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main.cpp
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#include <glad/glad.h>
#include "src/application_head.h"
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include "../src/code-gen/ReflectData_Builtin.hpp"
#include "src/ext/ReflectionUtil.hpp"
import std;
import Assets.LoaderRenderer;
import UI.Align;
import Core.Platform;
import OS.File;
import ext.Concepts;
import ext.Container.ObjectPool;
import ext.Event;
import StackTrace;
import Graphic.Draw;
import Graphic.Pixmap;
import Core.Renderer;
import Graphic.PostProcessor.BloomProcessor;
import Graphic.PostProcessor.ShaderProcessor;
import Graphic.PostProcessor.PipeProcessor;
import Graphic.PostProcessor.P4Processor;
import Graphic.TextureAtlas;
import Font;
import Math;
import Math.Rand;
import Math.Algo.StripPacker2D;
import Geom.Vector2D;
import Geom.Matrix3D;
import Geom.Rect_Orthogonal;
import OS;
import OS.ApplicationListenerSetter;
import Core;
import Core.MainLoopManager;
import Core.Audio;
import Assets.Effects;
import Assets.Sound;
import Assets.Bundle;
import Assets.Ctrl;
import Core.Settings;
import Core.Log;
import UI.Root;
import Core.Batch;
import Core.Input;
import Core.Camera;
import Core.Renderer;
import OS.Ctrl.ControlCommands;
import OS.Ctrl.Bind.Constants;
import Core.Batch.Batch_Sprite;
import Assets.Directories;
import Assets.Graphic;
import Graphic.Color;
import GL.Buffer.MultiSampleFrameBuffer;
import GL.Buffer.FrameBuffer;
import GL.Texture.TextureRegion;
import GL.Texture.TextureNineRegion;
import GL.Blending;
import ext.Event;
import Font.GlyphArrangement;
import ext.Timer;
//TODO 模块分区
import UI.Elem;
import UI.Root;
import UI.Table;
import UI.Label;
import UI.ScrollPane;
import UI.Drawer;
import UI.Styles;
import UI.Button;
import UI.SliderBar;
import UI.ProgressBar;
import UI.InputArea;
import UI.InputArea;
import Geom.Shape.RectBox;
import Geom.QuadTree;
import Test;
import Game.Core;
import Game.Entity.EntityManager;
import Game.Entity.RealityEntity;
import Game.Entity.SpaceCraft;
import Game.Entity.Bullet;
import Game.Entity.Collision;
import Game.Entity.Turret;
import Game.Entity.Controller.AI;
import Game.Entity.Controller.Player;
import Game.Content.Type.BasicBulletType;
import Game.Content.Type.Turret.BasicTurretType;
import Game.Content.Builtin.SpaceCrafts;
import Game.Content.Builtin.Turrets;
import Game.Graphic.CombinePostProcessor;
import Game.Graphic.Draw;
import Game.Chamber.Frame;
import Game.Chamber.Util;
import Game.Chamber.FrameTrans;
import Game.Scene.MainMenu;
import ext.Encoding;
import ext.TreeStructure;
import ext.algorithm;
import ext.Heterogeneous;
import ext.json;
import ext.Base64;
import ext.StringParse;
import ext.StaticReflection;
import ext.ReflectData;
import ext.json.io;
import ext.SpecIOSummary;
using namespace Graphic;
using namespace GL;
using Geom::Vec2;
import SideTemp;
bool drawDebug{false};
import Assets.Load.State;
import Assets.Load.Core;
import Assets.Load.Misc;
import Assets.Load.FontLoader;
import Assets.Load.TexturePacker;
import Assets.TexturePage;
template <auto what>
struct Print{
void operator ()() const{
