use crate::core::engine::rendering::raytracing::Vec3;
use crate::core::engine::rendering::utils::{fbm_3d, smoothstep};
#[derive(Debug, Clone, Copy)]
pub struct CloudLayer {
pub altitude: f64,
pub thickness: f64,
pub coverage: f64,
pub density: f64,
pub scale: f64,
}
impl CloudLayer {
pub fn cirrus() -> Self {
Self {
altitude: 8000.0,
thickness: 500.0,
coverage: 0.35,
density: 0.15,
scale: 0.0005,
}
}
pub fn cumulus() -> Self {
Self {
altitude: 2000.0,
thickness: 1500.0,
coverage: 0.55,
density: 0.45,
scale: 0.002,
}
}
pub fn sample_density(&self, point: Vec3) -> f64 {
let height_in_layer = ((point.y - self.altitude) / self.thickness.max(1.0)).clamp(0.0, 1.0);
let height_profile =
smoothstep(0.0, 0.3, height_in_layer) * (1.0 - smoothstep(0.7, 1.0, height_in_layer));
let noise = fbm_3d(point * self.scale, 4, 2.0, 0.5);
let shape = (noise - (1.0 - self.coverage)).max(0.0) / self.coverage.max(0.01);
shape * height_profile * self.density
}
pub fn cloud_color(&self, point: Vec3, sun_dir: Vec3, sun_color: Vec3, ambient: Vec3) -> Vec3 {
let density = self.sample_density(point);
if density < 0.001 {
return Vec3::ZERO;
}
let sun_alignment = sun_dir.dot(Vec3::new(0.0, -1.0, 0.0)).max(0.0);
let beer = (-density * 2.5).exp();
let powder = 1.0 - (-density * 5.0).exp();
let light = sun_color * beer * sun_alignment + ambient * 0.35;
light * powder * density
}
}