Move files to their corresponding directory

This commit is contained in:
Maximilian Ammann 2021-12-02 16:22:23 +01:00
parent a7bc21ab70
commit 2de2203ded
23 changed files with 100 additions and 326 deletions

3
.gitignore vendored
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@ -13,5 +13,4 @@ Cargo.lock
# MSVC Windows builds of rustc generate these, which store debugging information
*.pdb
libs/mvt
**/test-data

8
.idea/.gitignore generated vendored Normal file
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@ -0,0 +1,8 @@
# Default ignored files
/shelf/
/workspace.xml
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml
# Editor-based HTTP Client requests
/httpRequests/

12
.idea/mapr.iml generated Normal file
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@ -0,0 +1,12 @@
<?xml version="1.0" encoding="UTF-8"?>
<module type="CPP_MODULE" version="4">
<component name="NewModuleRootManager">
<content url="file://$MODULE_DIR$">
<sourceFolder url="file://$MODULE_DIR$/examples" isTestSource="false" />
<sourceFolder url="file://$MODULE_DIR$/src" isTestSource="false" />
<excludeFolder url="file://$MODULE_DIR$/target" />
</content>
<orderEntry type="inheritedJdk" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
</module>

8
.idea/modules.xml generated Normal file
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@ -0,0 +1,8 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectModuleManager">
<modules>
<module fileurl="file://$PROJECT_DIR$/.idea/mapr.iml" filepath="$PROJECT_DIR$/.idea/mapr.iml" />
</modules>
</component>
</project>

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@ -0,0 +1,18 @@
<component name="ProjectRunConfigurationManager">
<configuration default="false" name="Run downloader" type="CargoCommandRunConfiguration" factoryName="Cargo Command">
<option name="command" value="run --bin download_tiles" />
<option name="workingDirectory" value="file://$PROJECT_DIR$" />
<option name="channel" value="DEFAULT" />
<option name="requiredFeatures" value="true" />
<option name="allFeatures" value="false" />
<option name="emulateTerminal" value="false" />
<option name="withSudo" value="false" />
<option name="backtrace" value="SHORT" />
<envs />
<option name="isRedirectInput" value="false" />
<option name="redirectInputPath" value="" />
<method v="2">
<option name="CARGO.BUILD_TASK_PROVIDER" enabled="true" />
</method>
</configuration>
</component>

18
.idea/runConfigurations/Run_mapr.xml generated Normal file
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@ -0,0 +1,18 @@
<component name="ProjectRunConfigurationManager">
<configuration default="false" name="Run mapr" type="CargoCommandRunConfiguration" factoryName="Cargo Command">
<option name="command" value="run --bin mapr" />
<option name="workingDirectory" value="file://$PROJECT_DIR$" />
<option name="channel" value="DEFAULT" />
<option name="requiredFeatures" value="true" />
<option name="allFeatures" value="false" />
<option name="emulateTerminal" value="false" />
<option name="withSudo" value="false" />
<option name="backtrace" value="SHORT" />
<envs />
<option name="isRedirectInput" value="false" />
<option name="redirectInputPath" value="" />
<method v="2">
<option name="CARGO.BUILD_TASK_PROVIDER" enabled="true" />
</method>
</configuration>
</component>

7
.idea/vcs.xml generated Normal file
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@ -0,0 +1,7 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="$PROJECT_DIR$" vcs="Git" />
<mapping directory="$PROJECT_DIR$/libs/vector_tile/spec" vcs="Git" />
</component>
</project>

