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United Public Domain Gold 2
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tutorial1.art
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1991-10-25
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!---------------------------------------------------------------
!
! Tutorial1 - This script creates a minimal scene
!
! Concepts include :
!
! o Using the print statement ( ? <msg> ) to provide
! user-visible messages on the MessageWindow.
!
! o Declaring RGB colors.
!
! o Declaring PHONG surfaces
!
! o Declaring a SPHERE
!
! o Setting up a checkerboard ground pattern
!
! o Camera placement
!
! o Using ambient and star light sources
!
!---------------------------------------------------------------
! Starting a script with a print statement that gives a quick
! description of the scene rendered by a script is a good idea.
! Be sure that each string to be printed starts and ends with
! double quote characters. A new line on the message window
! is started with the newline sequence, \n (backslash n).
! Individual strings are seperated by commas.
? "TUTORIAL1 - This script defines a scene with a single\n",
"sphere hovering over a checkerboard.\n";
! The camera will be positioned over the negative y axis looking
! at a point over the origin where our sphere will be
! positioned.
CAMERA'POS = [0,-1300,400];
CAMERA'TARGET = [0,0,300];
! Define the color of the sphere
SPHERE_COLOR : COLOR ( RGB, [0.8,0.4,0] ); ! Lt orange
! Define the colors of the checker board
BLUE : COLOR ( RGB, [0,0,1] );
YELLOW : COLOR ( RGB, [1,1,0] );
! Define the surface of the sphere. We will use a phong
! surface. We want to be illuminated by ambient as well as
! diffuse light plus a specular hilite. The sphere will also
! have a bit of mirror reflection.
! ka kd ks n km kr ir kb flags
SPHERE_SURF :
SURFACE(PHONG, 1.0,1.0,0.5,50.0,0.3,0.0,0.0,0.0,0 );
! The ground will be a matte surface, no specular hilites or
! mirror reflections.
! ka kd ks n km kr ir kb flags
MATTE :
SURFACE(PHONG, 1.0,1.0,0.0,0.0,0.0,0.0,0.0,0.0,0 );
! Now we need to create our sphere. Let's have it hovering over
! the world coordinate origin at a height of 300 units. Its
! radius will be 200 units.
! center radius color surface
SPHERE( [0,0,300], 200, SPHERE_COLOR, SPHERE_SURF );
! Specify the ambient light. This will provide illumination for
! the areas that are shadows from the star light source.
! Positioning of ambient lights is reserved for future
! expansion. For now, set position to [0,0,0]. The intensity
! of ambient lights should range from [0,0,0] to [1,1,1]. We
! will use a muted white light. The ambient direction is UP, but
! since K1 and K2 are zero this light is non-directional making
! direction a place holder. UP is toward the positive z-axis.
! always 0's color direction k1(base) k2(range)
AMBIENT( [0,0,0], [0.6,0.6,0.6], [0,0,1], 0, 0 );
! Specify the STAR light. Position it above, behind, and to the
! right of the camera. Since the light of a star doesn't
! diminish with distance, good light values range from [0,0,0]
! to [1,1,1]. Make a slightly yellowish star.
! position color radius
STAR( [5000,-5000,4000], [1,1,.9], 300 );
! Create the checkerboard. This will be at elevation 0 (on z
! axis). Checkerboard squares will be 300 x 300.
! type ht size color surf color surf
GROUND( CHECKERBOARD, 0, 300, BLUE, MATTE, YELLOW, MATTE );
! Set the background color to a dark, muddy red.
! type rgb color value
BACKGROUND( PLAIN, [0.2,0.05,0.05] );
! The scene has now been constructed, render it!
RENDER;
! All scripts must terminate with an END.
END