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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