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); const b = @floatToInt(usize, v[2] * 255.999); try stdout.print("{} {} {}\n", .{ r, g, b }); } 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 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; while (j > 0) : (j -= 1) { warn("remaining: {}\n", .{j}); var i: usize = 0; while (i < width) : (i += 1) { 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); } } try bw.flush(); }