metaforce/hecl
Jack Andersen f3f8d9406e Update boo 2016-06-20 21:09:31 -10:00
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bintoc addon distribution changes 2015-09-01 16:31:33 -10:00
blender More portable way of testing for SLERP 2016-04-25 15:45:23 -10:00
driver CoInitializeEx usage tweak 2016-06-17 10:44:49 -10:00
extern Update boo 2016-06-20 21:09:31 -10:00
extra added extract tool 2015-06-11 23:08:49 -10:00
include/hecl Add signed equality operators to FourCC 2016-05-12 20:12:01 -07:00
lib Use shared_ptr to maintain strong references to ClientProcess transactions 2016-04-18 14:15:41 -10:00
test Metal extension shaders 2016-04-03 20:15:07 -10:00
.gitignore Update boo 2016-01-15 13:35:06 -10:00
.gitmodules Add libjpeg-turbo submodule 2016-03-05 15:19:32 -10:00
CMakeLists.txt ClientProcess fix 2016-04-15 10:42:19 -10:00
DataSpecRegistry.hpp.in Humungous refactor 2016-03-04 13:02:44 -10:00
Doxyfile implemented lba VFS 2015-05-21 22:21:44 -10:00
LICENSE Update LICENSE date 2016-03-06 17:10:13 -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)