# upload_system.rs - source
Source of the Rust file `maplibre/src/vector/upload_system.rs`.

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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,
                );
            }
        }
    }