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//! Uploads data to the GPU which is needed for rendering.
use std::iter;
use crate::{
context::MapContext,
coords::ViewRegion,
render::{
eventually::{Eventually, Eventually::Initialized},
shaders::{ShaderFeatureStyle, ShaderLayerMetadata, Vec4f32},
tile_view_pattern::DEFAULT_TILE_SIZE,
Renderer,
},
style::Style,
tcs::tiles::Tiles,
vector::{
AvailableVectorLayerData, VectorBufferPool, VectorLayerData, VectorLayersDataComponent,
},
};
pub fn upload_system(
MapContext {
world,
style,
view_state,
renderer: Renderer { device, queue, .. },
..
}: &mut MapContext,
) {
let Some(Initialized(buffer_pool)) = world
.resources
.query_mut::<&mut Eventually<VectorBufferPool>>()
else {
return;
};
let view_region =
view_state.create_view_region(view_state.zoom().zoom_level(DEFAULT_TILE_SIZE));
if let Some(view_region) = &view_region {
upload_tesselated_layer(
buffer_pool,
device,
queue,
&mut world.tiles,
style,
view_region,
);
// self.update_metadata(state, tile_repository, queue);
}
}
/* FIXME tcs fn update_metadata(
buffer_pool: &VectorBufferPool,
tiles: &Tiles,
queue: &wgpu::Queue,
) {
let animated_one = 0.5
* (1.0
+ ((std::time::SystemTime::now()
.duration_since(std::time::SystemTime::UNIX_EPOCH)
.unwrap()
.as_secs_f64())
.sin()));
for entries in buffer_pool.index().iter() {
for entry in entries {
let world_coords = entry.coords;
let source_layer = entry.style_layer.source_layer.as_ref().unwrap();
let Some(stored_layer) =
tile_repository
.iter_layers_at(&world_coords)
.and_then(|mut layers| {
layers.find(|layer| source_layer.as_str() == layer.layer_name())
}) else { continue; };
let color: Option<Vec4f32> = entry
.style_layer
.paint
.as_ref()
.and_then(|paint| paint.get_color())
.map(|mut color| {
color.color.b = animated_one as f32;
color.into()
});
match stored_layer {
StoredLayer::UnavailableLayer { .. } => {}
StoredLayer::TessellatedLayer {
feature_indices, ..
} => {
/* let feature_metadata = layer_data
.features()
.iter()
.enumerate()
.flat_map(|(i, _feature)| {
iter::repeat(ShaderFeatureStyle {
color: color.unwrap(),
})
.take(feature_indices[i] as usize)
})
.collect::<Vec<_>>();*/
let feature_metadata = (0..feature_indices.len())
.flat_map(|i| {
iter::repeat(ShaderFeatureStyle {
color: color.unwrap(),
})
.take(feature_indices[i] as usize)
})
.collect::<Vec<_>>();
buffer_pool.update_feature_metadata(queue, entry, &feature_metadata);
}
StoredLayer::RasterLayer { .. } => {}
}
}
}
}*/
fn upload_tesselated_layer(
buffer_pool: &mut VectorBufferPool,
_device: &wgpu::Device,
queue: &wgpu::Queue,
tiles: &mut Tiles,
style: &Style,
view_region: &ViewRegion,
) {
// Upload all tessellated layers which are in view
for coords in view_region.iter() {
let Some(vector_layers) = tiles.query_mut::<&VectorLayersDataComponent>(coords) else {
continue;
};
let loaded_layers = buffer_pool
.get_loaded_source_layers_at(coords)
.unwrap_or_default();
let available_layers = vector_layers
.layers
.iter()
.flat_map(|data| match data {
VectorLayerData::Available(data) => Some(data),
VectorLayerData::Missing(_) => None,
})
.filter(|data| !loaded_layers.contains(data.source_layer.as_str()))
.collect::<Vec<_>>();
for style_layer in &style.layers {
let source_layer = style_layer.source_layer.as_ref().unwrap(); // TODO: Unwrap
let Some(AvailableVectorLayerData {
coords,
feature_indices,
buffer,
..
}) = available_layers
.iter()
.find(|layer| source_layer.as_str() == layer.source_layer)
else {
continue;
};
let color: Option<Vec4f32> = style_layer
.paint
.as_ref()
.and_then(|paint| paint.get_color())
.map(|color| color.into());
let feature_metadata = (0..feature_indices.len()) // FIXME: Iterate over actual features
.enumerate()
.flat_map(|(i, _feature)| {
iter::repeat(ShaderFeatureStyle {
color: color.unwrap(),
})
.take(feature_indices[i] as usize)
})
.collect::<Vec<_>>();
log::debug!("Allocating geometry at {coords}");
buffer_pool.allocate_layer_geometry(
queue,
*coords,
style_layer.clone(),
buffer,
ShaderLayerMetadata::new(style_layer.index as f32),
&feature_metadata,
);
}
}
}