1 /////////////////////////////////////////////////////////////////////////////
3 // Purpose: POV-Ray scene used to generate splash image for wxWidgets
4 // Author: Wlodzimierz ABX Skiba
7 // Copyright: (c) Wlodzimierz Skiba
8 // Licence: wxWindows licence
9 /////////////////////////////////////////////////////////////////////////////
13 // Rendering options : +FN +W638 +H478 +AM1 +A0.05 +R5
16 #include "rad_def.inc"
25 #local Location = <0,5,-100> ;
26 Set_Camera_Location(Location)
27 Set_Camera_Look_At(<0,0,0>)
29 background { rgb White }
31 light_source { 1000*y color White }
32 light_source { Location color White }
40 scale 20 translate 22*y
41 pigment { color Black }
46 ". Cross-Platform GUI Library ."
48 scale 10 translate 10*y
49 pigment { color Black }
54 ". wxSplashScreen sample ."
56 scale 2 translate 3 * y translate -z*84
57 pigment { color Gray }
59 plane { y 0 pigment { checker Black White } }
63 #local Square = mesh {
64 triangle { <0,0,0> <0,1,0> <1,0,0> }
65 triangle { <1,1,0> <0,1,0> <1,0,0> }
68 #macro Round_Cone3(PtA, RadiusA, PtB, RadiusB, UseMerge)
69 #local Axis = vnormalize(PtB - PtA);
70 #local Len = VDist(PtA, PtB);
71 #local SA = atan2(RadiusB - RadiusA, Len);
73 #local Pt_A = PtA + Axis*RadiusA;
74 #local Pt_B = PtB - Axis*RadiusB;
81 cone {Pt_A, RadiusA, Pt_B, RadiusB}
82 sphere {Pt_A + Axis*tan(SA)*RadiusA, RadiusA/cos(SA)}
83 sphere {Pt_B + Axis*tan(SA)*RadiusB, RadiusB/cos(SA)}
87 #local Line = object {
88 Round_Cone3_Union( <.15,.15,0>, .05, <.15,.9,0>, .05)
89 pigment { color White }
90 finish { ambient 1 diffuse 0 }
94 #macro Put_Square ( With_Pigment , At_Location , Order )
95 #local Next_Square = union{
96 object{ Square pigment { With_Pigment } }
100 Screen_Object (Next_Square, At_Location, 0, false, .1 + Order / 100 )
103 Put_Square( pigment {color Red} , <0.65,0.1> , 3 )
104 Put_Square( pigment {color Blue} , <0.72,0.2> , 2 )
105 Put_Square( pigment {color Yellow} , <0.81,0.13> , 1 )