23
Cargo.lock generated
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@ -1525,7 +1525,6 @@ dependencies = [
"lyon",
"lyon_path",
"mbutiles",
"mvt",
"pollster",
"proj",
"reqwest",
@ -1673,17 +1672,6 @@ dependencies = [
"winapi 0.3.9",
]
[[package]]
name = "mvt"
version = "0.7.0"
dependencies = [
"log 0.4.14",
"num-traits",
"pointy",
"protobuf",
"thiserror",
]
[[package]]
name = "naga"
version = "0.7.1"
@ -2012,15 +2000,6 @@ dependencies = [
"plotters-backend",
]
[[package]]
name = "pointy"
version = "0.3.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "139bf0e592367a743213257b5d7d2b4b899ebdd7377441e8901d38e9c6994901"
dependencies = [
"num-traits",
]
[[package]]
name = "pollster"
version = "0.2.4"
@ -2980,8 +2959,6 @@ name = "vector-tile"
version = "0.1.0"
dependencies = [
"log 0.4.14",
"num-traits",
"pointy",
"protobuf",
"protobuf-codegen-pure",
"tile-grid",

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@ -18,7 +18,6 @@ pollster = "0.2"
# Vector riles
mvt = { path = "libs/mvt" }
vector-tile = { path = "libs/vector_tile" }
geo = "0.18.0"
geo-types = "0.7"
@ -53,16 +52,10 @@ criterion = "0.3"
test-env-log = "0.2"
env_logger = "0.8" # Used for test-env-log
[[bin]]
name = "mapr"
path = "src/main.rs"
[[bin]]
name = "lyon_test"
path = "src/lyon_test/main.rs"
[[bin]]
name = "download_tiles"
path = "src/lyon_test/tile_downloader.rs"
path = "src/tile_downloader.rs"

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@ -1,80 +0,0 @@
use winit::event::{ElementState, Event, KeyboardInput, VirtualKeyCode, WindowEvent};
use winit::event_loop::{ControlFlow, EventLoop};
use winit::window::Window;
use crate::state::State;
mod fps_meter;
mod multisampling;
mod piplines;
mod shader;
mod shader_ffi;
mod state;
mod tesselation;
mod tile_downloader;
mod texture;
fn main() {
env_logger::init();
println!("== wgpu example ==");
println!("Controls:");
println!(" Arrow keys: scrolling");
println!(" PgUp/PgDown: zoom in/out");
println!(" a/z: increase/decrease the stroke width");
let event_loop = EventLoop::new();
let window = Window::new(&event_loop).unwrap();
let mut state = pollster::block_on(State::new(&window));
window.request_redraw();
event_loop.run(move |event, _, control_flow| {
match event {
Event::WindowEvent {
ref event,
window_id,
} if window_id == window.id() => {
if !state.input(event) {
match event {
WindowEvent::CloseRequested
| WindowEvent::KeyboardInput {
input:
KeyboardInput {
state: ElementState::Pressed,
virtual_keycode: Some(VirtualKeyCode::Escape),
..
},
..
} => *control_flow = ControlFlow::Exit,
WindowEvent::Resized(physical_size) => {
state.resize(*physical_size);
}
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
// new_inner_size is &mut so w have to dereference it twice
state.resize(**new_inner_size);
}
_ => {}
}
}
}
Event::RedrawRequested(_) => {
state.update();
match state.render() {
Ok(_) => {}
// Reconfigure the surface if lost
Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
// The system is out of memory, we should probably quit
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
// All other errors (Outdated, Timeout) should be resolved by the next frame
Err(e) => eprintln!("{:?}", e),
}
}
Event::MainEventsCleared => {
// RedrawRequested will only trigger once, unless we manually
// request it.
window.request_redraw();
}
_ => {}
}
});
}

