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ngzz-mc/cmd/client/client_gl.go

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//go:build gl
// 年糕历险记 —— 客户端入口(GL 构建)。
//
// 装配顺序(架构.md §3.1 启动流程):配置 → 日志 → 内容包/图集 → 注册表 → 世界
// → 游戏会话(玩家/背包/相机)→ 渲染器 → 主循环(tick 20Hz + render)。
package main
import (
"context"
"flag"
"fmt"
"image"
"image/color"
"image/png"
"math"
"os"
"os/signal"
"sort"
"sync"
"sync/atomic"
"time"
"mc/internal/assets"
"mc/internal/atlas"
"mc/internal/audio"
"mc/internal/block"
"mc/internal/camera"
"mc/internal/chunk"
"mc/internal/config"
"mc/internal/crash"
"mc/internal/engine"
"mc/internal/entity"
"mc/internal/font"
"mc/internal/game"
"mc/internal/inventory"
"mc/internal/item"
"mc/internal/logx"
"mc/internal/mesh"
"mc/internal/netclient"
"mc/internal/netproto"
"mc/internal/paths"
"mc/internal/physics"
"mc/internal/recipe"
"mc/internal/render"
"mc/internal/save"
"mc/internal/ui"
"mc/internal/world"
"mc/internal/worldgen"
)
var devMode = flag.Bool("dev", devDefault, "开发模式:直接读取 assets/(默认随构建 tag)")
// 开发测试参数(dev 测试通过后再打包)
var (
autoEnter = flag.Bool("auto", false, "自动进入游戏(跳过主菜单点击)")
shotPath = flag.String("shot", "", "截图路径:运行约 2 秒后保存 PNG 并退出(dev 测试用)")
lookDeg = flag.Float64("lookdeg", 0, "dev 测试:进游戏后注入一次合成鼠标移动(角度),验证视角跟随链路")
pitchDeg = flag.Float64("pitchdeg", 0, "dev 测试:进游戏后把俯仰角直接设置为该值(度)")
giveItem = flag.String("give", "", "dev 测试:启动时给热键栏 0 号槽放入 64 个该物品(如 oak_planks/torch)")
crackStage = flag.Int("crackstage", -1, "dev 测试:截图前把破坏进度视觉设置为该阶段(0–9)")
spawnTest = flag.String("spawntest", "", "dev 测试:截图前在视线前方 5 格生成一个实体(zombie/animal/villager)")
escTest = flag.Bool("esctest", false, "dev 测试:截图前注入一次 ESC(验证暂停菜单与光标释放链路)")
craftTest = flag.Bool("crafttest", false, "dev 测试:截图前打开工作台并预填 2×2 木板(验证合成界面)")
optTest = flag.Bool("optionstest", false, "dev 测试:截图前打开设置界面")
invTest = flag.Bool("invtest", false, "dev 测试:截图前打开物品栏(E 键界面)并放入若干物品")
miniDump = flag.String("minimapdump", "", "dev 诊断:保存一次小地图图像到该路径")
waterTest = flag.Bool("underwatertest", false, "dev 测试:截图前置水下渲染状态(验证蓝色叠加)")
digTest = flag.Bool("digtest", false, "dev 测试:截图前在视线前方挖一个 2×2×2 的坑(验证挖洞后洞壁光照)")
swingTest = flag.Bool("swingtest", false, "dev 测试:截图帧强制手部挥动(验证挖掘挥动动画)")
)
// clientApp 客户端应用:把会话与渲染粘合起来(engine.Ticker + engine.Renderer)。
type clientApp struct {
sess *game.Session
rend *render.Renderer
reg *block.Registry
in *inputState
uiR *ui.Renderer
hud *ui.HUD
// 屏幕状态机:0 主菜单 / 1 游戏中 / 2 暂停 / 3 工作台 / 4 设置 / 5 物品栏(UI还原.md §2)
screen int
titleScreen *ui.TitleScreen
pauseScreen *ui.PauseScreen
craftScreen *ui.CraftingScreen
optionsScr *ui.OptionsScreen
invScreen *ui.InventoryScreen
optionsRet int // 设置界面的返回屏幕(0 主菜单 / 2 暂停)
held item.Stack // 合成界面手持栈(跟随鼠标)
audio *audio.Manager
// 设置值(设置界面滑条读写)
sensVal float64
volVal float64
// 联机(多人同步.md §2:无连接时为单机)
net *netclient.Client
log *logx.Logger
lang *assets.Lang
