70 lines
2.3 KiB
Plaintext
70 lines
2.3 KiB
Plaintext
// & declares a key pointing to object instantiated by that declaration (in this case, we're using integers in hex)
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// keys are NOT indices - ultimately they should be ingested as keys to a dictionary containing each object in the Neutrino file
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// * gets a reference to a key's object (Neutrino will try to preserve this reference in the target software whenever possible)
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// # 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)
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// scene graph
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scene {
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&0: object {
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name: string = "SM_LargeWindow_A",
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mesh: mesh = *2,
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transform: trans = {
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position: vec3 = #8,
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rotation: vec3 = #8,
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scale: vec3 = #9,
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}
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},
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&1: object {
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name: string = "SM_LargeWindow_A2",
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mesh: mesh = *2,
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transform: trans = *3
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}
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},
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// assets
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assets {
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&2: mesh {
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source: path = "/Assets/Props/LargeWindowA.obj",
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materials: [mat] = [*4]
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},
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&3: trans {
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position: vec3 = #8,
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rotation: vec3 = #8,
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scale: vec3 = #9
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},
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&4: mat {
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name: string = "Simple Glass",
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parent: shader = *7,
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// "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.)
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parameters: shader.props = {
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albedo: tex = *6,
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roughness: float = 0.15,
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normal: vec4 = #a
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}
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},
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&5: mat {
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name: string = "Blockout Grey",
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parent: shader = *7,
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parameters: shader.props = {
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albedo: vec4 = (0.5, 0.5, 0.5, 1.0),
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roughness: float = 0.85,
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normal: vec4 = #a
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}
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},
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&6: tex {
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source: path = "/Assets/Textures/T_WindowGrime.png"
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},
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&7: shader {
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source: path = "/Assets/Shaders/PBRBasic.wgsl"
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}
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}
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// objects shared by multiple other objects - optimization, essentially
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shared {
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// this vector is common as a position or rotation value
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&8: vec3 = (0.0, 0.0, 0.0),
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// this vector is common as a scale value
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&9: vec3 = (1.0, 1.0, 1.0),
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// this vector is common as a normal value
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&a: vec4 = (0.5, 0.5, 1.0, 1.0)
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} |