Introduce JNI bindings for gltfio.
For now this uses gltfio in the ubershader configuration in order to avoid the filamat dependency. Note that we have not yet done a size analysis of the `gltfio_core` library. New Kotlin-based sample app is forthcoming.
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36
android/gltfio-android/src/main/cpp/MaterialProvider.cpp
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36
android/gltfio-android/src/main/cpp/MaterialProvider.cpp
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/*
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* Copyright (C) 2019 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include <jni.h>
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#include <gltfio/MaterialProvider.h>
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using namespace filament;
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using namespace gltfio;
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extern "C" JNIEXPORT jlong JNICALL
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Java_com_google_android_filament_gltfio_MaterialProvider_nCreateMaterialProvider(JNIEnv*, jclass,
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jlong nativeEngine) {
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Engine* engine = (Engine*) nativeEngine;
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return (jlong) createUbershaderLoader(engine);
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}
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extern "C" JNIEXPORT void JNICALL
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Java_com_google_android_filament_gltfio_MaterialProvider_nDestroyMaterialProvider(JNIEnv*, jclass,
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jlong nativeProvider) {
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auto provider = (MaterialProvider*) nativeProvider;
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delete provider;
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}
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