Expand description
§whiteoutlib
Read and write the file formats Blizzard games use for their art assets — from Rust.
If you are writing a model viewer, an asset converter, a datamining tool or a modding pipeline, this crate turns those formats into ordinary Rust data you can walk, edit and write back out.
- Models — MDX (Warcraft III), M2 (World of Warcraft), M3 (StarCraft II, Heroes of the Storm): geometry, bones, animation tracks, materials, cameras, particle emitters.
- Textures — BLP, DDS, PNG, JPEG, BMP, TGA, TIFF, GIF: decode, convert between pixel formats including the BCn family, generate mipmaps, re-encode.
- Archives — CASC and MPQ, so you can read assets straight out of a game installation.
use whiteout::textures::{BlpParser, PixelFormat, PngWriter};
// A Warcraft III texture, converted to PNG.
let blp = std::fs::read("Textures/Arthas.blp")?;
let mut texture = BlpParser::new().parse(&blp).expect("not a BLP");
texture.convert_to(PixelFormat::RGBA8);
std::fs::write("arthas.png", &PngWriter::new().write(&texture))?;Vertex and pixel data is borrowed directly out of the underlying buffers, so reading a model’s geometry copies nothing — see Reading models.
This crate wraps WhiteoutLib, a C++20 library, and is generated from the same headers it wraps, so the two cannot drift apart. The C++ is bundled and built for you.
| Module | Covers |
|---|---|
math | vectors, quaternions, matrices — Copy, no allocation |
textures | BLP, DDS, PNG, JPEG, BMP, TGA, TIFF, GIF |
mdx | Warcraft III models |
m2 | World of Warcraft models |
m3 | StarCraft II / Heroes of the Storm models |
host | OS file system, thread pool, HTTP handler, game finder |
interfaces | traits the library calls into — implement these yourself |
casc | CASC storage — behind the casc feature |
mpq | MPQ archives — behind the mpq feature |
§Installing
cargo add whiteoutlib --features casc,mpqThe package is whiteoutlib (the short name was taken on crates.io), but
the library it provides is whiteout — so imports read:
use whiteout::mdx::Parser;The C++ library is bundled and built for you, so this needs CMake and a C++20 compiler on the machine — and the first build takes a few minutes. Nothing else is required.
To link a prebuilt library instead, turn the default vendored feature off
and point at it:
cargo add whiteoutlib --no-default-features --features casc,mpq
WHITEOUT_LIB_DIR=/path/to/lib cargo build # add WHITEOUT_STATIC=1 for the static archivebuild.rs resolves in that order: WHITEOUT_LIB_DIR (always wins), then
the vendored build, then pkg-config.
The casc and mpq features mirror the CMake WHITEOUT_ENABLE_* options.
Under vendored they configure the bundled build; against a prebuilt
library they must match how it was configured, or linking fails —
deliberately, rather than silently missing symbols.
§Linking from another crate
This crate declares links = "whiteout_native": it is the single owner of
the native library, and cargo rejects any other crate in the graph that
also claims to provide it. Build your own copy of WhiteoutLib alongside
this one and you get two sets of identically-mangled C++ symbols — which
links on MSVC, silently keeping one definition of each, and quietly
becomes an ODR violation the moment the two versions drift. Depend on this
crate instead.
Calling in from Rust needs nothing extra; linking this crate’s rlib pulls
the native library in. A crate with its own C++ to compile can read what
was built from build.rs, via the environment cargo sets for dependents
of a links crate:
| Variable | Meaning |
|---|---|
DEP_WHITEOUT_NATIVE_LIB_DIR | directory holding whiteout_native_static |
DEP_WHITEOUT_NATIVE_INCLUDE | include root for the C++ headers (<whiteout/…>) |
DEP_WHITEOUT_NATIVE_HAS_CASC | 1 if built with CASC, else 0 |
DEP_WHITEOUT_NATIVE_HAS_MPQ | 1 if built with MPQ, else 0 |
The HAS_* pair reports the configuration the library was actually built
with, so a dependent can match it rather than infer it from its own
features. These keys are a compatibility surface — treat them as public.
They are emitted on every path that produces a usable library. INCLUDE is
the one that can be missing: with a prebuilt WHITEOUT_LIB_DIR that has no
include/ beside it, set WHITEOUT_INCLUDE_DIR to supply it.
