// POV-Ray 3.7 Scene File " ... .pov"
// author:  ...
// date:    ...
//--------------------------------------------------------------------------
#version 3.7;
global_settings{ assumed_gamma 1.0 }
#default{ finish{ ambient 0.1 diffuse 0.9 }} 
//--------------------------------------------------------------------------
#include "colors.inc"
#include "textures.inc"
#include "glass.inc"
#include "metals.inc"
#include "golds.inc"
#include "stones.inc"
#include "woods.inc"
#include "shapes.inc"
#include "shapes2.inc"
#include "functions.inc"
#include "math.inc"
#include "transforms.inc"
//--------------------------------------------------------------------------
// camera ------------------------------------------------------------------
#declare Camera_0 = camera {/*ultra_wide_angle*/ angle 65          // front view
                            location  <0.0 , 1.5 ,-3.0>
                            right     x*image_width/image_height
                            look_at   <0.0 , 1.3 , 0.0>}
#declare Camera_1 = camera {/*ultra_wide_angle*/ angle 90       // diagonal view
                            location  <2.5 , 2.15 ,-3.0>
                            right     x*image_width/image_height
                            look_at   <0.0 , 0.5 , 0.0>}
#declare Camera_2 = camera {/*ultra_wide_angle*/ angle 90     // right side view
                            location  <2.90 , 1.0 , 0.0>
                            right     x*image_width/image_height
                            look_at   <0.0 , 1.0 , 0.0>}
#declare Camera_3 = camera { ultra_wide_angle  angle 210            // top view
                            location  <0.50 , 2.40 , 0.500>
                            right     x*image_width/image_height
                            look_at   <0.50 , 1.0  , 0.501>}
camera{Camera_0}
// sun ---------------------------------------------------------------------
light_source{<1500,2500, 2500> color White*0.7}

// sky ---------------------------------------------------------------
plane{<0,1,0>,1 hollow  
       texture{ pigment{ bozo turbulence 0.92
                         color_map { [0.00 rgb <0.20, 0.20, 1.0>*0.9]
                                     [0.50 rgb <0.20, 0.20, 1.0>*0.9]
                                     [0.70 rgb <1,1,1>]
                                     [0.85 rgb <0.25,0.25,0.25>]
                                     [1.0 rgb <0.5,0.5,0.5>]}
                        scale<1,1,1.5>*2.5  translate< 0,0,0>
                       }
                finish {ambient 1 diffuse 0} }      
       scale 10000}
// fog on the ground -------------------------------------------------
fog { fog_type   2
      distance   50
      color      White  
      fog_offset 0.1
      fog_alt    1.5
      turbulence 1.8
    }

// ground ------------------------------------------------------------
plane { <0,1,0>, 0 
        texture{ pigment{ color rgb<0.35,0.65,0.0>*0.72}
	         normal { bumps 0.75 scale 0.015}
                 finish { phong 0.1}
               } // end of texture
      } // end of plane


//------------------------------------------------------------- inside:
#declare Room_Height = 2.50;
#declare Room_X_half = 3.00;
#declare Room_Z_half = 3.00;
#declare Wall_D = 0.20;

// the room 
difference{ 
box { <-Room_X_half -Wall_D, 0.00,-Room_Z_half -Wall_D>,< Room_X_half + Wall_D, Room_Height+Wall_D, Room_Z_half +Wall_D>   
      hollow 
      texture { pigment{ color rgb<1,1,1>}
                normal { bumps 0.5 scale 0.002}
                finish { phong 0.1}
              } // end of texture

      scale <1,1,1> rotate<0,0,0> translate<0,0,0> 
    } // end of box --------------------------------------
box { <-Room_X_half, 0.00, -Room_Z_half>,< Room_X_half, Room_Height,  Room_Z_half>   
      hollow 
      texture { pigment{ color rgb<1,1,1>}
                normal { bumps 0.5 scale 0.002}
                finish { phong 0.1}
              } // end of texture

      scale <1,1,1> rotate<0,0,0> translate<0,0,0> 
    } // end of box --------------------------------------

// the door hole
box { <-0.50 0.00, -0.01>,< 0.50, 2.00,  Wall_D+0.01>   
      texture { pigment{ color rgb<1,1,1>}
                normal { bumps 0.5 scale 0.002}
                finish { phong 0.1}
              } // end of texture

      scale <1,1,1> rotate<0,0,0> translate<-1.50, 0, Room_Z_half> 
    } // end of box --------------------------------------

// the window hole
box { <-1.00 0.80, -0.01>,< 1.00, 2.00,  Wall_D+0.01>   
      texture { pigment{ color rgb<1,1,1>}
                normal { bumps 0.5 scale 0.002}
                finish { phong 0.1}
              } // end of texture

      scale <1,1,1> rotate<0,0,0> translate<0.50, 0, Room_Z_half> 
    } // end of box --------------------------------------

}// end of difference ------------------------------------

// ----------------------------
// floor inside
box { <-Room_X_half, 0.00, -Room_Z_half>,< Room_X_half, 0.001, Room_Z_half>   
      hollow 
      texture { pigment{ checker color rgb <1,1,1>*1.1 color rgb<1,1,1>}
                finish { phong 0.1}
                scale 0.25
              } // end of texture

      scale <1,1,1> rotate<0,0,0> translate<0,0,0> 
    } // end of box --------------------------------------
//  ceiling 
box { <-Room_X_half,-0.001, -Room_Z_half>,< Room_X_half, 0.00, Room_Z_half>   
      hollow 
      texture { pigment{ color rgb <1,1,1>*1.0}
                normal { bumps 0.15 scale 0.005}
                finish { ambient 0.4 diffuse 0.5 phong 0.1}
                scale 0.25
              } // end of texture

      scale <1,1,1> rotate<0,0,0> translate<0,Room_Height,0> 
    } // end of box --------------------------------------

// lamp inside
light_source{ <0.00, Room_Height-0.25, 0.00> 
              color rgb<1,0.98,0.8>*0.9 // color * intensity
              looks_like{ sphere{ <0,0,0>,0.15 
                                  texture{ pigment{ color rgb<1,0.98,0.8>*1.3}
                                           finish { ambient 0.8   
                                                    diffuse 0.2
                                                    phong 1     }
                                         } // end of texture
                                } // end of sphere
                        } //end of looks_like
            } //end of light_source


//--------------------------------------------------------------------------
//---------------------------- objects in scene ----------------------------
//--------------------------------------------------------------------------












