// how many lines and columns #declare Width = 35; // calculate some board values #declare linespace = 20.0 / Width; #declare stonesize = linespace * 10 / 11; #declare Jitter = linespace - stonesize; #declare cl = 5; #if (cl = 1) #declare press=1; #else #declare press=0; #end #include "colors.inc" #include "stones.inc" #include "woodTexture.inc" #include "board.inc" #include "lines.inc" #declare R1=seed(432); #declare R2=seed(432); #declare R3=seed(152); #declare R4=seed(968); #declare R5=seed(536); #declare R6=seed(674); #declare R7=seed(521); #declare Pos1 = mod(cl, 3); #declare Pos2 = div(cl, 3); #declare xp = 1; #while (xp <= Width) #declare yp = 1; #while (yp <= Width) #declare h1 = mod(xp + yp, 2); #if (((h1 = 0) & (Pos1 = 1)) | ((h1 = 1) & (Pos2 = 1))) sphere { <0,0,0> stonesize scale <0.5,0.5,0.2> translate z*0.1 texture { T_Stone16 scale 0.6 translate } scale rotate x*(rand(R5)*20-10) rotate y*(rand(R5)*20-10) rotate z*rand(R5)*90 translate <0.55-linespace/2+xp*linespace+rand(R4)*Jitter-Jitter/2, 0.55-linespace/2+yp*linespace+rand(R4)*Jitter-Jitter/2, 0> } #else #declare h = rand(R1); #declare h = rand(R1); #declare h = rand(R1); #declare h = rand(R5); #declare h = rand(R5); #declare h = rand(R5); #declare h = rand(R5); #declare h = rand(R5); #declare h = rand(R4); #declare h = rand(R4); #end #if (((h1 = 0) & (Pos1 = 2)) | ((h1 = 1) & (Pos2 = 2))) sphere { <0,0,0> stonesize scale <0.5,0.5,0.2> translate z*0.1 texture { T_Stone17 scale 0.6 translate } scale rotate x*(rand(R6)*20-10) rotate y*(rand(R6)*20-10) rotate z*rand(R6)*90 translate <0.5-linespace/2+xp*linespace+rand(R7)*Jitter-Jitter/2, 0.5-linespace/2+yp*linespace+rand(R7)*Jitter-Jitter/2, 0> } #else #declare h = rand(R2); #declare h = rand(R2); #declare h = rand(R2); #declare h = rand(R6); #declare h = rand(R6); #declare h = rand(R6); #declare h = rand(R6); #declare h = rand(R6); #declare h = rand(R7); #declare h = rand(R7); #end #declare yp = yp + 1; #end #declare xp = xp + 1; #end light_source { <11,0, 20> color 0.7 } light_source { <0,11, 20> color 0.3 } camera { sky y right -x up y angle 55 location <10.5, 10.5, 20.0> look_at <10.5, 10.5, 0> }