§Working on the bindings
From a checkout, build.rs finds the repository above the crate, so the
vendored path works with no setup. For the faster prebuilt loop:
./scripts/build-rust.ps1 # codegen + cmake + fmt + clippy + test
./scripts/pack-rust.ps1 -Verify # stage vendored sources + package§Reading models
use whiteout::mdx::{MDLXFormat, Parser};
let bytes = std::fs::read("units/human/footman/footman.mdx")?;
let model = Parser::new().parse(&bytes, MDLXFormat::MDX).expect("parse failed");
for geoset in model.geosets_iter() {
let positions: &[whiteout::math::Vector3f] = geoset.vertex_positions();
let faces: &[u16] = geoset.faces();
println!("{} verts, {} indices", positions.len(), faces.len());
}Vertex data is borrowed straight out of the C++ allocation — nothing is copied, in either direction:
model.resize_geosets(1);
let mut geoset = model.geosets_mut(0).unwrap();
geoset.set_vertex_positions(&[Vector3f::new(0.0, 0.0, 0.0)]);
geoset.vertex_positions_mut()[0].z = 1.0; // writes into C++ memoryThat is safe because the slice borrows the model: the compiler rejects a resize, a second view, or a drop of the owner while it is alive.
§Implementing the library’s interfaces
whiteout::interfaces holds the traits the library calls into — supply
your own file system, HTTP client, or thread pool:
use whiteout::interfaces::{FileSystem, HostFileSystem};
struct MyFs;
impl FileSystem for MyFs {
fn read_file(&self, path: &str) -> Option<Vec<u8>> {
std::fs::read(path).ok()
}
}
let fs = HostFileSystem::new(MyFs);Send + Sync is required, not defensive: the library calls these from
worker threads. Panics are contained at the boundary — the C ABI is
compiled without exceptions, so an escaping panic would be undefined
behaviour.
A pool can be handed to any call that takes one:
let pool = HostWorkerPool::new(Inline);
let tex = Texture::create_2d(PixelFormat::RGBA8, 64, 64, 1).unwrap();
let bc1 = tex.copy_as_format(PixelFormat::BC1, Some(&pool)).unwrap();§Errors
The C++ library does not throw and reports absence via std::optional.
This binding follows suit: operations that can simply find nothing return
Option, and Result is reserved for the few calls that produce a real
diagnostic. Parser diagnostics are a list, not an error:
let mut parser = BlpParser::new();
let texture = parser.parse(b"not a blp"); // -> None
for issue in parser.issues() {
eprintln!("{issue}");
}§Layout verification
Value types such as math::Vector3f are #[repr(C)] mirrors of their C++
counterparts and cross the boundary with no conversion. Sizes are pinned by
const assertions at compile time; to also check the library you linked:
whiteout::math::check_abi()?;§Regenerating
Everything except interfaces.rs, support.rs and lib.rs is generated.
Do not edit those files:
python -m tools.codegen.codegen textures --backend rust-abi-header
python -m tools.codegen.codegen textures --backend rust-abi-source
python -m tools.codegen.codegen textures --backend rust-math
python -m tools.codegen.codegen <module> --backend rust§License
BSD-3-Clause.
§Layout contract
Value types such as math::Vector3f are #[repr(C)] mirrors of their
C++ counterparts and cross the FFI boundary with no conversion. Their
sizes are pinned by const assertions at compile time, and
math::check_abi re-verifies them against the library actually linked:
whiteout::math::check_abi().expect("native library layout mismatch");§Errors
The underlying C++ library does not throw, and signals absence with
std::optional. This binding follows that: operations that can simply
find nothing return Option, and Result is reserved for the few
calls that produce a real diagnostic.
§Zero-copy pixel access
textures::Texture::data and data_mut borrow the C++ buffer
directly — nothing is copied in either direction. That is safe because
the slice borrows the texture, so the compiler rejects any use that
could dangle. This must not compile:
use whiteout::textures::{PixelFormat, Texture};
let mut tex = Texture::create_2d(PixelFormat::RGBA8, 4, 4, 1).unwrap();
let pixels = tex.data_mut();
drop(tex); // owner released while `pixels` is still alive
pixels[0] = 1;Neither may a shared and a mutable view coexist:
use whiteout::textures::{PixelFormat, Texture};
let mut tex = Texture::create_2d(PixelFormat::RGBA8, 4, 4, 1).unwrap();
let shared = tex.data();
let unique = tex.data_mut(); // second borrow, one of them mutable
let _ = (shared[0], unique[0]);C# and C++ can only document these hazards; here they are compile errors, which is what makes handing out the raw buffer reasonable.
Modules§
Structs§
- Borrowed
Slice - A borrowed view into a buffer owned by a native object.
- Bytes
- An owned byte buffer produced by the native library.
- Ref
- A borrowed handle: a view of an object owned by something else.
- RefMut
- The mutable counterpart of
Ref.
Enums§
- Error
- Errors that can cross the binding boundary.