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# This .cfg file is used to generate the GL interface and implementing class.
JavaOutputDir gensrc/classes
NativeOutputDir gensrc/native/jogl/gl2es12
ExtendedInterfaceSymbolsOnly ../build-temp/gensrc/classes/javax/media/opengl/GL.java
ExtendedInterfaceSymbolsOnly ../build-temp/gensrc/classes/javax/media/opengl/GL2ES1.java
ExtendedInterfaceSymbolsOnly ../build-temp/gensrc/classes/javax/media/opengl/GL2ES2.java
ExtendedInterfaceSymbolsOnly ../src/jogl/classes/javax/media/opengl/GLBase.java
ExtendedInterfaceSymbolsOnly ../src/jogl/classes/javax/media/opengl/fixedfunc/GLMatrixFunc.java
ExtendedInterfaceSymbolsOnly ../src/jogl/classes/javax/media/opengl/fixedfunc/GLPointerFunc.java
ExtendedInterfaceSymbolsOnly ../src/jogl/classes/javax/media/opengl/fixedfunc/GLLightingFunc.java
Style ImplOnly
ImplPackage com.sun.opengl.impl.gl2es12
ImplJavaClass GL2ES12Impl
Implements GL2ES12Impl GLBase
Implements GL2ES12Impl GL
Implements GL2ES12Impl GL2ES1
Implements GL2ES12Impl GL2ES2
Include gl-common.cfg
Include gl-common-extensions.cfg
Include gl-desktop.cfg
# Because we're manually implementing glMapBuffer but only producing
# the implementing class, GlueGen doesn't notice that it has to emit a
# proc address table entry for it. Force it to here.
ForceProcAddressGen glMapBuffer
# Force all of the methods to be emitted using dynamic linking so we
# don't need to link against any emulation library on the desktop or
# depend on the presence of an import library for a particular device
ForceProcAddressGen __ALL__
# Also force the calling conventions of the locally generated function
# pointer typedefs for these routines to APIENTRY
LocalProcAddressCallingConvention __ALL__ APIENTRY
EmitProcAddressTable true
ProcAddressTableClassName GL2ES12ProcAddressTable
GetProcAddressTableExpr ((GL2ES12ProcAddressTable)_context.getGLProcAddressTable())
# Pick up on-line OpenGL javadoc thanks to user cylab on javagaming.org forums
TagNativeBinding true
# There seem to be some errors in the glue code generation where we are not ignoring
# enough routines from desktop GL in GL2ES12Impl. For now manually ignore those which
# we know shouldn't be in there
Ignore glGetTexImage
Ignore glPixelStoref
# Add input validation to glPixelStorei to make sure that, even if we
# are running on top of desktop OpenGL, parameters not exposed in
# OpenGL ES can not be changed
JavaPrologue glPixelStorei if (pname != GL_PACK_ALIGNMENT && pname != GL_UNPACK_ALIGNMENT) {
JavaPrologue glPixelStorei throw new GLException("Unsupported pixel store parameter name 0x" + Integer.toHexString(param));
JavaPrologue glPixelStorei }
CustomJavaCode GL2ES12Impl public void glFrustumf(float left, float right, float bottom, float top, float zNear, float zFar) {
CustomJavaCode GL2ES12Impl glFrustum((double)left, (double)right, (double)bottom, (double)top, (double)zNear, (double)zFar); }
CustomJavaCode GL2ES12Impl public void glOrthof(float left, float right, float bottom, float top, float zNear, float zFar) {
CustomJavaCode GL2ES12Impl glOrtho((double)left, (double)right, (double)bottom, (double)top, (double)zNear, (double)zFar); }
CustomJavaCode GL2ES12Impl public void glClearDepthf(float depth) {
CustomJavaCode GL2ES12Impl glClearDepth((double)depth); }
CustomJavaCode GL2ES12Impl public void glDepthRangef(float zNear, float zFar) {
CustomJavaCode GL2ES12Impl glDepthRange((double)zNear, (double)zFar); }
Include gl-headers.cfg
Include ../intptr.cfg
IncludeAs CustomJavaCode GL2ES12Impl gl-impl-CustomJavaCode-common.java
IncludeAs CustomJavaCode GL2ES12Impl gl-impl-CustomJavaCode-gl2es12.java
IncludeAs CustomJavaCode GL2ES12Impl gl-impl-CustomJavaCode-embedded.java
IncludeAs CustomJavaCode GL2ES12Impl gl-impl-CustomJavaCode-gl2_es2.java
IncludeAs CustomCCode gl-impl-CustomCCode-gl2es12.c
Import javax.media.opengl.GLES1
Import javax.media.opengl.GLES2
Import com.sun.opengl.impl.InternalBufferUtil
Import java.io.PrintStream
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