metaforce/hecl
Phillip Stephens 15900053fa
Remove athena from Runtime, use raw zlib in bintoc rather than gzip
2022-02-21 22:59:47 -08:00
..
bintoc Remove athena from Runtime, use raw zlib in bintoc rather than gzip 2022-02-21 22:59:47 -08:00
blender Minor Blender 3.0 fixes, add ability to override blender in metaforce-gui 2022-01-08 17:56:28 -08:00
driver Use UTF-8 exclusively internally 2021-06-30 14:20:45 -04:00
extra
include/hecl Lots of Windows fixes; add D3D12; more boo decoupling 2022-02-22 00:53:57 -05:00
lib Lots of Windows fixes; add D3D12; more boo decoupling 2022-02-22 00:53:57 -05:00
.gitignore Generate ApplicationReps.hpp in binary directory 2018-10-16 15:01:33 -10:00
ApplicationTools.cmake Fully decouple hecl from Metaforce 2022-02-21 08:01:06 -08:00
CMakeLists.txt Updates based on universal branch 2021-06-11 21:19:33 -04:00
DataSpecRegistry.hpp.in Minor fixes 2019-01-26 15:21:30 -08:00
Doxyfile
LICENSE Update copyright date 2018-01-02 14:23:18 -10:00
README.md
bootstrap.sh

README.md

HECL (high-level, extensible combiner language)

HECL is a toolkit for building custom asset pipelines, assisting the development of conversion tools and runtime loaders.

The most significant feature is the intermediate HECL language, using an expressive command syntax to represent cross-platform shaders. This includes a common source representation and intermediate binary representation. Complete vertex and fragment shader programs are generated for supported platforms and may be built on-demand as part of a 3D application runtime.

# Combiner 1: Opaque *Diffuse* and *Emissive*
HECLOpaque(Texture(0, UV(0)) * Lighting() + Texture(1, UV(0)))

# Combiner 2: Alpha-blended single-texture
# (both texture-accesses folded to a single sample operation)
HECLAlpha(Texture(0, UV(0)), Texture(0, UV(0)).a)

# Combiner 3: Additive-blended single-texture
# (modern graphics APIs require blending configuration along with all shader configs)
HECLAdditive(Texture(0, UV(0)), Texture(0, UV(0)).a)

Beyond shaders, HECL also defines a rigged mesh format called HMDL. Meshes using this encoding interact with HECL, with pose transforms applied via the vertex shader.

For asset pipelines, HECL provides a project system with dependency-resolution much like an IDE or make. Assets in their editable representation are cooked in-bulk and whenever the source file is updated. Currently, blender is the only-supported input format for rigged meshes with node-materials.

Supported Backends

  • GLSL 330 (with optional SPIR-V conversion)
  • HLSL (Shader Model 4)
  • Metal 1.1
  • GX (complete TexCoordGen and TEV configs in intermediate structures)