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47 lines
2.5 KiB
Markdown
47 lines
2.5 KiB
Markdown
.title Compiling to Assets
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Compiling project resources into assets is done using the `assetc` command-line tool.
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Upon invocation, it will scan the input folder and compile all resources in a supported format to the output folder. Files in an unsupported format are copied unmodified to the output folder.
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*It is very important that you treat the compiled output folder as entirely disposable* and *only ever* perform modifications in the input folder. Output assets will be different for each platform you compile to.
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Again, *do not ever work in the assets folder*.
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If you are unclear on the resources/assets distinction see [man.Assets].
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## Drag & drop
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The easiest way is to drag and drop the resources folder on the assetc executable:
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![assetc drag & drop](../img/assetc.gif)
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## Command-Line
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If you need more control over the compilation options, the command line gets the following parameters:
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```
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assetc <input> [output PATH] [-daemon] [-platform PLATFORM] [-api API] [-defines DEFINES] [-job COUNT]
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[-toolchain PATH] [-progress] [-log_to_std_out] [-debug] [-quiet] [-verbose]
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```
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Option | Shortcut | Description
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-------|----------|------------
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`-input` | | Input project resources folder.
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`-output` | | Output compiled assets folder. If unspecified, the input folder path suffixed with `_compiled` is used.
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`-daemon` | `-d` | Run the compiler in daemon mode. The compiler will constantly monitor the input folder and compile its content as it is modified.
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`-platform` | `-p` | Platform to target.
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`-api` | | Graphics API to target. Some platforms (eg. PC) might support multiple graphics API (DX11, DX12, GL, ...).
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`-defines` | `-D` | Semicolon separated defines to pass to the shader compiler (eg. FLAG;VALUE=2).
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`-job` | `-j` | Maximum number of parallel job (0 - automatic).
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`-toolchain` | `-t` | Path to the toolchain folder.
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`-progress` | | Output progress to the standard output.
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`-log_to_std_out` | `-l` | Log errors to the standard output.
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`-debug` | | Compile in debug mode (eg. output debug informations in shader).
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`-quiet` | `-q` | Disable all build information but errors.
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`-verbose` | `-v` | Output additional information about the compilation process.
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*Note:* When run in daemon mode `assetc` will not exit after its initial run and will keep watching the input folder. When a resource is modified it will automatically be compiled to the output folder.
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See [man.GLTF] and [man.FBX] to convert common 3d formats to Harfang resources.
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