use sciforge::hub::prelude::constants::EARTH_RADIUS;
#[derive(Debug, Clone)]
pub enum UniformValue {
Float(f32),
Vec3([f32; 3]),
Vec4([f32; 4]),
Int(i32),
}
#[derive(Debug, Clone)]
pub struct ShaderUniform {
pub name: &'static str,
pub value: UniformValue,
}
pub struct ShaderEndpoint {
pub name: &'static str,
pub uniforms: Vec<ShaderUniform>,
}
impl ShaderEndpoint {
pub fn terrain() -> Self {
Self {
name: "earth_terrain_pbr",
uniforms: vec![
ShaderUniform {
name: "u_planet_radius",
value: UniformValue::Float(EARTH_RADIUS as f32),
},
ShaderUniform {
name: "u_atmosphere_height",
value: UniformValue::Float(100_000.0),
},
ShaderUniform {
name: "u_max_elevation",
value: UniformValue::Float(8_848.86),
},
ShaderUniform {
name: "u_min_elevation",
value: UniformValue::Float(-10_994.0),
},
ShaderUniform {
name: "u_snow_line_equator",
value: UniformValue::Float(5_000.0),
},
ShaderUniform {
name: "u_snow_line_pole",
value: UniformValue::Float(0.0),
},
ShaderUniform {
name: "u_treeline_equator",
value: UniformValue::Float(3_500.0),
},
],
}
}
pub fn atmosphere() -> Self {
Self {
name: "earth_atmosphere_scattering",
uniforms: vec![
ShaderUniform {
name: "u_rayleigh_coeff",
value: UniformValue::Vec3([5.5e-6, 13.0e-6, 22.4e-6]),
},
ShaderUniform {
name: "u_mie_coeff",
value: UniformValue::Float(21e-6),
},
ShaderUniform {
name: "u_mie_g",
value: UniformValue::Float(0.76),
},
ShaderUniform {
name: "u_sun_intensity",
value: UniformValue::Float(22.0),
},
ShaderUniform {
name: "u_scale_height_rayleigh",
value: UniformValue::Float(8_500.0),
},
ShaderUniform {
name: "u_scale_height_mie",
value: UniformValue::Float(1_200.0),
},
ShaderUniform {
name: "u_planet_radius",
value: UniformValue::Float(EARTH_RADIUS as f32),
},
ShaderUniform {
name: "u_ozone_peak_alt",
value: UniformValue::Float(25_000.0),
},
ShaderUniform {
name: "u_ozone_falloff",
value: UniformValue::Float(15_000.0),
},
],
}
}
pub fn ocean() -> Self {
Self {
name: "earth_ocean_surface",
uniforms: vec![
ShaderUniform {
name: "u_wind_speed",
value: UniformValue::Float(10.0),
},
ShaderUniform {
name: "u_wave_amplitude",
value: UniformValue::Float(1.5),
},
ShaderUniform {
name: "u_deep_color",
value: UniformValue::Vec3([0.006, 0.018, 0.065]),
},
ShaderUniform {
name: "u_shallow_color",
value: UniformValue::Vec3([0.04, 0.12, 0.18]),
},
ShaderUniform {
name: "u_fresnel_power",
value: UniformValue::Float(5.0),
},
ShaderUniform {
name: "u_ior",
value: UniformValue::Float(1.333),
},
ShaderUniform {
name: "u_foam_threshold",
value: UniformValue::Float(7.0),
},
],
}
}
pub fn night_lights() -> Self {
Self {
name: "earth_night_lights",
uniforms: vec![
ShaderUniform {
name: "u_city_light_color",
value: UniformValue::Vec3([1.0, 0.85, 0.6]),
},
ShaderUniform {
name: "u_city_light_intensity",
value: UniformValue::Float(0.3),
},
ShaderUniform {
name: "u_terminator_blend_deg",
value: UniformValue::Float(6.0),
},
],
}
}
}