108 lines
2.6 KiB
POVRay
108 lines
2.6 KiB
POVRay
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/////////////////////////////////////////////////////////////////////////////
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// Name: splash.pov
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// Purpose: POV-Ray scene used to generate splash image for wxWidgets
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// Author: Wlodzimierz ABX Skiba
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// Modified by:
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// Created: 04/08/2004
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// Copyright: (c) Wlodzimierz Skiba
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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#version 3.6;
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// Rendering options : +FN +W638 +H478 +AM1 +A0.05 +R5
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#include "colors.inc"
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#include "rad_def.inc"
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#include "screen.inc"
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#include "shapes.inc"
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global_settings {
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assumed_gamma 1.0
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radiosity {}
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}
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#local Location = <0,5,-100> ;
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Set_Camera_Location(Location)
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Set_Camera_Look_At(<0,0,0>)
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background { rgb White }
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light_source { 1000*y color White }
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light_source { Location color White }
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union{
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Center_Object( text {
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ttf
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"crystal.ttf",
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". wxWidgets ."
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.01, 0
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scale 20 translate 22*y
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pigment { color Black }
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} , x )
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Center_Object( text {
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ttf
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"crystal.ttf",
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". Cross-Platform GUI Library ."
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.01, 0
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scale 10 translate 10*y
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pigment { color Black }
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} , x )
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Center_Object( text {
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ttf
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"crystal.ttf",
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". wxSplashScreen sample ."
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.01, 0
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scale 2 translate 3 * y translate -z*84
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pigment { color Gray }
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} , x )
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plane { y 0 pigment { checker Black White } }
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rotate z*25
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}
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#local Square = mesh {
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triangle { <0,0,0> <0,1,0> <1,0,0> }
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triangle { <1,1,0> <0,1,0> <1,0,0> }
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}
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#macro Round_Cone3(PtA, RadiusA, PtB, RadiusB, UseMerge)
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#local Axis = vnormalize(PtB - PtA);
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#local Len = VDist(PtA, PtB);
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#local SA = atan2(RadiusB - RadiusA, Len);
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#local Pt_A = PtA + Axis*RadiusA;
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#local Pt_B = PtB - Axis*RadiusB;
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#if(UseMerge)
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merge {
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#else
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union {
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#end
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cone {Pt_A, RadiusA, Pt_B, RadiusB}
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sphere {Pt_A + Axis*tan(SA)*RadiusA, RadiusA/cos(SA)}
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sphere {Pt_B + Axis*tan(SA)*RadiusB, RadiusB/cos(SA)}
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}
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#end
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#local Line = object {
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Round_Cone3_Union( <.15,.15,0>, .05, <.15,.9,0>, .05)
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pigment { color White }
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finish { ambient 1 diffuse 0 }
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scale <1,1,.01>
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}
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#macro Put_Square ( With_Pigment , At_Location , Order )
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#local Next_Square = union{
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object{ Square pigment { With_Pigment } }
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object{ Line }
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scale .15
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};
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Screen_Object (Next_Square, At_Location, 0, false, .1 + Order / 100 )
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#end
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Put_Square( pigment {color Red} , <0.65,0.1> , 3 )
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Put_Square( pigment {color Blue} , <0.72,0.2> , 2 )
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Put_Square( pigment {color Yellow} , <0.81,0.13> , 1 )
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