Crafter.Build/interfaces/Crafter.Build-Asset.cppm

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//SPDX-License-Identifier: LGPL-3.0-only
//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
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module;
#include "Crafter.Build-Api.h"
export module Crafter.Build:Asset;
import std;
namespace fs = std::filesystem;
namespace Crafter {
// Compress a build-time asset (.png/.obj) into its on-disk
// SaveCompressed counterpart (.ctex/.cmesh) using Crafter.Asset's
// library API in-process. Returns "" on success, an error message
// otherwise (matches Shader::Compile's contract).
//
// Real implementation lives in the impl unit and only compiles when
// CRAFTER_BUILD_HAS_ASSET is defined (i.e. when the build links
// Crafter.Asset). The bootstrap build.sh produces a stub variant
// that errors out at runtime if cfg.assets is non-empty — full
// support requires a self-host rebuild via crafter-build itself,
// which resolves the Crafter.Asset dep through project.cpp.
export CRAFTER_API std::string CompressAsset(const fs::path& input, const fs::path& output);
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// Split a single .obj + .mtl file by material group into per-material
// .cmesh files, per-unique-albedo .ctex files, and a scene.txt manifest
// under outDir. All albedo textures are resized to albedoSize × albedoSize
// before compression (required for a texture_2d_array where all layers
// must have identical dimensions).
//
// scene.txt format (read by the Sponza example at runtime):
// <albedoCount>
// <meshCount>
// <albedoIdx_for_mesh_0> (-1 = no albedo)
// ...
//
// Idempotent: returns "" immediately if outDir/scene.txt already exists,
// so repeated builds skip the expensive split+resize step.
// Returns "" on success, an error string on failure.
export CRAFTER_API std::string BuildOBJBundle(
const fs::path& objPath,
const fs::path& mtlPath,
const fs::path& outDir,
std::uint16_t albedoSize = 1024
);
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}