// Last edited on DATE TIME by USER
// Processed by remove-cam-lights

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_coco =
  texture{
    pigment{ color rgb <0.75, 0.5, 0> }
    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_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
  }

#declare raio = 2.000;

#macro uma_muralha(lado, centro)
  #local r = lado / 2;
  #local e = .1;
  #local h = 2;
  difference{
    box{
      centro + <-r - e, -r - e, 0>
      centro + <r + e, r + e, h>
    }
    box{

      centro + <-r, -r, -1>
      centro + <r, r, h + 1>
    }
    texture { tx_plastico }
  }
#end

#macro muralha(centro, h0, e0, qtd)
  uma_muralha(e0 * 2, centro)
  torres(centro, h0, e0, qtd)

  #if (qtd > 0)
    muralha(centro + <2*e0, 2*e0, 0>, h0, e0/2, qtd - 1)
    muralha(centro + <-2*e0, 0, 0>, h0, e0/2, qtd - 1)
    muralha(centro + <0, 2*e0, 0>, h0, e0/2, qtd - 1)
    muralha(centro + <0, -2*e0, 0>, h0, e0/2, qtd - 1)
  #else
  #end
#end

#macro uma_torre(centro, h, e)
  cylinder{
    centro,
    centro + <0, 0, h>,
    e
    texture { tx_coco }
  }
#end

#declare roleta = seed(1);
#macro torres(centro, h0, e0, qtd)

  uma_torre(centro, h0, e0)
  #if (qtd > 0)
    #local rndnumber = rand(roleta) * 2;
    torres(centro + <e0/2, e0/2, h0>, h0/2 * rndnumber, e0/2, qtd - 1)
    #local rndnumber = rand(roleta) * 2;
    torres(centro + <-e0/2, -e0/2, h0>, h0/2 * rndnumber, e0/2, qtd - 1)
  #else

    cone {
      centro + <0, 0, h0>, e0 * 1.5
      centro + <0, 0, h0 * 1.5>, 0
      texture { tx_plastico }
    }
  #end
#end

#declare chao =
  box{ <-20,-20,-1>, <+20,+20,0> }

object{ chao  translate < 0,0,-5 > texture{ tx_xadrez } }

muralha(<0, 0, -5>, 3, 1, 3)

#include "camlight.inc"
#declare centro_cena = < 0, 0, 0 >;
#declare raio_cena = 8.0;
#declare dir_camera = < 0, 1, .5 >;
#declare dist_camera = 16.0;
#declare intens_luz = 1.00;
camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)