# This .cfg file is used to generate the GL interface and implementing class. Package javax.media.opengl Style InterfaceOnly JavaClass GL2ES2 Extends GL2ES2 GL ExtendedInterfaceSymbols ../build/gensrc/classes/javax/media/opengl/GL.java HierarchicalNativeOutput false Include gl-common.cfg Include gl-common-extensions.cfg JavaOutputDir ../build/gensrc/classes NativeOutputDir ../build/gensrc/native/jogl # Ignore all ES 2.X only stuff .. # Ignore ^gl.*x(v)?(OES)? Ignore glGetShaderPrecisionFormat Ignore glEGL.* #Ignore glFramebufferVertexAttribArrayNV #Ignore glCoverageOperationNV #Ignore glCoverageMaskNV CustomJavaCode GL2ES2 public void glClearDepth( double depth ); CustomJavaCode GL2ES2 public void glDepthRange(double zNear, double zFar); EmitProcAddressTable false ProcAddressTableClassName DontGenerateProcAddressTableStuff GetProcAddressTableExpr DontGenerateProcAddressTableStuff # Inform the glue code generator of the association between #defines # and functions and the extensions in which they are defined GLHeader GLES2/gl2.h GLHeader GLES2/gl2ext.h # Pick up on-line OpenGL javadoc thanks to user cylab on javagaming.org forums TagNativeBinding true CustomJavaCode GL2ES2 public String glGetShaderInfoLog(int shaderObj); CustomJavaCode GL2ES2 public String glGetProgramInfoLog(int programObj); CustomJavaCode GL2ES2 public boolean glIsShaderStatusValid(int shaderObj, int name); CustomJavaCode GL2ES2 public boolean glIsShaderStatusValid(int shaderObj, int name, PrintStream verboseOut); CustomJavaCode GL2ES2 public boolean glIsShaderStatusValid(IntBuffer shaders, int name); CustomJavaCode GL2ES2 public boolean glIsShaderStatusValid(IntBuffer shaders, int name, PrintStream verboseOut); CustomJavaCode GL2ES2 public boolean glIsProgramStatusValid(int programObj, int name); CustomJavaCode GL2ES2 public boolean glIsProgramValid(int programObj); CustomJavaCode GL2ES2 public boolean glIsProgramValid(int programObj, PrintStream verboseOut); CustomJavaCode GL2ES2 public void glShaderSource(int shader, java.lang.String[] source); CustomJavaCode GL2ES2 public void glShaderSource(IntBuffer shaders, java.lang.String[][] sources); CustomJavaCode GL2ES2 public void glShaderBinary(IntBuffer shaders, int binFormat, java.nio.Buffer bin); CustomJavaCode GL2ES2 /** CustomJavaCode GL2ES2 * Wrapper for glShaderBinary and glShaderSource. CustomJavaCode GL2ES2 * Tries binary first, if not null, then the source code, if not null. CustomJavaCode GL2ES2 * The binary trial will fail in case no binary interface exist (GL2 profile), CustomJavaCode GL2ES2 * hence the fallback to the source code. CustomJavaCode GL2ES2 */ CustomJavaCode GL2ES2 public void glShaderBinaryOrSource(IntBuffer shaders, CustomJavaCode GL2ES2 int binFormat, java.nio.Buffer bin, CustomJavaCode GL2ES2 java.lang.String[][] sources); CustomJavaCode GL2ES2 public void glCreateShader(int type, IntBuffer shaders); CustomJavaCode GL2ES2 public void glCompileShader(IntBuffer shaders); CustomJavaCode GL2ES2 public boolean glCreateCompileShader(IntBuffer shader, int shaderType, CustomJavaCode GL2ES2 int binFormat, java.nio.Buffer bin, CustomJavaCode GL2ES2 java.lang.String[][] sources); CustomJavaCode GL2ES2 public boolean glCreateCompileShader(IntBuffer shader, int shaderType, CustomJavaCode GL2ES2 int binFormat, java.nio.Buffer bin, CustomJavaCode GL2ES2 java.lang.String[][] sources, CustomJavaCode GL2ES2 PrintStream verboseOut); CustomJavaCode GL2ES2 public void glAttachShader(int program, IntBuffer shaders); CustomJavaCode GL2ES2 public void glDetachShader(int program, IntBuffer shaders); CustomJavaCode GL2ES2 public void glDeleteShader(IntBuffer shaders); Import java.io.PrintStream