const std = @import("std"); const warn = @import("std").debug.print; const vec = @import("vec.zig"); pub fn ray_color(r: ray) vec.vec { if (hit_sphere(vec.init(0, 0, -1), 0.5, r)) |t| { const n = vec.unit_vector(r.origin + vec.scalar(t) * r.direction - vec.init(0, 0, -1)); return vec.scalar(0.5) * vec.init(n[0] + 1, n[1] + 1, n[2] + 1); } const direction = vec.unit_vector(r.direction); const t = 0.5 * (direction[1] + 1.0); return vec.scalar(1.0 - t) * vec.init(1.0, 1.0, 1.0) + vec.scalar(t) * vec.init(0.5, 0.7, 1.0); } pub fn write_color(stdout: anytype, v: vec.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 }); } pub fn hit_sphere(center: vec.vec, radius: f32, r: ray) ?f32 { const oc = r.origin - center; const a = vec.length_squared(r.direction); const half_b = vec.dot(oc, r.direction); const c = vec.length_squared(oc) - radius * radius; const discriminant = half_b * half_b - a * c; if (discriminant < 0) { return null; } else { return (-half_b - @sqrt(discriminant)) / a; } } const ray = struct { origin: vec.vec, direction: vec.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.init(0, 0, 0); const horizontal = vec.init(viewport_width, 0, 0); const vertical = vec.init(0, viewport_height, 0); const lower_left_corner = origin - (horizontal / vec.scalar(2.0)) - (vertical / vec.scalar(2.0)) - vec.init(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 = vec.scalar(@intToFloat(f32, i) / @intToFloat(f32, width - 1)); var v = vec.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(); }