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- // Persistence Of Vision raytracer version 3.0 sample file.
- // File by Steve Demlow
- // Recursive Menger Sponge demo #2
-
- // Recursively defines a Menger sponge. The recursion is done by recursively
- // including sponge2.inc. Since there is no notion of private data, the state
- // of all data must be restored to its original calling value when a level of
- // recursion is finished.
- //
- // This implementation treats SpongeLevel = 1 as a special case to avoid
- // a level of recursive calls at the bottom of the recursion tree, which
- // saves a lot of parse time. It also substitutes a difference composed of
- // four boxes in place of the 20 boxes that are used in sponge1.inc. This
- // method is faster but less flexible (you can't specify your own object).
-
- #version 3.0
- global_settings { assumed_gamma 2.2 }
- background { color red 0 green 0 blue 1 }
-
- camera {
- location <1.75,0.9,1>
- direction <0,1.5,0>
- up <0,1,0>
- look_at <0,-0.1,0>
- } // camera
-
- light_source { <6, 2, 3> color rgb 0.9 }
-
- // Define "parameters" for the Menger sponge "function"
-
- #declare SpongeTxt = texture { pigment { color green 1.0 } }
- #declare SpongeCen = <0,0,0>
- #declare SpongeRad = 4.5 / 4.0 // Determined by XYZ->RGB mapping in sponge.inc
- #declare SpongeLevel = 2 // Controls recursion depth, & hence sponge complexity
- #declare SpongeCounter = 0
-
- // Make top-level "call" to recursive sponge generator
-
- #include "sponge2.inc"
-
- #debug concat("\nRendering sponge with ", str(SpongeCounter,1,0),
- " primitives...\n")
-