diff --git a/example.neu b/example.neu new file mode 100644 index 0000000..3158237 --- /dev/null +++ b/example.neu @@ -0,0 +1,70 @@ +// & declares a key pointing to object instantiated by that declaration (in this case, we're using integers in hex) +// keys are NOT indices - ultimately they should be ingested as keys to a dictionary containing each object in the Neutrino file +// * gets a reference to a key's object (Neutrino will try to preserve this reference in the target software whenever possible) +// # gets a copy of a key's object (Neutrino will simply replace this reference with a copy of its value - this is simply to consolidate repetitive data in-exchange) + +// scene graph +scene { + &0: object { + name: string = "SM_LargeWindow_A", + mesh: mesh = *2, + transform: trans = { + position: vec3 = #8, + rotation: vec3 = #8, + scale: vec3 = #9, + } + }, + &1: object { + name: string = "SM_LargeWindow_A2", + mesh: mesh = *2, + transform: trans = *3 + } +}, + +// assets +assets { + &2: mesh { + source: path = "/Assets/Props/LargeWindowA.obj", + materials: [mat] = [*4] + }, + &3: trans { + position: vec3 = #8, + rotation: vec3 = #8, + scale: vec3 = #9 + }, + &4: mat { + name: string = "Simple Glass", + parent: shader = *7, + // "shader.props" is a subtype of the "shader" type, which is just a namespace that keeps it from being mixed up with other "props" subtypes (like "mesh.props", etc.) + parameters: shader.props = { + albedo: tex = *6, + roughness: float = 0.15, + normal: vec4 = #a + } + }, + &5: mat { + name: string = "Blockout Grey", + parent: shader = *7, + parameters: shader.props = { + albedo: vec4 = (0.5, 0.5, 0.5, 1.0), + roughness: float = 0.85, + normal: vec4 = #a + } + }, + &6: tex { + source: path = "/Assets/Textures/T_WindowGrime.png" + }, + &7: shader { + source: path = "/Assets/Shaders/PBRBasic.wgsl" + } +} + +// objects shared by multiple other objects - optimization, essentially +shared { + // this vector is common as a position or rotation value + &8: vec3 = (0.0, 0.0, 0.0), + // this vector is common as a scale value + &9: vec3 = (1.0, 1.0, 1.0), + // this vector is common as a normal value + &a: vec4 = (0.5, 0.5, 1.0, 1.0) +} \ No newline at end of file