Chapter 4 done :D
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0ae8ad9c8a
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2 changed files with 90069 additions and 65578 deletions
109
main.go
109
main.go
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@ -42,26 +42,22 @@ func (v *Vec3) Set(i int, val float32) {
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v.E[i] = val
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v.E[i] = val
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}
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}
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func (v *Vec3) Add(v2 Vec3) {
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func (v Vec3) Add(v2 Vec3) Vec3 {
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v.E[0] += v2.E[0]
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return NewVec3(v.E[0]+v2.E[0], v.E[1]+v2.E[1], v.E[2]+v2.E[2])
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v.E[1] += v2.E[1]
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v.E[2] += v2.E[2]
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}
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}
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func (v *Vec3) Mult(t float32) {
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func (v Vec3) Mult(t float32) Vec3 {
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v.E[0] *= t
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return NewVec3(v.E[0]*t, v.E[1]*t, v.E[2]*t)
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v.E[1] *= t
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v.E[2] *= t
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}
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}
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func (v *Vec3) Div(t float32) {
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func (v Vec3) Div(t float32) Vec3 {
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if t != 0 {
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if t != 0 {
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v.E[0] /= t
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return NewVec3(v.E[0] / t, v.E[1] / t, v.E[2] / t)
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v.E[1] /= t
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v.E[2] /= t
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}
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}
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return v
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}
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}
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func (v Vec3) Length() float32 {
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func (v Vec3) Length() float32 {
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return float32(math.Sqrt(float64(v.E[0]*v.E[0] + v.E[1]*v.E[1] + v.E[2]*v.E[2])))
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return float32(math.Sqrt(float64(v.E[0]*v.E[0] + v.E[1]*v.E[1] + v.E[2]*v.E[2])))
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}
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}
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@ -72,22 +68,19 @@ func (v Vec3) String() string {
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return fmt.Sprintf("%v %v %v", v.E[0], v.E[1], v.E[2])
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return fmt.Sprintf("%v %v %v", v.E[0], v.E[1], v.E[2])
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}
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}
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func (v *Vec3) Sub(v2 Vec3) {
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func (v Vec3) Sub(v2 Vec3) Vec3 {
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v.E[0] -= v2.E[0]
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return NewVec3(v.E[0]-v2.E[0], v.E[1]-v2.E[1], v.E[2]-v2.E[2])
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v.E[1] -= v2.E[1]
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v.E[2] -= v2.E[2]
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}
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}
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func (v *Vec3) MultVec(v2 Vec3) {
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func (v Vec3) MultVec(v2 Vec3) Vec3 {
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v.E[0] *= v2.E[0]
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return NewVec3(v.E[0]*v2.E[0], v.E[1]*v2.E[1], v.E[2]*v2.E[2])
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v.E[1] *= v2.E[1]
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v.E[2] *= v2.E[2]
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}
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}
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func (v *Vec3) DivVec(v2 Vec3) {
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func (v Vec3) DivVec(v2 Vec3) Vec3 {
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v.E[0] /= v2.E[0]
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if v2.E[0] != 0 && v2.E[1] != 0 && v2.E[2] != 0 {
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v.E[1] /= v2.E[1]
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return NewVec3(v.E[0]/v2.E[0], v.E[1]/v2.E[1], v.E[2]/v2.E[2])
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v.E[2] /= v2.E[2]
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}
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return v
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}
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}
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func Dot(v1 Vec3, v2 Vec3) float32 {
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func Dot(v1 Vec3, v2 Vec3) float32 {
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@ -111,19 +104,25 @@ func Write_color(v Vec3) {
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fmt.Println(int(255.999*v.E[0]), int(255.999*v.E[1]), int(255.999*v.E[2]))
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fmt.Println(int(255.999*v.E[0]), int(255.999*v.E[1]), int(255.999*v.E[2]))
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}
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}
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func NewColor(e0, e1, e2 float32) Vec3 {
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return Vec3{E: [3]float32{e0, e1, e2}}
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}
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// ============== RAY CLASS =================
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// ============== RAY CLASS =================
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type Point3 Vec3
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func NewPoint3(e0, e1, e2 float32) Vec3 {
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return Vec3{E: [3]float32{e0, e1, e2}}
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}
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type Ray struct {
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type Ray struct {
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Orig Point3
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Orig Vec3
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Dir Vec3
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Dir Vec3
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}
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}
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func NewRay(orig Point3, dir Vec3) *Ray {
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func NewRay(orig Vec3, dir Vec3) *Ray {
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return &Ray{Orig: orig, Dir: dir}
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return &Ray{Orig: orig, Dir: dir}
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}
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}
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func (r *Ray) Origin() Point3 {
