Crate wasset

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Expand description

§wasset

This crate allows for embedding external asset files (text, images, models) into WASM plugins. The assets are stored in the WASM module’s custom data section. This allows for reading assets on the host using a WassetParser. The WASM module itself can reference its assets by macro-generated ID.

wasset is meant to be a foundation for game asset systems. It differs from using include_bytes!() to include assets in the following ways:

  • The host can read a WASM module’s assets without loading the WASM itself. This allows a game engine to preload or lazily load all assets, before instantiating the WASM modules.
  • Separate WASM modules can reference and share assets by WassetId.
  • Because assets are stored in a custom section, it’s not necessary to load all assets into memory when instantiating the WASM module. This can conserve memory for WASM modules that include many assets.

§Usage

wasset does not define an asset format - rather, it provides the means to load and store a user-specified asset type to WASM. Therefore, setting up wasset requires:

  • Defining an AssetSchema type that can be serialized and deserialized with serde
  • Implementing AssetEncoder to determine how files are turned into assets
  • Re-exporting the wasset::include_assets::<A: AssetEncoder>(path) macro with the appropriate asset encoder type

A complete example is available here. Once the asset type and macro have been defined, they may be used from within WASM as follows:

use wasset::*;
use wasset_example_macro::*;
 
// Load all assets from the given folder. This is the
// macro defined for a specific `AssetEncoder`.
include_assets!("wasset_example/wasset_example_module/assets");
 
/// Gets a list of all assets from this module.
pub fn list_all_assets() -> &'static [WassetId] {
    &[
        // The macro has defined these for us.
        assets::SOME_BINARY,
        assets::SOME_TEXT,
        assets::submodule::MORE_TEXT
    ]
}

Then, the asset data for this WASM plugin may be examined from the host:

use wasset::*;
use wasset_example_schema::*;
 
fn main() {
    // Create a parser from the bytes of the WASM module.
    let parser = WassetParser::<ExampleAsset>::parse(EXAMPLE_PLUGIN_WASM).unwrap();
    for (id, asset) in &parser {
        println!("{id:?} | {asset:?}");
 
        // Prints something like:
        // WassetId(9ee64711-8e7e-4e40-a1bc-f13a1b4e5bdb) | Ok(Binary([97, 115, 106, 100]))
        // WassetId(b230fb86-8bf6-49a0-94f9-624386204129) | Ok(Text("Even more!"))
        // WassetId(ae189ff9-b0d4-48fc-b0e1-3093d53bff85) | Ok(Text("Hello world!"))
    }
}

§Optional features

  • bytemuck - implements the Pod and Zeroable attributes on relevant types.
  • encode - allows for serializing a folder of assets into memory.
  • encode_macro - exposes a generic macro that, when instantiated, will embed a folder of assets into a WASM module.
  • parse - exposes the ability to read a WASM module’s assets.
  • relative_path - (requires nightly) makes the encode_macro use relative paths rather than paths from the project root.

Structs§

AssetHierarchy
Represents a hierarchy of assets that have been serialized.
EncodedAsset
Denotes an asset that has been serialized.
EncodedAssets
Holds an entire set of assets that have been serialized from files on disk.
WassetId
A unique ID associated with an asset.
WassetItem
References the raw data representing an asset from within a WASM module.
WassetIter
Allows for iterating over all assets in a module.
WassetManifest
A list which describes the list of assets present in a WASM module.
WassetParser
Parses all assets from a WASM module.

Enums§

WassetError
Represents an error that occurred during asset processing.

Traits§

AssetEncoder
Represents a type that can load assets from files on disk.
AssetSchema
Represents an asset type which may be stored and loaded from WASM.

Functions§

encode_asset_folder
Loads all assets from the provided folder into an EncodedAssets structure.
include_assets
Provides a macro implementation which accepts a directory path and outputs code which embeds all assets in the directory. This should be called with a concrete asset type from a user-defined macro.