// Persistence Of Vision raytracer version 2.0 sample file.
// Illustrates how adaptive level can affect soft shadows

// The shadow on the left uses "adaptive 0" and shows some major shadow
// artifacts causes by undersampling. As the adaptive level increases
// the shadow become much more accurate. Note: This is a worst-case
// example.

// Left   shadow - adaptive 0 (renders fastest)
// Middle shadow - adaptive 1
// Right  shadow - adaptive 2 (renders slowest)

#include "colors.inc"
#include "textures.inc"

// A back wall to cast shadows onto
plane { -z, -20
    pigment { Gray70 }
    finish { Dull }
}

#declare SpacingX = 20
#declare Radius = 5
#declare LightX = 15
#declare LightY = 40
#declare LightZ = -40
#declare SRadius = 0
#declare SFalloff = 11

#declare Object = difference {
    box { <-6, -6, 0>, <6, 6, 0.5> rotate 45*z }
    box { <-2.5, -2.5, -1>, <2.5, 2.5, 1> rotate 45*z }
    pigment { Red }
    finish { Shiny }
}

object { Object translate -SpacingX*x }

light_source {
    <0, LightY, LightZ> color White
    area_light <15, 0, 0>, <0, 15, 0>, 17, 17
    adaptive 0
    jitter

    spotlight
    point_at <-SpacingX, 0, 0>
    tightness 0
    radius SRadius
    falloff SFalloff
}

object { Object translate 0*x }

light_source {
    <0, LightY, LightZ> color White
    area_light <15, 0, 0>, <0, 15, 0>, 17, 17
    adaptive 1
    jitter

    spotlight
    point_at <0, 0, 0>
    tightness 0
    radius SRadius
    falloff SFalloff
}

object { Object translate SpacingX*x }

light_source {
    <0, LightY, LightZ> color White
    area_light <15, 0, 0>, <0, 15, 0>, 17, 17
    adaptive 2
    jitter

    spotlight
    point_at <+SpacingX, 0, 0>
    tightness 0
    radius SRadius
    falloff SFalloff
}

light_source { <0, -15, -120> color Gray10 }

camera {
    location <0, -15, -120>
    direction 2*z
    look_at <0, -15, 0>
}
