update
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@@ -33,6 +33,8 @@ use tiles::{fetch_cached, get_visible_tiles, get_parent_tile};
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use labels::update_labels;
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use pipelines::{
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Vertex,
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ColoredVertex,
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create_simple_pipeline,
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create_building_pipeline,
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create_water_pipeline,
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create_water_line_pipeline,
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@@ -420,7 +422,7 @@ pub async fn run() {
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let mut landuse_residential_vertex_data: Vec<Vertex> = Vec::new();
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let mut landuse_sand_vertex_data: Vec<Vertex> = Vec::new();
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let mut water_vertex_data: Vec<Vertex> = Vec::new();
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let mut railway_vertex_data: Vec<Vertex> = Vec::new();
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let mut railway_vertex_data: Vec<ColoredVertex> = Vec::new();
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let mut water_line_vertex_data: Vec<Vertex> = Vec::new();
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// Process ways (roads)
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@@ -518,17 +520,23 @@ pub async fn run() {
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}
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}
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// Process railways
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// Process railways with colors
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if let Some(railway_list) = state_guard.railways.get(&tile) {
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for railway in railway_list {
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// Parse color from tags (format: "#RRGGBB" or "#RGB")
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let color = railway.tags.get("colour")
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.or(railway.tags.get("color"))
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.map(|c| parse_hex_color(c))
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.unwrap_or([0.0, 0.0, 0.0]); // Default: no color (shader uses grey)
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// Parse all points first
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let mut rail_points: Vec<Vertex> = Vec::new();
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let mut rail_points: Vec<ColoredVertex> = Vec::new();
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for chunk in railway.points.chunks(8) {
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if chunk.len() < 8 { break; }
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let lat = f32::from_le_bytes(chunk[0..4].try_into().unwrap_or([0u8; 4]));
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let lon = f32::from_le_bytes(chunk[4..8].try_into().unwrap_or([0u8; 4]));
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let (x, y) = project(lat as f64, lon as f64);
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rail_points.push(Vertex { position: [x, y] });
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rail_points.push(ColoredVertex { position: [x, y], color });
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}
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// For LineList: push pairs of vertices for each segment
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@@ -897,3 +905,25 @@ pub async fn run() {
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}
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}).unwrap();
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}
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/// Parse a hex color string (e.g., "#FF0000" or "#F00") into RGB floats [0.0-1.0]
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fn parse_hex_color(hex: &str) -> [f32; 3] {
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let hex = hex.trim_start_matches('#');
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if hex.len() == 6 {
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// #RRGGBB format
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let r = u8::from_str_radix(&hex[0..2], 16).unwrap_or(0) as f32 / 255.0;
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let g = u8::from_str_radix(&hex[2..4], 16).unwrap_or(0) as f32 / 255.0;
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let b = u8::from_str_radix(&hex[4..6], 16).unwrap_or(0) as f32 / 255.0;
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[r, g, b]
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} else if hex.len() == 3 {
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// #RGB format (shorthand)
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let r = u8::from_str_radix(&hex[0..1], 16).unwrap_or(0) as f32 / 15.0;
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let g = u8::from_str_radix(&hex[1..2], 16).unwrap_or(0) as f32 / 15.0;
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let b = u8::from_str_radix(&hex[2..3], 16).unwrap_or(0) as f32 / 15.0;
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[r, g, b]
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} else {
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// Invalid format, return black (will trigger grey fallback in shader)
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[0.0, 0.0, 0.0]
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}
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}
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@@ -23,6 +23,35 @@ impl Vertex {
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}
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}
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/// GPU vertex with 2D position and RGB color (for railways with line colors)
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#[repr(C)]
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct ColoredVertex {
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pub position: [f32; 2],
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pub color: [f32; 3],
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}
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impl ColoredVertex {
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pub fn desc() -> wgpu::VertexBufferLayout<'static> {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<ColoredVertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x2,
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},
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wgpu::VertexAttribute {
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offset: std::mem::size_of::<[f32; 2]>() as wgpu::BufferAddress,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x3,
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}
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]
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}
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}
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}
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/// Create a simple render pipeline with standard configuration
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pub fn create_simple_pipeline(
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device: &wgpu::Device,
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@@ -7,7 +7,7 @@ pub mod roads;
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pub mod landuse;
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pub mod railway;
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pub use common::{Vertex, create_simple_pipeline};
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pub use common::{Vertex, ColoredVertex, create_simple_pipeline};
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pub use building::create_building_pipeline;
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pub use water::{create_water_pipeline, create_water_line_pipeline};
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pub use roads::{
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@@ -1,6 +1,6 @@
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//! Railway render pipeline
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use super::common::Vertex;
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use super::common::ColoredVertex;
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pub fn create_railway_pipeline(
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device: &wgpu::Device,
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@@ -19,10 +19,12 @@ pub fn create_railway_pipeline(
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struct VertexInput {
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@location(0) position: vec2<f32>,
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@location(1) color: vec3<f32>,
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};
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) color: vec3<f32>,
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};
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@vertex
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@@ -35,21 +37,25 @@ pub fn create_railway_pipeline(
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let x = world_pos.x * camera.params.x + camera.params.z;
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let y = world_pos.y * camera.params.y + camera.params.w;
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// Globe Effect: Spherize
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// let r2 = x*x + y*y;
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// let w = 1.0 + r2 * 0.5;
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out.clip_position = vec4<f32>(x, y, 0.0, 1.0);
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out.color = model.color;
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return out;
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}
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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let is_dark = camera.theme.x;
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// Light: #808080 (grey), Dark: #5a5a5a (darker grey)
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let color = mix(vec3<f32>(0.5, 0.5, 0.5), vec3<f32>(0.35, 0.35, 0.35), is_dark);
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return vec4<f32>(color, 1.0);
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// Use vertex color if it has any value, otherwise use default grey
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let has_color = in.color.r > 0.01 || in.color.g > 0.01 || in.color.b > 0.01;
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if (has_color) {
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return vec4<f32>(in.color, 1.0);
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} else {
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// Fallback: Light: #808080 (grey), Dark: #5a5a5a (darker grey)
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let is_dark = camera.theme.x;
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let color = mix(vec3<f32>(0.5, 0.5, 0.5), vec3<f32>(0.35, 0.35, 0.35), is_dark);
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return vec4<f32>(color, 1.0);
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}
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}
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"#)),
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});
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@@ -67,7 +73,7 @@ pub fn create_railway_pipeline(
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module: &shader,
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entry_point: "vs_main",
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buffers: &[
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Vertex::desc(),
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ColoredVertex::desc(),
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],
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},
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fragment: Some(wgpu::FragmentState {
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