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__test0.scr
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//----------------------------------------------------------------------------
// Test 0: The Cube Scene
//----------------------------------------------------------------------------
//-- Video setup --
VIDEO
FullScreen 1 //If set true, then the display is in full screen
Res 1024 768
BitsPerPixel 32
Refresh 60 //Refresh rate in Hz
//-- Renderer setup --
RENDER
//ProfEquLimX 10000 ProfEqu NULL //Profile curve: None, default perspective
ProfEquLimX 1.666 ProfEqu "-x + 1;" //Line
//ProfEquLimX 1.666 ProfEqu "-sqrt(4.0 * (1 + 1.5*x^2)) + 3;" //Hyperbola
//ProfEquLimX 1.666 ProfEqu "-(x*x*x) + x*x + x + 1;"
//-- View, camera and display settings --
CamApeture 1.3333333333 1 1 //X, Y Camera apeture size, and Z = field of view
//-- Flags --
ClearFlag 1 //If set true, the frame buffer is cleared with BackgndColor after refresh
ShadowFlag 0 //If set true, shadows are generated (ray tracer only)
RefractFlag 1 //If set true, refractions are rendered (ray tracer only)
ReflectFlag 1 //If set true, reflections are rendered (ray tracer only)
HotspotFlag 0 //Render in hotspot mode (ray tracer only)
AntiAliasFlag 0 //Do anti-aliasing
PCompFlag 0 //If set true, then projetor viewpoint compesation is enabled
//-- Other attributes --
BackgndColor 0.2 0.5 0.7 //Background color
POffset -0.4 //Projector z-offset in world coords (must be always negative < 0)
AA_Treshold 0.03 //The luminance threshold for anti-aliasing (ray tracer only)
AA_Samples 32 //Number of samples for anti-aliasing (ray tracer only)
AA_Jitter 0.0075 //Jitter amplitude for anti-aliasing (ray tracer only)
MaxRayDepth 4 //Maximum ray-tracing recursions
AdaptDepthTresh 0.05 //The threshold for adatptive depth control (ray tracer only)
SubdivTresh 0.2 //Subdivision threshold (OpenGL only)
Max_LOD 0 //Maximum polygon sub-div recursions - USE IT WISELY! (OpenGL only)
CurrentDevice 4 //Specifies the current redering mode:
// NULL = 0, DDRAW = 1, D3D = 2, GLIDE = 3, OPENGL = 4, RAY = 5
//-- Setup world attributes --
WORLD
VOrigin -8 2.5 -8 //Initial view origin in the world
VVelocity 0 0 0 //Initial view velocity
VRotation 0 0 0 //Initial view rotation
VOrientation 0 45 0.00000000000001 //Initial View orientation
//---- Building --------------------------------------------------------------
//-- Floor Far Left --
ENTITY
Class "objects/checker_board.cob"
Coord -4 0 4
Orientation 90 0 180
ScaleConst 2.0 2.0 1.0
Velocity 0 0 0
Rotation 0 0 0
//-- Floor Far Right --
ENTITY
Class "objects/checker_board.cob"
Coord 4 0 4
Orientation 90 0 180
ScaleConst 2.0 2.0 1.0
Velocity 0 0 0
Rotation 0 0 0
//-- Floor Near Left --
ENTITY
Class "objects/checker_board.cob"
Coord -4 0 -4
Orientation 90 0 180
ScaleConst 2.0 2.0 1.0
Velocity 0 0 0
Rotation 0 0 0
//-- Floor Near Right --
ENTITY
Class "objects/checker_board.cob"
Coord 4 0 -4
Orientation 90 0 180
ScaleConst 2.0 2.0 1.0
Velocity 0 0 0
Rotation 0 0 0
//---- Stuff -----------------------------------------------------------------
ENTITY
Class CUBE
Color 1.0 0.0 1.0
Coord 3 2.5 3
Orientation 9 9 0
ScaleConst 2.0 2.0 2.0
Velocity 0 0 0
Rotation 0 0 0
ENTITY
Class CUBE
Color 0.0 0.0 1.0
Coord -3 2.5 3
Orientation 0 0 0
ScaleConst 2.0 2.0 2.0
Velocity 0 0 0
Rotation 0 0 0
ENTITY
Class CUBE
Color 0.0 1.0 0.0
Coord 3 2.5 -3
Orientation 0 0 0
ScaleConst 2.0 2.0 2.0
Velocity 0 0 0
Rotation 0 0 0
ENTITY
Class CUBE
Color 1.0 0.0 0.0
Coord -3 2.5 -3
Orientation 0 0 0
ScaleConst 2.0 2.0 2.0
Velocity 0 0 0
Rotation 0 0 0
//-- Light setup --
LIGHT AmbColor 0.1 0.2 0.4 //Setup ambient light color. Coord and Color keywords are ignored.
LIGHT Coord -5 5 -5 //Red-ish
Color 0.6 0.4 0.2
LIGHT Coord 5 5 -5 //Blue-ish
Color 0.4 0.5 0.7
LIGHT Coord 0 5 5 //Green-ish
Color 0.3 0.5 0.3