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const std = @import("std");
const Vec3 = struct {
x: f64,
y: f64,
z: f64,
pub fn norm(v: Vec3) f64 {
return @sqrt(v.normSquared());
}
pub fn normSquared(v: Vec3) f64 {
return v.x * v.x + v.y * v.y + v.z * v.z;
}
pub fn dot(u: Vec3, v: Vec3) f64 {
return u.x * v.x + u.y * v.y + u.z * v.z;
}
pub fn cross(u: Vec3, v: Vec3) Vec3 {
return Vec3{
.x = u.y * v.z - u.z * v.y,
.y = u.z * v.x - u.x * v.z,
.z = u.x * v.y - u.y * v.x,
};
}
pub fn normalized(v: Vec3) Vec3 {
return v.div(v.norm());
}
pub fn div(v: Vec3, t: f64) Vec3 {
return Vec3{
.x = v.x / t,
.y = v.y / t,
.z = v.z / t,
};
}
};
const Point3 = Vec3;
const Color = Vec3;
fn writeColor(out: anytype, c: Color) !void {
try out.print("{} {} {}\n", .{
@floatToInt(u8, 255.999 * c.x),
@floatToInt(u8, 255.999 * c.y),
@floatToInt(u8, 255.999 * c.z),
});
}
pub fn main() !void {
// Image
const image_width = 256;
const image_height = 256;
// Render
const stdout_file = std.io.getStdOut().writer();
var bw = std.io.bufferedWriter(stdout_file);
const stdout = bw.writer();
try stdout.print("P3\n{} {}\n255\n", .{ image_width, image_height });
var j: i32 = image_height - 1;
while (j >= 0) : (j -= 1) {
std.debug.print("\rScanlines remaining: {}", .{j});
var i: i32 = 0;
while (i < image_width) : (i += 1) {
try writeColor(stdout, Color{
.x = @intToFloat(f64, i) / (image_width - 1),
.y = @intToFloat(f64, j) / (image_height - 1),
.z = 0.25,
});
}
}
try bw.flush();
}
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