maplibre/render/
render_commands.rs

1//! Specifies the instructions which are going to be sent to the GPU. Render commands can be concatenated
2//! into a new render command which executes multiple instruction sets.
3use crate::{
4    render::{
5        eventually::{Eventually, Eventually::Initialized},
6        render_phase::{PhaseItem, RenderCommand, RenderCommandResult, TileMaskItem},
7        resource::TrackedRenderPass,
8        tile_view_pattern::WgpuTileViewPattern,
9        MaskPipeline,
10    },
11    tcs::world::World,
12};
13
14pub struct SetMaskPipeline;
15impl<P: PhaseItem> RenderCommand<P> for SetMaskPipeline {
16    fn render<'w>(
17        world: &'w World,
18        _item: &P,
19        pass: &mut TrackedRenderPass<'w>,
20    ) -> RenderCommandResult {
21        let Some(Initialized(pipeline)) = world.resources.get::<Eventually<MaskPipeline>>() else {
22            return RenderCommandResult::Failure;
23        };
24        pass.set_render_pipeline(pipeline);
25        RenderCommandResult::Success
26    }
27}
28
29pub struct DrawMask;
30impl RenderCommand<TileMaskItem> for DrawMask {
31    fn render<'w>(
32        world: &'w World,
33        item: &TileMaskItem,
34        pass: &mut TrackedRenderPass<'w>,
35    ) -> RenderCommandResult {
36        let Some(Initialized(tile_view_pattern)) =
37            world.resources.get::<Eventually<WgpuTileViewPattern>>()
38        else {
39            return RenderCommandResult::Failure;
40        };
41
42        let tile_mask = &item.source_shape;
43
44        // Draw mask with stencil value of e.g. parent
45        let reference = tile_mask.coords().stencil_reference_value_3d() as u32;
46
47        pass.set_stencil_reference(reference);
48
49        let tile_view_pattern_buffer = tile_mask
50            .buffer_range()
51            .expect("tile_view_pattern needs to be uploaded first"); // FIXME tcs
52        pass.set_vertex_buffer(
53            0,
54            // Mask is of the requested shape
55            tile_view_pattern.buffer().slice(tile_view_pattern_buffer),
56        );
57        const TILE_MASK_SHADER_VERTICES: u32 = 6;
58        pass.draw(0..TILE_MASK_SHADER_VERTICES, 0..1);
59
60        RenderCommandResult::Success
61    }
62}
63
64pub type DrawMasks = (SetMaskPipeline, DrawMask);