ioss 0.0.3

Io celestial simulation crate for the MilkyWay SolarSystem workspace
Documentation
#[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: "io_terrain_pbr",
            uniforms: vec![
                ShaderUniform {
                    name: "u_planet_radius",
                    value: UniformValue::Float(crate::IO_RADIUS_M as f32),
                },
                ShaderUniform {
                    name: "u_sun_direction",
                    value: UniformValue::Vec3([0.0, 1.0, 0.0]),
                },
                ShaderUniform {
                    name: "u_camera_pos",
                    value: UniformValue::Vec3([0.0, 0.0, 0.0]),
                },
                ShaderUniform {
                    name: "u_surface_temp_k",
                    value: UniformValue::Float(130.0),
                },
                ShaderUniform {
                    name: "u_sulfur_tint",
                    value: UniformValue::Vec3([0.85, 0.75, 0.20]),
                },
                ShaderUniform {
                    name: "u_lava_glow_intensity",
                    value: UniformValue::Float(0.0),
                },
            ],
        }
    }

    pub fn volcanic() -> Self {
        Self {
            name: "io_volcanic_emission",
            uniforms: vec![
                ShaderUniform {
                    name: "u_lava_temperature_k",
                    value: UniformValue::Float(1_500.0),
                },
                ShaderUniform {
                    name: "u_lava_color",
                    value: UniformValue::Vec3([1.0, 0.3, 0.0]),
                },
                ShaderUniform {
                    name: "u_plume_opacity",
                    value: UniformValue::Float(0.4),
                },
                ShaderUniform {
                    name: "u_plume_height_km",
                    value: UniformValue::Float(300.0),
                },
                ShaderUniform {
                    name: "u_so2_frost_albedo",
                    value: UniformValue::Float(0.92),
                },
            ],
        }
    }

    pub fn eclipse() -> Self {
        Self {
            name: "io_eclipse",
            uniforms: vec![
                ShaderUniform {
                    name: "u_exposure",
                    value: UniformValue::Float(0.3),
                },
                ShaderUniform {
                    name: "u_gamma",
                    value: UniformValue::Float(2.2),
                },
                ShaderUniform {
                    name: "u_lava_glow_visible",
                    value: UniformValue::Int(1),
                },
            ],
        }
    }
}