#[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: "oberon_terrain_pbr",
uniforms: vec![
ShaderUniform {
name: "u_body_radius",
value: UniformValue::Float(crate::OBERON_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(crate::MIN_SURFACE_TEMP_K as f32),
},
ShaderUniform {
name: "u_albedo",
value: UniformValue::Float(crate::GEOMETRIC_ALBEDO as f32),
},
ShaderUniform {
name: "u_solar_flux",
value: UniformValue::Float(crate::SOLAR_CONSTANT_AT_OBERON_W_M2 as f32),
},
],
}
}
pub fn eclipse() -> Self {
Self {
name: "oberon_eclipse",
uniforms: vec![
ShaderUniform {
name: "u_exposure",
value: UniformValue::Float(0.3),
},
ShaderUniform {
name: "u_gamma",
value: UniformValue::Float(2.2),
},
ShaderUniform {
name: "u_dust_intensity",
value: UniformValue::Float(0.02),
},
],
}
}
}