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func (r *Ray) Origin() Vec3 {
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return r.Orig
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return r.Orig
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}
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}
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@ -131,30 +130,52 @@ func (r *Ray) Direction() Vec3 {
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return r.Dir
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return r.Dir
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}
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}
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func (r *Ray) At(t float32) Point3 {
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func (r *Ray) At(t float32) Vec3 {
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return Point3{
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return Vec3{
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X: r.Orig.X + t*r.Dir.X,
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E: [3]float32{
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Y: r.Orig.Y + t*r.Dir.Y,
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r.Orig.X() + t*r.Dir.X(),
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Z: r.Orig.Z + t*r.Dir.Z
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r.Orig.Y() + t*r.Dir.Y(),
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r.Orig.Z() + t*r.Dir.Z(),
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},
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}
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}
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}
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}
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func Ray_color(r *Ray) Vec3 {
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unit_direction := Unit_vector(r.Direction())
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var a float32 = 0.5*unit_direction.Y() + 0.5
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return NewColor(1.0,1.0,1.0).Mult(float32(1.0-a)).Add(NewColor(0.5,0.7,1.0).Mult(a))
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}
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// =============== MAIN =====================
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// =============== MAIN =====================
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func main() {
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func main() {
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// Image
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// Image
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var aspect_ratio := 16.0 / 9.0;
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aspect_ratio := 16.0 / 9.0;
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var image_width int = 400;
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var image_width int = 400;
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var image_height int = int(image_width / aspect_ratio)
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// Calculate the image height
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var image_height int = int(float64(image_width) / aspect_ratio)
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if image_height < 1 {
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if image_height < 1 {
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image_height = 1
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image_height = 1
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}
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}
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// Camera
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var focal_length float32 = 1.0
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var viewport_height float32 = 2.0
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var viewport_width float32 = viewport_height * float32(image_width/image_height)
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camera_center := NewVec3(0,0,0)
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// Viewport
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// Calculate the vectors across the horizontal and down the vertical viewport edges
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var viewport_height := 2.0
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viewport_u := NewVec3(viewport_width, 0, 0)
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var viewport_width := viewport_height * float32(image_width/image_height)
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viewport_v := NewVec3(0, -viewport_height, 0)
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// Rendering
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//Calculate the horizontal and vertical delta vectors from pixel to pixel
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pixel_delta_u := viewport_u.Div(float32(image_width))
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pixel_delta_v := viewport_v.Div(float32(image_height))
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// Calculate the location of the upper left pixel
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viewport_upper_left := camera_center.Sub(camera_center).Sub(NewVec3(0, 0, focal_length)).Sub(viewport_u.Div(2)).Sub(viewport_v.Div(2))
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pixel00_loc := viewport_upper_left.Add((pixel_delta_u.Add(pixel_delta_v)).Div(2))
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// Rendering
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fmt.Println("P3")
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fmt.Println("P3")
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fmt.Println(image_width, " ", image_height, "\n255")
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fmt.Println(image_width, " ", image_height, "\n255")
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for j := 0; j < image_height; j++ {
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for j := 0; j < image_height; j++ {
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@ -169,8 +190,14 @@ func main() {
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// ib := int(b * 256)
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// ib := int(b * 256)
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// fmt.Println(ir, " ", ig, " ", ib)
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// fmt.Println(ir, " ", ig, " ", ib)
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pixel_colour := NewVec3(float32(i) / float32(image_width - 1), float32(j) / float32(image_height-1), 0)
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//pixel_colour := NewVec3(float32(i) / float32(image_width - 1), float32(j) / float32(image_height-1), 0)
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Write_color(pixel_colour)
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//Write_color(pixel_colour)
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pixel_center := pixel00_loc.Add(pixel_delta_u.Mult(float32(i))).Add(pixel_delta_v.Mult(float32(j)))
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ray_direction := pixel_center.Sub(camera_center)
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r := NewRay(camera_center, ray_direction)
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pixel_color := Ray_color(r)
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Write_color(pixel_color)
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}
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}
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}
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}
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// INFO: The pixels are written out in rows.
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// INFO: The pixels are written out in rows.
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