// 其他玩家位置(多人同步.md §3;渲染插值后置)
remoteMu sync.Mutex
remotePlayers map[uint32][3]float64
// 世界参数(client.yaml world.seed/name,存档与种子联动)
worldSeed int64
worldName string
meshBuilder *mesh.Builder
uv func(string) (u0, v0, u1, v1 float32, ok bool)
mu sync.Mutex
pendingMesh []*worldMeshJob // tick 构建 → 渲染线程上传
// 光标模式请求(-1 无请求 / 0 释放 / 1 捕获):由 tick 写入、渲染线程消费。
// GLFW 调用必须发生在主线程(渲染线程),从 tick goroutine 直接调用
// SetInputMode 属线程违规——症状:ESC 后鼠标仍锁在窗口中心无法自由移动。
cursorReq atomic.Int32
// 手持方块(tick 计算 UV → 渲染线程上传,渲染.md §5.2)
handInit bool
handSlot int
handHas bool
handDirty bool
handUVs [6][4]float32
handTint [3]float32 // 手持颜色乘数(空手肤色拳 / 持方块 1,1,1)
swing float64 // 挥动动画剩余量(左/右键触发,渲染线程衰减)
swingTimer float64 // 按住挖掘时周期性挥动的节拍器
// 水下状态(渲染线程读;tick 更新)
underwater bool
// 准星指向方块名(tick 光栅化 CJK → 渲染线程上传,UI还原.md §3.4)
targetName string
targetImg image.Image
targetDirty bool
// 小地图(tick 生成地表色图 → 渲染线程上传,UI还原.md §3.5)
miniImg image.Image
miniDirty bool
blockColors []color.RGBA // 方块 ID → 图集中心色(启动时构建)
winW, winH int
tickCnt uint64
frames int // 渲染帧计数(截图时机用)
lastTime time.Time
lookInjected bool // dev 测试:-lookdeg 已注入
crackShot bool // dev 测试:-crackstage 已注入
spawnShot bool // dev 测试:-spawntest 已注入
escShot bool // dev 测试:-esctest 已注入
craftShot bool // dev 测试:-crafttest 已注入
craftClickShot bool // dev 测试:-crafttest 点击输出格已注入
optShot bool // dev 测试:-optionstest 已注入
invShot bool // dev 测试:-invtest 已注入
miniDumped bool // dev 诊断:-minimapdump 已保存
waterShot bool // dev 测试:-underwatertest 已注入
digShot bool // dev 测试:-digtest 已注入
}
// worldMeshJob 待上传网格。
type worldMeshJob struct {
cx, cz int32
m *mesh.ChunkMesh
}
// Tick 每 tick(20Hz):输入 → 玩家 → 会话 → 网格构建(渲染.md §3.3 dirty 重建)。
func (a *clientApp) Tick(dt float64) {
// 屏幕状态机(UI还原.md §2:主菜单/暂停不处理游戏输入)
switch a.screen {
case 0: // 主菜单
// dev 测试:-auto 自动进入游戏(跳过点击)
if *autoEnter {
a.screen = 1
a.requestCursor(true)
return
}
if a.in.clicked {
switch a.titleScreen.HitTest(a.in.clickX, a.in.clickY) {
case "play":
a.screen = 1
a.requestCursor(true)
case "options":
a.screen = 4
a.optionsRet = 0
case "multi":
// 联机:连接本机服务器(多人同步.md §2)
if err := dialServer(a, "127.0.0.1:25565", "玩家"); err != nil {
a.logf("连接服务器失败: %v", err)
} else {
a.screen = 1
a.requestCursor(true)
a.hud.OnlineCount = func() int {
a.remoteMu.Lock()
defer a.remoteMu.Unlock()
return len(a.remotePlayers) + 1 // 含自己
}
a.logf("已连接服务器")
}
case "quit":
a.rend.Window().SetShouldClose(true)
}
a.in.clicked = false
}
a.in.dyaw, a.in.dpitch = 0, 0
return
case 2: // 暂停
if a.in.escPressed {
a.screen = 1
a.requestCursor(true)
}
if a.in.clicked {
switch a.pauseScreen.HitTest(a.in.clickX, a.in.clickY) {
case "resume":
a.screen = 1
a.requestCursor(true)
case "options":
a.screen = 4
a.optionsRet = 2
case "quit":
a.rend.Window().SetShouldClose(true)
}
a.in.clicked = false
}
a.in.escPressed = false
return
case 3: // 工作台(工作台与合成表.md §5:点击槽位交换、ESC 关闭)