std::println("{}", what);
std::cout.flush();
}
};
//TODO temp global static mut should be remove
void setupUITest(){
const auto HUD = new UI::Table{};
Core::uiRoot->currentScene->transferElem(HUD).fillParent().setAlign(Align::Layout::center);
HUD->setLayoutByRelative(false);
HUD->setBorderZero();
HUD->setDrawer(&UI::emptyDrawer);
HUD->add<UI::Table>([](UI::Table& label){
label.add<UI::ScrollPane>([](UI::ScrollPane& pane){
pane.setItem<UI::Label>([](UI::Label& label){
label.setText([]{
std::ostringstream sstream{};
sstream << "$<scl#[0.55]>(" << std::fixed << std::setprecision(2) << Core::camera->
getPosition().x << ", " <<
Core::camera->getPosition().y << ") | " << std::to_string(Core::loopManager->getFPS());
sstream << "\n\nEntity count: " << Game::EntityManage::entities.idMap.size();
sstream << "\nDraw count: " << std::ranges::count_if(
Game::EntityManage::drawables.idMap | std::ranges::views::values, std::identity{},
&decltype(Game::EntityManage::drawables)::ValueType::isInScreen);
sstream << "\nDrawCount: " << GL::getDrawCallCount();
return std::move(sstream).str();
});
label.setEmptyDrawer();
label.setFillparentX();
label.setWrap(false);
});
pane.setEmptyDrawer();
// pane.setItem<UI::Elem>([](UI::Elem& area){
// area.setWidth(1000);
// area.setFillparentY();
// });
});
})
.setAlign(Align::Layout::top_left).setSizeScale(0.25f, 0.2f)
.setMargin(0, 10, 0, 10);
HUD->add<UI::Table>([](UI::Table& table){
table.add<UI::ProgressBar>([](UI::ProgressBar& bar){
bar.progressGetter = []{
if(Game::core->playerController){
return Game::core->playerController->getOwner()->getHealthRatio();
}
return 0.0f;
};
bar.PointCheck = 12;
bar.setEmptyDrawer();
bar.setTooltipBuilder({
.followTarget = UI::TooltipFollowTarget::parent,
.followTargetAlign = Align::Layout::bottom_center,
.tooltipSrcAlign = Align::Layout::top_center,
.builder = [&bar](UI::Table& hint){
// hint.setMinimumSize({600, 300});
hint.setCellAlignMode(Align::Layout::top_left);
hint.add<UI::Label>([&bar](UI::Label& label){
label.setWrap();
label.setText([&bar]{
return std::format(
"$<c#GRAY>Hit Point: $<c#LIGHT_GRAY>{:.2f}$<scl#[0.75]>$<c#PALE_GREEN>%",
bar.getDrawProgress() * 100.0f);
});
label.getGlyphLayout()->setSCale(0.55f);
label.setEmptyDrawer();
label.getBorder().expand(2.0f);
}).expand().endLine();
}
});
});
})
.setAlign(Align::Layout::top_left)
.setSizeScale(0.4f, 0.08f)
.setSrcScale(0.25f, 0.0f)
.setMargin(10, 0, 0, 0);
HUD->add<UI::Table>([](UI::Table& table){
table.add<UI::ScrollPane>([](UI::ScrollPane& pane){
pane.setEmptyDrawer();
pane.setFillparent();
pane.setItem<UI::Table>([](UI::Table& menu){
menu.setEmptyDrawer();
menu.add<UI::Button>([](UI::Button& button){
button.add<UI::Label>([](UI::Label& label){
label.setTextAlign(Align::Layout::center);
label.setEmptyDrawer();
label.setTextScl(0.65f);
label.setFillparentX();
label.setWrap();
label.setText(label.getBundleEntry("sync-camera"));
}).setHeight(60);
button.setCall([]{
Game::core->cameraLock = !Game::core->cameraLock;
});
button.setActivatedChecker([](auto&){
return Game::core->cameraLock;
});
}).wrapY().endLine().setPad({.bottom = 10.0f});
menu.add<UI::Button>([](UI::Button& button){
