wxWidgets/samples/splash/press.pov

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POVRay
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/////////////////////////////////////////////////////////////////////////////
// Name: press.pov
// Purpose: POV-Ray scene used to generate clip for splash
// Author: Wlodzimierz ABX Skiba
// Modified by:
// Created: 24/11/2004
// Copyright: (c) Wlodzimierz Skiba
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
#version 3.6;
// Rendering options : +FT +W80 +H60 +AM1 +A0.05 +R5 +J0 +KFF500
// Produced TGA images converted to MPG with good old (1993) CMPEG tool
// Conversion : cmpeg.exe -v1 ipb.ctl frames.lst press.mpg
#include "colors.inc"
#include "rad_def.inc"
global_settings {
assumed_gamma 1.0
max_trace_level 100
}
background { colour White }
#declare Texts = array[ 3 ];
#declare Texts[0] = "PRESS";
#declare Texts[1] = "ANY";
#declare Texts[2] = "KEY";
camera{ orthographic look_at .5 location .5-z right 1.05*x up 1.05*y }
#declare Items = dimension_size( Texts , 1 );
#declare Objects = array[ Items + 1 ];
#declare f_line = function(x,xa,ya,xb,yb){((yb-ya)/(xb-xa))*(x-xa)+ya};
#declare Counter = 0;
#while ( Counter <= Items )
#if ( Counter < Items )
#declare Object = text{ ttf "crystal.ttf" Texts[ Counter ] 1 0 };
#else
#declare Object = Objects[ Items ];
#end
#declare M = max_extent( Object );
#declare m = min_extent( Object );
#declare S = M - m;
#declare Objects[ Counter ] = object{ Object translate -m + z*Counter scale <1/S.x,1/S.y,1> };
#declare Objects[ Items ] =
#if ( Counter = 0 | Counter = Items )
object{
#else
union{
object{ Objects[ Items ] translate y*1.1 }
#end
object{ Objects[ Counter ] }
};
#declare Pause=0.1;
#declare X0=(Counter+Pause)/(Items+2);
#declare Y0=0;
#declare X1=(Counter+1)/(Items+2);
#declare Y1=1;
#declare X2=(Counter+2-Pause)/(Items+2);
#declare Y2=0;
#declare C1=f_line(clock,0,0,3/4,1);
#declare C2=(Items+1)/(Items+2);
#declare C3=f_line(clock,1/4,0,1,1);
#declare C=max(min(C1,C2),C3);
#declare increase=f_line(C,X0,Y0,X1,Y1);
#declare decrease=f_line(C,X1,Y1,X2,Y2);
#declare change=min(increase,decrease);
#declare level=min(max(change,0),1);
object{
Objects[ Counter ]
pigment{ rgb level transmit 1-level }
}
#declare Counter = Counter + 1;
#end