metaforce/hecl
Jack Andersen 68d0e5202a Community Concensus MIT LICENSE revert 2016-01-05 09:15:54 -10:00
..
bintoc addon distribution changes 2015-09-01 16:31:33 -10:00
blender windows enum refactor fixes 2015-11-20 16:59:43 -10:00
driver CVar initialization order fix 2016-01-03 19:25:00 -10:00
extern Community Concensus MIT LICENSE revert 2016-01-05 09:15:54 -10:00
extra added extract tool 2015-06-11 23:08:49 -10:00
include/HECL Return null when file fails to oepn 2016-01-05 01:51:15 -08:00
lib CVar initialization order fix 2016-01-03 19:25:00 -10:00
test Update boo 2015-12-17 17:25:53 -10:00
.gitignore addon distribution changes 2015-09-01 16:31:33 -10:00
.gitmodules Remove LogVisor (it's in extern/libBoo anyway) 2015-11-13 22:49:09 -08:00
CMakeLists.txt Major scoped-enum refactor 2015-11-20 15:13:06 -10:00
DataSpecRegistry.hpp.in DataSpecRegistry now generated by CMake 2015-08-17 12:15:23 -10:00
Doxyfile implemented lba VFS 2015-05-21 22:21:44 -10:00
LICENSE Community Concensus MIT LICENSE revert 2016-01-05 09:15:54 -10:00
README.md Create README.md 2015-12-16 14:24:53 -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.

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.