jupiters 0.0.3

Jupiter 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: "jupiter_cloud_top_pbr",
            uniforms: vec![
                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_planet_radius",
                    value: UniformValue::Float(crate::JUPITEREQUATORIALRADIUS as f32),
                },
                ShaderUniform {
                    name: "u_atmosphere_height",
                    value: UniformValue::Float(1_000_000.0),
                },
                ShaderUniform {
                    name: "u_max_wind",
                    value: UniformValue::Float(crate::MAXWINDSMS as f32),
                },
            ],
        }
    }

    pub fn atmosphere() -> Self {
        Self {
            name: "jupiter_atmosphere_scattering",
            uniforms: vec![
                ShaderUniform {
                    name: "u_rayleigh_coeff",
                    value: UniformValue::Vec3([1.0e-6, 2.8e-6, 7.2e-6]),
                },
                ShaderUniform {
                    name: "u_mie_coeff",
                    value: UniformValue::Float(8e-6),
                },
                ShaderUniform {
                    name: "u_mie_g",
                    value: UniformValue::Float(0.78),
                },
                ShaderUniform {
                    name: "u_sun_intensity",
                    value: UniformValue::Float(0.81),
                },
                ShaderUniform {
                    name: "u_scale_height_rayleigh",
                    value: UniformValue::Float(*crate::SCALEHEIGHT as f32),
                },
                ShaderUniform {
                    name: "u_scale_height_mie",
                    value: UniformValue::Float(20_000.0),
                },
                ShaderUniform {
                    name: "u_ammonia_absorption",
                    value: UniformValue::Vec3([0.001, 0.0005, 0.0002]),
                },
            ],
        }
    }

    pub fn interior_ocean() -> Self {
        Self {
            name: "jupiter_interior_ocean",
            uniforms: vec![
                ShaderUniform {
                    name: "u_pressure",
                    value: UniformValue::Float(400.0),
                },
                ShaderUniform {
                    name: "u_temperature",
                    value: UniformValue::Float(10_000.0),
                },
                ShaderUniform {
                    name: "u_deep_color",
                    value: UniformValue::Vec3([0.10, 0.08, 0.05]),
                },
                ShaderUniform {
                    name: "u_emissive",
                    value: UniformValue::Vec3([0.005, 0.005, 0.008]),
                },
                ShaderUniform {
                    name: "u_density",
                    value: UniformValue::Float(1_000.0),
                },
            ],
        }
    }

    pub fn band_dynamics() -> Self {
        Self {
            name: "jupiter_band_dynamics",
            uniforms: vec![
                ShaderUniform {
                    name: "u_band_count",
                    value: UniformValue::Int(24),
                },
                ShaderUniform {
                    name: "u_zone_albedo",
                    value: UniformValue::Float(0.85),
                },
                ShaderUniform {
                    name: "u_belt_albedo",
                    value: UniformValue::Float(0.45),
                },
                ShaderUniform {
                    name: "u_differential_rotation",
                    value: UniformValue::Float(0.02),
                },
            ],
        }
    }
}