecisionFormat(__VA_ARGS__) + #define glGetShaderSource(...) QOpenGLContext::currentContext()->functions()->glGetShaderSource(__VA_ARGS__) + #define glGetString(...) QOpenGLContext::currentContext()->functions()->glGetString(__VA_ARGS__) + #define glGetTexParameterfv(...) QOpenGLContext::currentContext()->functions()->glGetTexParameterfv(__VA_ARGS__) + #define glGetTexParameteriv(...) QOpenGLContext::currentContext()->functions()->glGetTexParameteriv(__VA_ARGS__) + #define glGetUniformfv(...) QOpenGLContext::currentContext()->functions()->glGetUniformfv(__VA_ARGS__) + #define glGetUniformiv(...) QOpenGLContext::currentContext()->functions()->glGetUniformiv(__VA_ARGS__) + #define glGetUniformLocation(...) QOpenGLContext::currentContext()->functions()->glGetUniformLocation(__VA_ARGS__) + #define glGetVertexAttribfv(...) QOpenGLContext::currentContext()->functions()->glGetVertexAttribfv(__VA_ARGS__) + #define glGetVertexAttribiv(...) QOpenGLContext::currentContext()->functions()->glGetVertexAttribiv(__VA_ARGS__) + #define glGetVertexAttribPointerv(...) QOpenGLContext::currentContext()->functions()->glGetVertexAttribPointerv(__VA_ARGS__) + #define glHint(...) QOpenGLContext::currentContext()->functions()->glHint(__VA_ARGS__) + #define glIsBuffer(...) QOpenGLContext::currentContext()->functions()->glIsBuffer(__VA_ARGS__) + #define glIsEnabled(...) QOpenGLContext::currentContext()->functions()->glIsEnabled(__VA_ARGS__) + #define glIsFramebuffer(...) QOpenGLContext::currentContext()->functions()->glIsFramebuffer(__VA_ARGS__) + #define glIsProgram(...) QOpenGLContext::currentContext()->functions()->glIsProgram(__VA_ARGS__) + #define glIsRenderbuffer(...) QOpenGLContext::currentContext()->functions()->glIsRenderbuffer(__VA_ARGS__) + #define glIsShader(...) QOpenGLContext::currentContext()->functions()->glIsShader(__VA_ARGS__) + #define glIsTexture(...) QOpenGLContext::currentContext()->functions()->glIsTexture(__VA_ARGS__) + #define glLineWidth(...) QOpenGLContext::currentContext()->functions()->glLineWidth(__VA_ARGS__) + #define glLinkProgram(...) QOpenGLContext::currentContext()->functions()->glLinkProgram(__VA_ARGS__) + #define glPixelStorei(...) QOpenGLContext::currentContext()->functions()->glPixelStorei(__VA_ARGS__) + #define glPolygonOffset(...) QOpenGLContext::currentContext()->functions()->glPolygonOffset(__VA_ARGS__) + #define glReadPixels(...) QOpenGLContext::currentContext()->functions()->glReadPixels(__VA_ARGS__) + #define glReleaseShaderCompiler(...) QOpenGLContext::currentContext()->functions()->glReleaseShaderCompiler(__VA_ARGS__) + #define glRenderbufferStorage(...) QOpenGLContext::currentContext()->functions()->glRenderbufferStorage(__VA_ARGS__) + #define glSampleCoverage(...) QOpenGLContext::currentContext()->functions()->glSampleCoverage(__VA_ARGS__) + #define glScissor(...) QOpenGLContext::currentContext()->functions()->glScissor(__VA_ARGS__) + #define glShaderBinary(...) QOpenGLContext::currentContext()->functions()->glShaderBinary(__VA_ARGS__) + #define glShaderSource(...) QOpenGLContext::currentContext()->functions()->glShaderSource(__VA_ARGS__) + #define glStencilFunc(...) QOpenGLContext::currentContext()->functions()->glStencilFunc(__VA_ARGS__) + #define glStencilFuncSeparate(...) QOpenGLContext::currentContext()->functions()->glStencilFuncSeparate(__VA_ARGS__) + #define glStencilMask(...) QOpenGLContext::currentContext()->functions()->glStencilMask(__VA_ARGS__) + #define