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

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    use std::{marker::PhantomData, ops::Deref, rc::Rc};

    use crate::{
        coords::WorldTileCoords,
        environment::Environment,
        kernel::Kernel,
        plugin::Plugin,
        render::{
            eventually::Eventually,
            shaders::{ShaderFeatureStyle, ShaderLayerMetadata},
            tile_view_pattern::{HasTile, ViewTileSources},
            RenderStageLabel, ShaderVertex,
        },
        schedule::Schedule,
        tcs::{system::SystemContainer, tiles::TileComponent, world::World},
        tessellation::{IndexDataType, OverAlignedVertexBuffer},
        vector::{
            populate_world_system::PopulateWorldSystem, queue_system::queue_system,
            request_system::RequestSystem, resource::BufferPool, resource_system::resource_system,
            upload_system::upload_system,
        },
    };

    mod populate_world_system;
    mod process_vector;
    mod queue_system;
    mod render_commands;
    mod request_system;
    mod resource;
    mod resource_system;
    mod transferables;
    mod upload_system;

    pub use process_vector::*;
    pub use transferables::{
        DefaultVectorTransferables, LayerIndexed, LayerMissing, LayerTessellated, TileTessellated,
        VectorTransferables,
    };

    use crate::render::graph::RenderGraph;

    struct VectorPipeline(wgpu::RenderPipeline);
    impl Deref for VectorPipeline {
        type Target = wgpu::RenderPipeline;

        fn deref(&self) -> &Self::Target {
            &self.0
        }
    }

    pub type VectorBufferPool = BufferPool<
        wgpu::Queue,
        wgpu::Buffer,
        ShaderVertex,
        IndexDataType,
        ShaderLayerMetadata,
        ShaderFeatureStyle,
    >;

    pub struct VectorPlugin<T>(PhantomData<T>);

    impl<T: VectorTransferables> Default for VectorPlugin<T> {
        fn default() -> Self {
            Self(Default::default())
        }
    }

    // FIXME: Is this the correct way to do this? Ideally we want to wait until all layers are uploaded to the gpu?
    #[derive(Default)]
    struct VectorTilesDone;

    impl HasTile for VectorTilesDone {
        fn has_tile(&self, coords: WorldTileCoords, world: &World) -> bool {
            let Some(vector_layers_indices) = world.tiles.query::<&VectorLayersDataComponent>(coords)
            else {
                return false;
            };

            vector_layers_indices.done
        }
    }

    impl<E: Environment, T: VectorTransferables> Plugin<E> for VectorPlugin<T> {
        fn build(
            &self,
            schedule: &mut Schedule,
            kernel: Rc<Kernel<E>>,
            world: &mut World,
            _graph: &mut RenderGraph,
        ) {
            let resources = &mut world.resources;

            resources.insert(Eventually::<VectorBufferPool>::Uninitialized);
            resources.insert(Eventually::<VectorPipeline>::Uninitialized);

            resources
                .get_or_init_mut::<ViewTileSources>()
                .add_resource_query::<&Eventually<VectorBufferPool>>()
                .add::<VectorTilesDone>();

            schedule.add_system_to_stage(
                RenderStageLabel::Extract,
                SystemContainer::new(RequestSystem::<E, T>::new(&kernel)),
            );
            schedule.add_system_to_stage(
                RenderStageLabel::Extract,
                SystemContainer::new(PopulateWorldSystem::<E, T>::new(&kernel)),
            );

            schedule.add_system_to_stage(RenderStageLabel::Prepare, resource_system);
            schedule.add_system_to_stage(RenderStageLabel::Queue, upload_system); // FIXME tcs: Upload updates the TileView in tileviewpattern -> upload most run before prepare
            schedule.add_system_to_stage(RenderStageLabel::Queue, queue_system);
        }
    }

    pub struct AvailableVectorLayerData {
        pub coords: WorldTileCoords,
        pub source_layer: String,
        pub buffer: OverAlignedVertexBuffer<ShaderVertex, IndexDataType>,
        /// Holds for each feature the count of indices.
        pub feature_indices: Vec<u32>,
    }

    pub struct MissingVectorLayerData {
        pub coords: WorldTileCoords,
        pub source_layer: String,
    }

    pub enum VectorLayerData {
        Available(AvailableVectorLayerData),
        Missing(MissingVectorLayerData),
    }

    #[derive(Default)]
    pub struct VectorLayersDataComponent {
        pub done: bool,
        pub layers: Vec<VectorLayerData>,
    }

    impl TileComponent for VectorLayersDataComponent {}