#[derive(Debug, Clone)]
pub enum UniformValue {
Float(f32),
Vec3([f32; 3]),
Vec4([f32; 4]),
Mat4([f32; 16]),
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: "mars_terrain_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::MARS_EQUATORIAL_RADIUS as f32),
},
ShaderUniform {
name: "u_atmosphere_height",
value: UniformValue::Float(100_000.0),
},
ShaderUniform {
name: "u_dust_optical_depth",
value: UniformValue::Float(crate::MEAN_DUST_OPTICAL_DEPTH as f32),
},
ShaderUniform {
name: "u_max_elevation",
value: UniformValue::Float(crate::OLYMPUS_MONS_HEIGHT_M as f32),
},
ShaderUniform {
name: "u_min_elevation",
value: UniformValue::Float(-(crate::HELLAS_DEPTH_M as f32)),
},
],
}
}
pub fn atmosphere() -> Self {
Self {
name: "mars_atmosphere_scattering",
uniforms: vec![
ShaderUniform {
name: "u_rayleigh_coeff",
value: UniformValue::Vec3([1.9e-7, 5.1e-7, 1.3e-6]),
},
ShaderUniform {
name: "u_mie_coeff",
value: UniformValue::Float(5e-4),
},
ShaderUniform {
name: "u_mie_g",
value: UniformValue::Float(0.63),
},
ShaderUniform {
name: "u_sun_intensity",
value: UniformValue::Float(0.0),
},
ShaderUniform {
name: "u_scale_height_rayleigh",
value: UniformValue::Float(crate::SCALE_HEIGHT_M as f32),
},
ShaderUniform {
name: "u_scale_height_mie",
value: UniformValue::Float(5_000.0),
},
ShaderUniform {
name: "u_dust_scatter_albedo",
value: UniformValue::Float(0.92),
},
],
}
}
pub fn dust_storm() -> Self {
Self {
name: "mars_dust_storm",
uniforms: vec![
ShaderUniform {
name: "u_dust_optical_depth",
value: UniformValue::Float(crate::MEAN_DUST_OPTICAL_DEPTH as f32),
},
ShaderUniform {
name: "u_dust_color",
value: UniformValue::Vec3([0.72, 0.45, 0.20]),
},
ShaderUniform {
name: "u_dust_scatter_albedo",
value: UniformValue::Float(0.92),
},
ShaderUniform {
name: "u_storm_intensity",
value: UniformValue::Float(0.0),
},
],
}
}
}