// dev 测试:crafttest 第二阶段——合成输出格(tick 线程,确定性早于截图)
if *craftTest && !a.craftClickShot {
a.craftClickShot = true
a.handleCraftClick("result")
a.logf("crafttest 第二阶段: 合成输出格(2×2 木板 → 工作台)")
}
if a.in.escPressed {
a.closeCrafting()
a.screen = 1
a.requestCursor(true)
a.in.escPressed = false
return
}
if a.in.clicked {
a.handleCraftClick(a.craftScreen.HitTest(a.in.clickX, a.in.clickY, float32(a.winW), float32(a.winH), 3))
a.in.clicked = false
}
a.in.dyaw, a.in.dpitch = 0, 0 // 界面打开时不转动视角
a.sess.Tick(dt)
return
case 4: // 设置(灵敏度/音量滑条 + 按键教程,UI与输入.md §6)
if a.in.escPressed {
a.leaveOptions()
a.in.escPressed = false
return
}
if a.in.clicked {
switch a.optionsScr.HitTest(a.in.clickX, a.in.clickY) {
case "sens-":
a.sensVal = clampFloat(a.sensVal-0.0005, 0.0005, 0.01)
a.in.SetSensitivity(a.sensVal)
case "sens+":
a.sensVal = clampFloat(a.sensVal+0.0005, 0.0005, 0.01)
a.in.SetSensitivity(a.sensVal)
case "vol-":
a.volVal = clampFloat(a.volVal-0.1, 0, 1)
a.audio.SetVolumes(a.volVal, 1, 1, 1)
case "vol+":
a.volVal = clampFloat(a.volVal+0.1, 0, 1)
a.audio.SetVolumes(a.volVal, 1, 1, 1)
case "done":
a.leaveOptions()
}
a.in.clicked = false
}
return
case 5: // 物品栏(E 打开,UI还原.md §3.3:27 主区 + 热键栏,点击交换)
if a.in.escPressed || a.in.toggleInv {
a.in.escPressed = false
a.in.toggleInv = false
a.returnHeld()
a.screen = 1
a.requestCursor(true)
return
}
if a.in.clicked {
a.handleInvClick(a.invScreen.HitTest(a.in.clickX, a.in.clickY, float32(a.winW), float32(a.winH), 3))
a.in.clicked = false
}
a.in.dyaw, a.in.dpitch = 0, 0
a.sess.Tick(dt)
return
}
// 游戏中
if a.in.escPressed {
a.screen = 2
a.requestCursor(false)
a.in.escPressed = false
return
}
// E 打开物品栏(UI还原.md §3.3)
if a.in.toggleInv {
a.in.toggleInv = false
a.screen = 5
a.requestCursor(false)
return
}
// 挥动动画触发(打击感:左/右键按下时手部挥动)
if a.in.breakDown || a.in.placeDown {
a.swing = 1.0
}
// 按住挖掘时周期性挥动(原版挖掘节奏,约每 0.3 秒一次)
if a.in.breakHeld {
a.swingTimer -= dt
if a.swingTimer <= 0 {
a.swingTimer = 0.3
a.swing = 1.0
}
} else {
a.swingTimer = 0
}
a.in.apply(a.sess)
// 水下检测(相机所在方块为水 → 水下渲染效果)
camB := a.sess.World.Block(int32(a.sess.Cam.Pos[0]), int32(a.sess.Cam.Pos[1]), int32(a.sess.Cam.Pos[2]))
a.underwater = a.sess.Reg.IsFluid(camB) || *waterTest
// 右键命中工作台 → 打开合成界面(apply 内 TryOpenCrafting 已置状态)
if a.sess.CraftingOpen() && a.screen == 1 {
a.screen = 3
a.requestCursor(false)
a.logf("打开工作台合成界面")
}
// 手持方块 UV(选中槽变化时重算;渲染线程消费,渲染.md §5.2)
if !a.handInit || a.sess.Inv.Selected != a.handSlot {
a.computeHand()
}
// dev 测试:注入一次合成鼠标移动(走真实 cursorCallback,验证视角跟随链路)
if (*lookDeg != 0 || *pitchDeg != 0) && !a.lookInjected {
a.lookInjected = true
if *pitchDeg != 0 {
a.sess.Cam.Pitch = *pitchDeg * math.Pi / 180.0
}
if *lookDeg != 0 {
dx := float64(*lookDeg) * math.Pi / 180.0 / 0.0025 // 目标弧度 → 像素位移
a.in.cursorCallback(nil, float64(a.winW)/2, float64(a.winH)/2) // 复位基准
