moons 0.0.3

Moon 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: "moon_terrain_pbr",
            uniforms: vec![
                ShaderUniform {
                    name: "u_planet_radius",
                    value: UniformValue::Float(crate::MOON_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(200.0),
                },
                ShaderUniform {
                    name: "u_regolith_albedo",
                    value: UniformValue::Float(0.12),
                },
                ShaderUniform {
                    name: "u_solar_flux",
                    value: UniformValue::Float(crate::SOLAR_CONSTANT_AT_MOON_W_M2 as f32),
                },
            ],
        }
    }

    pub fn eclipse() -> Self {
        Self {
            name: "moon_eclipse",
            uniforms: vec![
                ShaderUniform {
                    name: "u_exposure",
                    value: UniformValue::Float(0.4),
                },
                ShaderUniform {
                    name: "u_gamma",
                    value: UniformValue::Float(2.2),
                },
                ShaderUniform {
                    name: "u_dust_intensity",
                    value: UniformValue::Float(0.05),
                },
            ],
        }
    }

    pub fn exosphere() -> Self {
        Self {
            name: "moon_exosphere",
            uniforms: vec![
                ShaderUniform {
                    name: "u_sodium_brightness",
                    value: UniformValue::Float(0.1),
                },
                ShaderUniform {
                    name: "u_sodium_color",
                    value: UniformValue::Vec3([1.0, 0.82, 0.0]),
                },
                ShaderUniform {
                    name: "u_horizon_glow_intensity",
                    value: UniformValue::Float(0.08),
                },
            ],
        }
    }
}