use sciforge::hub::prelude::constants::EARTH_RADIUS;
pub struct ShaderData {
pub name: String,
pub uniforms: Vec<ShaderUniform>,
}
#[derive(Debug, Clone)]
pub enum UniformValue {
Float(f32),
Vec3([f32; 3]),
Vec4([f32; 4]),
Mat4([[f32; 4]; 4]),
Int(i32),
}
#[derive(Debug, Clone)]
pub struct ShaderUniform {
pub name: String,
pub value: UniformValue,
}
impl ShaderData {
pub fn terrain() -> Self {
Self {
name: "terrainpbr".to_string(),
uniforms: vec![
ShaderUniform {
name: "usundirection".into(),
value: UniformValue::Vec3([0.0, 1.0, 0.0]),
},
ShaderUniform {
name: "ucamerapos".into(),
value: UniformValue::Vec3([0.0, 0.0, 0.0]),
},
ShaderUniform {
name: "uplanetradius".into(),
value: UniformValue::Float(EARTH_RADIUS as f32),
},
ShaderUniform {
name: "uatmosphereheight".into(),
value: UniformValue::Float(100000.0),
},
],
}
}
pub fn atmosphere() -> Self {
Self {
name: "atmospherescattering".to_string(),
uniforms: vec![
ShaderUniform {
name: "urayleighcoeff".into(),
value: UniformValue::Vec3([5.5e-6, 13.0e-6, 22.4e-6]),
},
ShaderUniform {
name: "umiecoeff".into(),
value: UniformValue::Float(21e-6),
},
ShaderUniform {
name: "umieg".into(),
value: UniformValue::Float(0.76),
},
ShaderUniform {
name: "usunintensity".into(),
value: UniformValue::Float(22.0),
},
ShaderUniform {
name: "uscaleheightrayleigh".into(),
value: UniformValue::Float(8500.0),
},
ShaderUniform {
name: "uscaleheightmie".into(),
value: UniformValue::Float(1200.0),
},
],
}
}
pub fn ocean() -> Self {
Self {
name: "oceansurface".to_string(),
uniforms: vec![
ShaderUniform {
name: "uwindspeed".into(),
value: UniformValue::Float(10.0),
},
ShaderUniform {
name: "uwaveamplitude".into(),
value: UniformValue::Float(1.5),
},
ShaderUniform {
name: "udeepcolor".into(),
value: UniformValue::Vec3([0.01, 0.03, 0.08]),
},
ShaderUniform {
name: "ushallowcolor".into(),
value: UniformValue::Vec3([0.05, 0.15, 0.20]),
},
ShaderUniform {
name: "ufresnelpower".into(),
value: UniformValue::Float(5.0),
},
],
}
}
}