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