metaforce/hecl
Jack Andersen 2a7ae959fa Update boo 2016-03-04 09:20:34 -10:00
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bintoc addon distribution changes 2015-09-01 16:31:33 -10:00
blender FRME support 2016-01-22 04:17:18 -08:00
driver ToolInit: Attempt to create directory if it doesn't exist 2016-02-25 00:57:27 -08:00
extern Update boo 2016-03-04 09:20:34 -10:00
extra added extract tool 2015-06-11 23:08:49 -10:00
include/HECL Link removal (complexity not worth it) 2016-02-29 17:05:42 -10:00
lib Link removal (complexity not worth it) 2016-02-29 17:05:42 -10:00
test Update boo 2016-02-24 16:54:33 -10:00
.gitignore Update boo 2016-01-15 13:35:06 -10:00
.gitmodules Submodule refactor 2016-03-04 09:18:59 -10:00
CMakeLists.txt Vulkan Updates 2016-02-22 16:33:29 -10:00
DataSpecRegistry.hpp.in DataSpecRegistry now generated by CMake 2015-08-17 12:15:23 -10:00
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LICENSE Community Concensus MIT LICENSE revert 2016-01-05 09:15:54 -10:00
README.md Update README.md 2016-01-25 10:22:04 -10:00
bootstrap.sh bootstrap tweak 2015-06-25 09:56:15 -10:00

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)