/* Crafter® Build Copyright (C) 2026 Catcrafts® Catcrafts.net This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License version 3.0 as published by the Free Software Foundation; This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA */ 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); // 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): // // // (-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 ); }