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: "cloudtoppbr".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(crate::JUPITEREQUATORIALRADIUS as f32),
},
ShaderUniform {
name: "uatmosphereheight".into(),
value: UniformValue::Float(1000000.0),
},
],
}
}
pub fn atmosphere() -> Self {
Self {
name: "jupiterscattering".to_string(),
uniforms: vec![
ShaderUniform {
name: "urayleighcoeff".into(),
value: UniformValue::Vec3([1.0e-6, 2.8e-6, 7.2e-6]),
},
ShaderUniform {
name: "umiecoeff".into(),
value: UniformValue::Float(8e-6),
},
ShaderUniform {
name: "umieg".into(),
value: UniformValue::Float(0.78),
},
ShaderUniform {
name: "usunintensity".into(),
value: UniformValue::Float(0.81),
},
ShaderUniform {
name: "uscaleheightrayleigh".into(),
value: UniformValue::Float(*crate::SCALEHEIGHT as f32),
},
ShaderUniform {
name: "uscaleheightmie".into(),
value: UniformValue::Float(20000.0),
},
ShaderUniform {
name: "uammoniaabsorption".into(),
value: UniformValue::Vec3([0.001, 0.0005, 0.0002]),
},
],
}
}
pub fn interiorocean() -> Self {
Self {
name: "metallichydrogen".to_string(),
uniforms: vec![
ShaderUniform {
name: "upressure".into(),
value: UniformValue::Float(400.0),
},
ShaderUniform {
name: "utemperature".into(),
value: UniformValue::Float(10000.0),
},
ShaderUniform {
name: "udeepcolor".into(),
value: UniformValue::Vec3([0.10, 0.08, 0.05]),
},
ShaderUniform {
name: "uemissive".into(),
value: UniformValue::Vec3([0.005, 0.005, 0.008]),
},
],
}
}
}