button.add<UI::Label>([](UI::Label& label){
label.setTextAlign(Align::Layout::center);
label.setEmptyDrawer();
label.setTextScl(0.65f);
label.setFillparentX();
label.setWrap();
label.setText(label.getBundleEntry("draw-debug"));
}).setHeight(60);
button.setCall([]{
drawDebug = !drawDebug;
});
button.setActivatedChecker([](auto&){
return drawDebug;
});
}).wrapY().endLine();
});
});
})
.setAlign(Align::Layout::top_left)
.setSizeScale(0.15f, 0.6f)
.setSrcScale(0.0f, 0.2f)
.setMargin(0, 0, 10, 10);
}
void setupCtrl(){
Assets::Ctrl::gameGroup = Ctrl::OperationGroup{
Assets::Ctrl::gameGroup.getName(), {
GameCtrl::moveLeft,
GameCtrl::moveRight,
GameCtrl::moveForward,
GameCtrl::moveBack,
GameCtrl::shoot_prs,
GameCtrl::shoot_rls,
GameCtrl::moveTrans_prs,
GameCtrl::moveTrans_rls,
}
};
//TODO unsafe
Assets::Ctrl::gameGroup.loadInstruction(Core::bundle);
Assets::Ctrl::gameGroup.targetGroup = &Game::core->gameBinds;
Assets::Ctrl::gameGroup.applyToTarget();
}
void setupBaseDraw(){
::Core::renderer->getListener().on<ext::Draw_Overlay>([](const auto& e){
Core::uiRoot->drawCursor();
});
::Core::renderer->getListener().on<ext::Draw_After>([]([[maybe_unused]] const auto& e){
Game::core->drawBeneathUI(e.renderer);
// Graphic::Draw::Overlay::getBatch().flush();
});
}
int main(const int argc, char* argv[]){
//Init
::Test::init(argc, argv);
::Test::assetsLoad();
::Test::setupUITest_Old();
::Test::setupAudioTest();
Core::audio->engine->setSoundVolume(0.5f);
::Test::chamberFrame = std::make_unique<Game::ChamberGridTrans<Game::SpaceCraft>>();
if(true){
Game::core->overlayManager->activate();
Game::core->hitBoxEditor->deactivate();
} else{
Game::core->hitBoxEditor->activate();
Game::core->overlayManager->deactivate();
}
::Test::genRandomEntities();
// UI Test
setupUITest();
setupCtrl();
setupBaseDraw();
::Test::chamberFrame = std::make_unique<Game::ChamberGridTrans<Game::SpaceCraft>>();
::Test::loadChamberTest();
Core::uiRoot->registerScene<Game::Scenes::MainMenu>(UI::Menu_Main);
Core::uiRoot->switchScene(UI::Menu_Main);
GL::MultiSampleFrameBuffer multiSample{Core::renderer->getWidth(), Core::renderer->getHeight()};
GL::FrameBuffer frameBuffer{Core::renderer->getWidth(), Core::renderer->getHeight()};
GL::MultiSampleFrameBuffer worldFrameBuffer{Core::renderer->getWidth(), Core::renderer->getHeight(), 16, 4, true};
GL::FrameBuffer acceptBuffer1{Core::renderer->getWidth(), Core::renderer->getHeight(), 4, true};
Game::CombinePostProcessor merger{
Assets::PostProcessors::blurX_World.get(), Assets::PostProcessors::blurY_World.get(),
Assets::Shaders::merge
};
merger.blur.setScale(0.5f);
merger.blur.setProcessTimes(3);
merger.setTargetState(GL::State::BLEND, true);
Core::renderer->registerSynchronizedResizableObject(&multiSample);
Core::renderer->registerSynchronizedResizableObject(&frameBuffer);
Core::renderer->registerSynchronizedResizableObject(&worldFrameBuffer);
Core::renderer->registerSynchronizedResizableObject(&acceptBuffer1);
// multiSample.getRenderBuffer().reset();
Game::EntityManage::init();
Game::EntityManage::resizeTree({-50000, -50000, 100000, 100000});
//
// GL::Blendings::Disable.apply(worldFrameBuffer.getID());
