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-rw-r--r--src/main.zig36
1 files changed, 29 insertions, 7 deletions
diff --git a/src/main.zig b/src/main.zig
index 2d42772..7ae5c9e 100644
--- a/src/main.zig
+++ b/src/main.zig
@@ -1,6 +1,16 @@
const std = @import("std");
const warn = @import("std").debug.print;
+pub fn unit_vector(v: vec) vec {
+ return v / scalar(3);
+}
+
+pub fn ray_color(r: ray) vec {
+ const direction = unit_vector(r.direction);
+ const t = 0.5 * (direction[1] + 1.0);
+ return scalar(1.0 - t) * vec{ 1.0, 1.0, 1.0 } + scalar(t) * vec{ 0.5, 0.7, 1.0 };
+}
+
pub fn write_color(stdout: anytype, v: vec) !void {
const r = @floatToInt(usize, v[0] * 255.999);
const g = @floatToInt(usize, v[1] * 255.999);
@@ -9,14 +19,28 @@ pub fn write_color(stdout: anytype, v: vec) !void {
}
const vec = @Vector(3, f32);
+pub fn scalar(x: f32) vec {
+ return @splat(3, x);
+}
+
+const ray = struct { origin: vec, direction: vec };
pub fn main() !void {
- const width = 512;
- const height = 512;
+ const aspect_ratio: f32 = 16.0 / 9.0;
+ const width: usize = 1000;
+ const height: usize = @floatToInt(usize, @intToFloat(f32, width) / aspect_ratio);
const stdout_file = std.io.getStdOut().writer();
var bw = std.io.bufferedWriter(stdout_file);
const stdout = bw.writer();
+ const viewport_height = 2.0;
+ const viewport_width = aspect_ratio * viewport_height;
+ const focal_length = 1.0;
+ const origin = vec{ 0, 0, 0 };
+ const horizontal = vec{ viewport_width, 0, 0 };
+ const vertical = vec{ 0, viewport_height, 0 };
+ const lower_left_corner = origin - (horizontal / scalar(2.0)) - (vertical / scalar(2.0)) - vec{ 0, 0, focal_length };
+
try stdout.print("P3\n{} {}\n255\n", .{ width, height });
var j: usize = height;
@@ -24,11 +48,9 @@ pub fn main() !void {
warn("remaining: {}\n", .{j});
var i: usize = 0;
while (i < width) : (i += 1) {
- var color = vec{
- @intToFloat(f32, i) / (width - 1),
- @intToFloat(f32, j) / (height - 1),
- 0.25,
- };
+ var u = scalar(@intToFloat(f32, i) / @intToFloat(f32, width - 1));
+ var v = scalar(@intToFloat(f32, j) / @intToFloat(f32, height - 1));
+ var color = ray_color(ray{ .origin = origin, .direction = lower_left_corner + u * horizontal + v * vertical - origin });
try write_color(stdout, color);
}