metaforce/hecl
Lioncash deb09550d3 Console: Eliminate redundant strlen call in commandExists()
By using the std::string_view constructor for std::string, we can avoid
the char* constructor, which would require a strlen call in order to
determine the string size. This also allows it to work with
non-null-terminated strings.
2019-10-21 01:28:22 -04:00
..
bintoc Huge shader infrastructure refactor 2018-10-06 16:53:57 -10:00
blender Code style improvements 2019-09-30 21:23:35 -10:00
driver Code style improvements 2019-09-30 21:23:35 -10:00
extern Fix TypedVariant building with MSVC 2019-10-18 15:31:54 -10:00
extra added extract tool 2015-06-11 23:08:49 -10:00
include/hecl Console: Use emplace in registerCommand() 2019-10-21 01:03:30 -04:00
lib Console: Eliminate redundant strlen call in commandExists() 2019-10-21 01:28:22 -04:00
shaderc Update submodules 2019-08-31 10:38:06 -10:00
.gitignore Generate ApplicationReps.hpp in binary directory 2018-10-16 15:01:33 -10:00
.gitmodules Update submodules 2017-12-02 20:01:16 -08:00
ApplicationTools.cmake Fix shader generation 2019-10-12 07:12:50 -07:00
CMakeLists.txt Blender Python API updates and better CMake dependency handling 2019-06-11 16:01:19 -10:00
DataSpecRegistry.hpp.in Minor fixes 2019-01-26 15:21:30 -08:00
Doxyfile implemented lba VFS 2015-05-21 22:21:44 -10:00
LICENSE Update copyright date 2018-01-02 14:23:18 -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)