use rpt::*;
fn main() -> color_eyre::Result<()> {
color_eyre::install()?;
let mut scene = Scene::new();
scene.add(Object::new(sphere()));
scene.add(
Object::new(
cube()
.rotate_y(glm::pi::<f64>() / 6.0)
.scale(&glm::vec3(0.5, 0.3, 0.4))
.translate(&glm::vec3(0.4, -0.8, 4.0)),
)
.material(Material::specular(hex_color(0xff00ff), 0.5)),
);
scene.add(
Object::new(
sphere()
.scale(&glm::vec3(0.5, 0.5, 0.5))
.translate(&glm::vec3(1.5, -0.5, 1.0)),
)
.material(Material::specular(hex_color(0x0000ff), 0.1)),
);
scene.add(
Object::new(
sphere()
.scale(&glm::vec3(0.5, 0.5, 0.5))
.translate(&glm::vec3(-1.5, -0.5, 1.0)),
)
.material(Material::specular(hex_color(0x00ff00), 0.1)),
);
scene.add(
Object::new(plane(glm::vec3(0.0, 1.0, 0.0), -1.0))
.material(Material::specular(hex_color(0xaaaaaa), 0.5)),
);
scene.add(Light::Ambient(glm::vec3(0.01, 0.01, 0.01)));
scene.add(Light::Point(
glm::vec3(100.0, 100.0, 100.0),
glm::vec3(0.0, 5.0, 5.0),
));
Renderer::new(&scene, Camera::default())
.width(800)
.height(600)
.render()
.save("output.png")?;
Ok(())
}