venuss 0.0.3

Venus celestial simulation crate for the MilkyWay SolarSystem workspace
Documentation
#[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: "venus_terrain_pbr",
            uniforms: vec![
                ShaderUniform {
                    name: "u_planet_radius",
                    value: UniformValue::Float(crate::VENUS_RADIUS 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_pressure_bar",
                    value: UniformValue::Float(92.0),
                },
                ShaderUniform {
                    name: "u_surface_temperature_k",
                    value: UniformValue::Float(crate::MEAN_TEMPERATURE_K as f32),
                },
                ShaderUniform {
                    name: "u_max_elevation",
                    value: UniformValue::Float(crate::MAX_MOUNTAIN_HEIGHT_M as f32),
                },
            ],
        }
    }

    pub fn atmosphere() -> Self {
        Self {
            name: "venus_atmosphere_scattering",
            uniforms: vec![
                ShaderUniform {
                    name: "u_rayleigh_coeff",
                    value: UniformValue::Vec3([1.9e-7, 5.1e-7, 1.3e-6]),
                },
                ShaderUniform {
                    name: "u_cloud_optical_depth",
                    value: UniformValue::Float(crate::MEAN_CLOUD_OPTICAL_DEPTH as f32),
                },
                ShaderUniform {
                    name: "u_scale_height",
                    value: UniformValue::Float(crate::SCALE_HEIGHT_M as f32),
                },
                ShaderUniform {
                    name: "u_sun_intensity",
                    value: UniformValue::Float(0.0),
                },
                ShaderUniform {
                    name: "u_cloud_scatter_albedo",
                    value: UniformValue::Float(0.998),
                },
            ],
        }
    }

    pub fn surface_haze() -> Self {
        Self {
            name: "venus_surface_haze",
            uniforms: vec![
                ShaderUniform {
                    name: "u_haze_density",
                    value: UniformValue::Float(65.0),
                },
                ShaderUniform {
                    name: "u_visibility_km",
                    value: UniformValue::Float(1.0),
                },
                ShaderUniform {
                    name: "u_haze_color",
                    value: UniformValue::Vec3([0.95, 0.80, 0.50]),
                },
            ],
        }
    }
}