Core::renderer->getListener().on<ext::Draw_Prepare>([&](const ext::Draw_Prepare& event){
if(!drawDebug) return;
// event.renderer->effectBuffer.bind();
event.renderer->frameBegin(&frameBuffer);
Draw::Overlay::Line::setLineStroke(5);
Draw::Overlay::color(Colors::GRAY);
Game::EntityManage::mainTree.each([](const decltype(Game::EntityManage::mainTree)& t){
Draw::Overlay::Line::rectOrtho(t.getBoundary());
});
Game::EntityManage::renderDebug();
event.renderer->frameEnd(Assets::PostProcessors::bloom.get());
});
// glDepthRangef(Graphic::Draw::DepthNear, Graphic::Draw::DepthFar);
Core::renderer->getListener().on<ext::Draw_Prepare>([&](const auto& event){
GL::Blendings::Normal.apply();
Graphic::Mesh::meshBegin();
Graphic::Mesh::meshEnd(true, Assets::Shaders::coordAxis);
// acceptBuffer1.getColorAttachments().at(3)->setFilter(GL::nearest, GL::nearest);
Core::Renderer& renderer = *event.renderer;
GL::enable(GL::Test::DEPTH);
GL::setDepthMask(true);
renderer.frameBegin(acceptBuffer1);
renderer.frameBegin(worldFrameBuffer);
// acceptBuffer1.clearColor(Graphic::Colors::BLACK, 2);
// acceptBuffer1.clearColor(Graphic::Colors::WHITE, 1);
acceptBuffer1.clearColor(Graphic::Colors::WHITE, 3);
GL::setDepthFunc(GL::Func::GEQUAL);
// GL::blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);
Game::EntityManage::drawables.setViewport(Core::camera->getViewport());
Game::EntityManage::render();
Game::core->effectManager->render(Core::camera->getViewport());
Graphic::Draw::World::getBatch().flush();
GL::disable(GL::Test::DEPTH);
GL::setDepthMask(false);
// GL::Blendings::Disable.apply();
renderer.frameEnd(Assets::PostProcessors::multiToBasic.get());
renderer.frameEnd(merger);
// GL::Blendings::Normal.apply();
});
Core::renderer->getListener().on<ext::Draw_After>([&](const auto& e){
if(!drawDebug) return;
e.renderer->frameBegin(&frameBuffer);
e.renderer->frameBegin(&multiSample);
Graphic::Draw::Overlay::getBatch().flush();
Graphic::Draw::Overlay::getBatch().switchBlending();
{
Core::BatchGuard_Proj _{Graphic::Draw::Overlay::getBatch()};
_->setOrthogonal(Core::renderer->getSize());
auto [x, y] = Core::renderer->getSize().scl(0.5f);
using Graphic::Draw::Overlay;
Overlay::color(Graphic::Colors::PALE_GREEN);
Overlay::Line::setLineStroke(4.f);
Overlay::Line::square(x, y, 50, 45);
Overlay::Line::poly(x, y, 64, 160, 0, Math::clamp(fmod(Core::loopManager->timer.getUpdateTime() / 5.0f, 1.0f)),
Colors::SKY.copy().setA(0.55f), Colors::ROYAL.copy().setA(0.55f),
Colors::SKY.copy().setA(0.55f), Colors::WHITE.copy().setA(0.55f),
Colors::ROYAL.copy().setA(0.55f), Colors::SKY.copy().setA(0.55f)
);
}
e.renderer->frameEnd(Assets::PostProcessors::blendMulti.get());
e.renderer->frameEnd(Assets::PostProcessors::bloom.get());
});
while(!Core::platform->shouldExit()){
Core::renderer->draw();
Core::loopManager->updateTaskBegin();
Core::loopManager->updateMisc();
Core::platform->pollEvents();
Core::loopManager->timer.fetchGlobalTime();
GL::resetDrawCallCount();
Core::renderer->drawOverlay();
Core::renderer->blit();
Core::loopManager->updateTaskEnd();
}
//Application Exit
Game::EntityManage::clear();
Assets::dispose();
Core::dispose();
return 0;
}