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@ -1,189 +1,33 @@
use std::iter;
use winit::event::{ElementState, Event, KeyboardInput, VirtualKeyCode, WindowEvent};
use winit::event_loop::{ControlFlow, EventLoop};
use winit::window::Window;
use winit::{
event::*,
event_loop::{ControlFlow, EventLoop},
window::{Window, WindowBuilder},
};
use crate::state::State;
struct State {
surface: wgpu::Surface,
device: wgpu::Device,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
size: winit::dpi::PhysicalSize<u32>,
// NEW!
render_pipeline: wgpu::RenderPipeline,
}
impl State {
async fn new(window: &Window) -> Self {
let size = window.inner_size();
// The instance is a handle to our GPU
// BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
let instance = wgpu::Instance::new(wgpu::Backends::all());
let surface = unsafe { instance.create_surface(window) };
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.unwrap();
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
features: wgpu::Features::empty(),
limits: wgpu::Limits::default(),
},
None, // Trace path
)
.await
.unwrap();
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: wgpu::TextureFormat::Bgra8UnormSrgb,
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Fifo,
};
surface.configure(&device, &config);
println!("{:?}", surface.get_preferred_format(&adapter).unwrap());
let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
label: Some("Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
});
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[],
push_constant_ranges: &[],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent::REPLACE,
alpha: wgpu::BlendComponent::REPLACE,
}),
write_mask: wgpu::ColorWrites::ALL,
}],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
polygon_mode: wgpu::PolygonMode::Fill,
// Requires Features::DEPTH_CLAMPING
clamp_depth: false,
// Requires Features::CONSERVATIVE_RASTERIZATION
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
});
Self {
surface,
device,
queue,
size,
config,
render_pipeline,
}
}
pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
if new_size.width > 0 && new_size.height > 0 {
self.size = new_size;
self.config.width = new_size.width;
self.config.height = new_size.height;
self.surface.configure(&self.device, &self.config);
}
}
#[allow(unused_variables)]
fn input(&mut self, event: &WindowEvent) -> bool {
false
}
fn update(&mut self) {}
fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
let output = self.surface.get_current_texture()?;
let view = output
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Render Encoder"),
});
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.1,
g: 0.2,
b: 0.3,
a: 1.0,
}),
store: true,
},
}],
depth_stencil_attachment: None,
});
render_pass.set_pipeline(&self.render_pipeline);
render_pass.draw(0..3, 0..1);
}
self.queue.submit(iter::once(encoder.finish()));
output.present();
Ok(())
}
}
mod fps_meter;
mod multisampling;
mod piplines;
mod shader;
mod shader_ffi;
mod state;
mod tesselation;
mod tile_downloader;
mod texture;
fn main() {
env_logger::init();
let event_loop = EventLoop::new();
let window = WindowBuilder::new().build(&event_loop).unwrap();
println!("== wgpu example ==");
println!("Controls:");
println!(" Arrow keys: scrolling");
println!(" PgUp/PgDown: zoom in/out");
println!(" a/z: increase/decrease the stroke width");
// State::new uses async code, so we're going to wait for it to finish
let event_loop = EventLoop::new();
let window = Window::new(&event_loop).unwrap();
let mut state = pollster::block_on(State::new(&window));
window.request_redraw();
event_loop.run(move |event, _, control_flow| {
match event {
Event::WindowEvent {
@ -195,11 +39,11 @@ fn main() {
WindowEvent::CloseRequested
| WindowEvent::KeyboardInput {
input:
KeyboardInput {
state: ElementState::Pressed,
virtual_keycode: Some(VirtualKeyCode::Escape),
..
},
KeyboardInput {
state: ElementState::Pressed,
virtual_keycode: Some(VirtualKeyCode::Escape),
..
},
..
} => *control_flow = ControlFlow::Exit,
WindowEvent::Resized(physical_size) => {

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@ -1,30 +0,0 @@
// Vertex shader
struct VertexOutput {
[[builtin(position)]] clip_position: vec4<f32>;
[[location(0)]] position: vec2<f32>;
};
[[stage(vertex)]]
fn vs_main(
[[builtin(vertex_index)]] in_vertex_index: u32,
) -> VertexOutput {
var out: VertexOutput;
let x = f32(1 - i32(in_vertex_index)) * 0.2;
let y = f32(i32(in_vertex_index & 1u) * 2 - 1) * 0.5;
out.position = vec2<f32>(x, y);
out.clip_position = vec4<f32>(x, y, 0.0, 1.0);
return out;
}
// Fragment shader
[[stage(fragment)]]
fn fs_main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
//return vec4<f32>(vec2<f32>(in.clip_position.x, in.clip_position.y), 0.5, 1.0);
return vec4<f32>(vec2<f32>(in.position.x, in.position.y), 0.5, 1.0);
}