glStencilMaskSeparate(...) QOpenGLContext::currentContext()->functions()->glStencilMaskSeparate(__VA_ARGS__) + #define glStencilOp(...) QOpenGLContext::currentContext()->functions()->glStencilOp(__VA_ARGS__) + #define glStencilOpSeparate(...) QOpenGLContext::currentContext()->functions()->glStencilOpSeparate(__VA_ARGS__) + #define glTexImage2D(...) QOpenGLContext::currentContext()->functions()->glTexImage2D(__VA_ARGS__) + #define glTexLevelParameteriv(...) QOpenGLContext::currentContext()->functions()->glTexLevelParameteriv(__VA_ARGS__) + #define glTexParameterf(...) QOpenGLContext::currentContext()->functions()->glTexParameterf(__VA_ARGS__) + #define glTexParameterfv(...) QOpenGLContext::currentContext()->functions()->glTexParameterfv(__VA_ARGS__) + #define glTexParameteri(...) QOpenGLContext::currentContext()->functions()->glTexParameteri(__VA_ARGS__) + #define glTexParameteriv(...) QOpenGLContext::currentContext()->functions()->glTexParameteriv(__VA_ARGS__) + #define glTexSubImage2D(...) QOpenGLContext::currentContext()->functions()->glTexSubImage2D(__VA_ARGS__) + #define glUniform1f(...) QOpenGLContext::currentContext()->functions()->glUniform1f(__VA_ARGS__) + #define glUniform1fv(...) QOpenGLContext::currentContext()->functions()->glUniform1fv(__VA_ARGS__) + #define glUniform1i(...) QOpenGLContext::currentContext()->functions()->glUniform1i(__VA_ARGS__) + #define glUniform1iv(...) QOpenGLContext::currentContext()->functions()->glUniform1iv(__VA_ARGS__) + #define glUniform2f(...) QOpenGLContext::currentContext()->functions()->glUniform2f(__VA_ARGS__) + #define glUniform2fv(...) QOpenGLContext::currentContext()->functions()->glUniform2fv(__VA_ARGS__) + #define glUniform2i(...) QOpenGLContext::currentContext()->functions()->glUniform2i(__VA_ARGS__) + #define glUniform2iv(...) QOpenGLContext::currentContext()->functions()->glUniform2iv(__VA_ARGS__) + #define glUniform3f(...) QOpenGLContext::currentContext()->functions()->glUniform3f(__VA_ARGS__) + #define glUniform3fv(...) QOpenGLContext::currentContext()->functions()->glUniform3fv(__VA_ARGS__) + #define glUniform3i(...) QOpenGLContext::currentContext()->functions()->glUniform3i(__VA_ARGS__) + #define glUniform3iv(...) QOpenGLContext::currentContext()->functions()->glUniform3iv(__VA_ARGS__) + #define glUniform4f(...) QOpenGLContext::currentContext()->functions()->glUniform4f(__VA_ARGS__) + #define glUniform4fv(...) QOpenGLContext::currentContext()->functions()->glUniform4fv(__VA_ARGS__) + #define glUniform4i(...) QOpenGLContext::currentContext()->functions()->glUniform4i(__VA_ARGS__) + #define glUniform4iv(...) QOpenGLContext::currentContext()->functions()->glUniform4iv(__VA_ARGS__) + #define glUniformMatrix2fv(...) QOpenGLContext::currentContext()->functions()->glUniformMatrix2fv(__VA_ARGS__) + #define glUniformMatrix3fv(...) QOpenGLContext::currentContext()->functions()->glUniformMatrix3fv(__VA_ARGS__) + #define glUniformMatrix4fv(...) QOpenGLContext::currentContext()->functions()->glUniformMatrix4fv(__VA_ARGS__) + #define glUseProgram(...) QOpenGLContext::currentContext()->functions()->glUseProgram(__VA_ARGS__) + #define glValidateProgram(...) QOpenGLContext::currentContext()->functions()->glValidateProgram(__VA_ARGS__) + #define glVertexAttrib1f(...) QOpenGLContext::currentContext()->functions()->glVertexAttrib1f(__VA_ARGS__) + #define glVertexAttrib1fv(...) QOpenGLContext::currentContext()->functions()->glVertexAttrib1fv(__VA_ARGS__) + #define glVertexAttrib2f(...) QOpenGLContext::currentContext()->functions()->glVertexAttrib2f(__VA_ARGS__) + #define