// Exemplo de arquivo de descricao de cena para POV-ray
// Last edited on 2010-03-04 15:44:01 by stolfi

// ======================================================================
// CORES E TEXTURAS

background{ color rgb < 0.75, 0.80, 0.85 > }

#declare tx_plastico = 
  texture{
    pigment{ color rgb < 0.10, 0.80, 1.00 > }
    finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 }
  }

#declare tx_fosca = 
  texture{
    pigment{ color rgb < 1.00, 0.80, 0.10 > }
    finish{ diffuse 0.9 ambient 0.1 }
  }

#declare tx_espelho = 
  texture{
    pigment{ color rgb < 1.00, 0.85, 0.30 > }
    finish{ diffuse 0.2 reflection 0.7*< 1.00, 0.85, 0.30 > ambient 0.1 }
  }

#declare tx_vidro = 
  texture{
    pigment{ color rgb < 0.85, 0.95, 1.00 > filter 0.70 }
    finish{ diffuse 0.03 reflection 0.25 ambient 0.02 specular 0.25 roughness 0.005 }
  }


#declare tx_xadrez =
  texture{
    pigment{ checker color rgb < 0.10, 0.32, 0.60 >, color rgb < 1.00, 0.97, 0.90 > }
    finish{ diffuse 0.9 ambient 0.1 }
    scale 2.0
  }

#include "eixos.inc"

//Programa

#declare valores = array[10]
#declare valores[0] = 4;
#declare valores[1] = 4;
#declare valores[2] = 2;
#declare valores[3] = 4;
#declare valores[4] = 6;
#declare valores[5] = 2;
#declare valores[6] = 4;
#declare valores[7] = 6;
#declare valores[8] = 2;
#declare valores[9] = 5;

#macro moldura()

difference{
  box{
		< -4,-0.5, 0>,
	     	<  4, 0.5, 8>
		texture{ tx_fosca }
  	  }

  box {
		< -3.5,-1.1, 0.5>,
		<  3.5, 1.1, 7.5>
		texture{ tx_fosca }
	  }
}
#end

#macro bit(valor)
union{
  sphere {
		<0,0,0>
		0.25
		texture{ tx_espelho }
  }
  box {
		< 0 ,-0.1,-0.1>
		<0.4, 0.1, 0.1>
		texture{ tx_xadrez }
		rotate z*(valor*90)
  }
}

#end

#macro coluna(nbits,num)
#local resto=0;

union{
  #while(nbits>0)
    #local resto = mod(num,2);
    #local num = int(num/2);
    #local nbits = nbits - 1;
    object { bit(resto) translate <0,0,nbits*0.75 + 1> }
  #end
}

#end

#macro abaco(ncolunas,bits_coluna,valores)
#local i=0;

union{
  #while(i<ncolunas)
    object{ coluna(bits_coluna, valores[i])  translate<i-3,0,0> }
    #local i = i + 1;
  #end
}

#end

object{ eixos(3.00) }

object{moldura()}
object{abaco(5,9,valores)}


#include "camlight.inc"
#declare centro_cena = < 0.00, 0.00, 1.00 >;
#declare raio_cena = 16.0;
#declare dir_camera = < 0.00, 3.00, 1.00 >;
#declare dist_camera = 16.0;
#declare intens_luz = 1.00;
camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)