glVertexAttrib2fv(...) QOpenGLContext::currentContext()->functions()->glVertexAttrib2fv(__VA_ARGS__) + #define glVertexAttrib3f(...) QOpenGLContext::currentContext()->functions()->glVertexAttrib3f(__VA_ARGS__) + #define glVertexAttrib3fv(...) QOpenGLContext::currentContext()->functions()->glVertexAttrib3fv(__VA_ARGS__) + #define glVertexAttrib4f(...) QOpenGLContext::currentContext()->functions()->glVertexAttrib4f(__VA_ARGS__) + #define glVertexAttrib4fv(...) QOpenGLContext::currentContext()->functions()->glVertexAttrib4fv(__VA_ARGS__) + #define glVertexAttribPointer(...) QOpenGLContext::currentContext()->functions()->glVertexAttribPointer(__VA_ARGS__) + #define glViewport(...) QOpenGLContext::currentContext()->functions()->glViewport(__VA_ARGS__) #endif diff --git a/platform/qt/qt.cmake b/platform/qt/qt.cmake index a7862c3936..f832dd593c 100644 --- a/platform/qt/qt.cmake +++ b/platform/qt/qt.cmake @@ -106,12 +106,6 @@ endif() xcode_create_scheme(TARGET mbgl-qt) -if(WITH_QT_4) - include(platform/qt/qt4.cmake) -else() - include(platform/qt/qt5.cmake) -endif() - # OS specific configurations if (MASON_PLATFORM STREQUAL "osx" OR MASON_PLATFORM STREQUAL "ios") list(APPEND MBGL_QT_CORE_FILES @@ -119,15 +113,21 @@ if (MASON_PLATFORM STREQUAL "osx" OR MASON_PLATFORM STREQUAL "ios") ) list(APPEND MBGL_QT_CORE_LIBRARIES PRIVATE "-framework Foundation" - PRIVATE "-framework OpenGL" ) + if(WITH_QT_4) + list(APPEND MBGL_QT_CORE_LIBRARIES + PRIVATE "-framework OpenGL" + ) + endif() elseif (CMAKE_HOST_SYSTEM_NAME STREQUAL "Linux") list(APPEND MBGL_QT_CORE_FILES PRIVATE platform/default/thread.cpp ) - list(APPEND MBGL_QT_CORE_LIBRARIES - PRIVATE -lGL - ) + if(WITH_QT_4) + list(APPEND MBGL_QT_CORE_LIBRARIES + PRIVATE "-lGL" + ) + endif() elseif (CMAKE_HOST_SYSTEM_NAME STREQUAL "Windows") list(APPEND MBGL_QT_CORE_FILES PRIVATE platform/qt/src/thread.cpp diff --git a/platform/qt/qt5.cmake b/platform/qt/qt5.cmake index c4af774ba3..0c9a974b4b 100644 --- a/platform/qt/qt5.cmake +++ b/platform/qt/qt5.cmake @@ -5,6 +5,12 @@ find_package(Qt5OpenGL REQUIRED) find_package(Qt5Widgets REQUIRED) find_package(Qt5Sql REQUIRED) +# Qt5 always build OpenGL ES2 which is the compatibility +# mode. Qt5 will take care of translating the desktop +# version of OpenGL to ES2. +set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DMBGL_USE_GLES2") +set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DMBGL_USE_GLES2") + set(MBGL_QT_CORE_LIBRARIES PUBLIC Qt5::Core PUBLIC Qt5::Gui diff --git a/platform/qt/test/qmapboxgl.test.cpp b/platform/qt/test/qmapboxgl.test.cpp index c6ae3ed403..932460b932 100644 --- a/platform/qt/test/qmapboxgl.test.cpp +++ b/platform/qt/test/qmapboxgl.test.cpp @@ -7,6 +7,9 @@ // We're using QGLFramebufferObject, which is only available in Qt 5 and up. #if QT_VERSION >= 0x050000 +#include <QOpenGLContext> +#include <QOpenGLFunctions> + QMapboxGLTest::QMapboxGLTest() : size(512, 512), fbo((assert(widget.context()->isValid()), widget.makeCurrent(), size)), map(nullptr, settings, size) { connect(&map, SIGNAL(mapChanged(QMapboxGL::MapChange)), this, SLOT(onMapChanged(QMapboxGL::MapChange))); @@ -37,7 +40,7 @@ void QMapboxGLTest::onMapChanged(QMapboxGL::MapChange change) { void QMapboxGLTest::onNeedsRendering() { widget.makeCurrent(); fbo.bind(); - glViewport(0, 0, fbo.width(), fbo.height()); + QOpenGLContext::currentContext()->functions()->glViewport(0, 0, fbo.width(), fbo.height()); map.render(); } |