a.in.cursorCallback(nil, float64(a.winW)/2+dx, float64(a.winH)/2)
a.logf("lookdeg 注入完成: +%.1f° 水平移动", *lookDeg)
}
}
a.sess.Tick(dt)
// 音频监听器跟随玩家(音频.md §3 距离衰减基准)
if a.audio != nil {
a.audio.SetListener(a.sess.Player.Pos[0], a.sess.Player.Pos[1], a.sess.Player.Pos[2])
}
// 准星指向方块名(每 15 tick 更新;CJK 光栅化在 tick 线程,上传在渲染线程)
if a.tickCnt%15 == 0 {
a.updateTargetName()
}
// 小地图(每 30 tick 重建地表色图,UI还原.md §3.5)
if a.tickCnt%30 == 0 {
a.updateMinimap()
}
// 联机:上报移动(20Hz,多人同步.md §3)
if a.net != nil {
p := a.sess.Player
a.net.SendMove(netproto.PlayerMove{
X: float32(p.Pos[0]), Y: float32(p.Pos[1]), Z: float32(p.Pos[2]),
Yaw: float32(a.sess.Cam.Yaw), Pitch: float32(a.sess.Cam.Pitch),
OnGround: p.OnGround,
})
}
// 定时存档:30s(存档与持久化.md §2)
a.tickCnt++
if a.tickCnt%(20*30) == 0 && a.net == nil {
if err := save.SaveWorld(a.sess.World, paths.Join("worlds"), a.worldName, a.worldSeed, int64(a.tickCnt)); err != nil {
// 日志由调用方输出(避免每次 tick 刷屏)
_ = err
}
}
// 脏区块网格重建(CPU 侧,预算内;按距玩家距离排序,先建视野中心——
// 随机顺序会致出生区块迟迟无网格,玩家脚下的地面"透明",看到相邻区块地下横截面(黑)。
start := time.Now()
px, pz := a.sess.Player.Pos[0], a.sess.Player.Pos[2]
type dirtyJob struct {
c *chunk.Chunk
d float64
}
var dirty []dirtyJob
for _, c := range a.sess.World.ActiveChunks() {
if !c.Dirty.Load() {
continue
}
dx := float64(c.CX)*16 + 8 - px
dz := float64(c.CZ)*16 + 8 - pz
dirty = append(dirty, dirtyJob{c: c, d: dx*dx + dz*dz})
}
sort.Slice(dirty, func(i, j int) bool { return dirty[i].d < dirty[j].d })
for _, dj := range dirty {
if time.Since(start) > 6*time.Millisecond {
break // 帧预算(区块管理.md §4.3.2)
}
// 整个构建持一次读锁:邻居查询免逐次加锁(渲染.md §3.3)
a.sess.World.WithReadLock(func() {
m := a.meshBuilder.Build(dj.c, func(x, y, z int32) block.State {
return a.sess.World.BlockUnlocked(x, y, z)
})
a.mu.Lock()
a.pendingMesh = append(a.pendingMesh, &worldMeshJob{cx: dj.c.CX, cz: dj.c.CZ, m: m})
a.mu.Unlock()
})
dj.c.Dirty.Store(false)
}
}
// injectDevVisuals dev 测试注入(渲染线程,3D 绘制之前调用):
// -crackstage 设置破坏裂纹阶段(视线前方方块);-spawntest 生成实体;
// -esctest 注入 ESC(下一 tick 转暂停并请求释放光标)。
func (a *clientApp) injectDevVisuals() {
if *escTest && !a.escShot {
a.escShot = true
a.in.escPressed = true
a.logf("esctest 注入: ESC 按下(暂停菜单 + 光标释放链路)")
}
if *crackStage >= 0 && !a.crackShot {
a.crackShot = true
if h, ok := a.sess.Cast(4); ok {
a.sess.SetBreakVisual(h.X, h.Y, h.Z, float64(*crackStage)/10.0+0.05)
a.in.breakHeld = true // 防止 tick 的 EndBreak 清掉注入的裂纹视觉
a.logf("crackstage 注入: 方块(%d,%d,%d) 阶段 %d", h.X, h.Y, h.Z, *crackStage)
}
}
if *spawnTest != "" && !a.spawnShot {
a.spawnShot = true
f := a.sess.Cam.Forward()
ex, ez := int32(a.sess.Player.Pos[0]+f[0]*5), int32(a.sess.Player.Pos[2]+f[2]*5)
gy := int32(a.sess.Player.Pos[1])
for ; gy > 0; gy-- {
if a.sess.World.Block(ex, gy, ez) != block.Air {
break
}
}
ey := float64(gy + 1)
switch *spawnTest {
case "zombie":
a.sess.Entities.Spawn(entity.KindZombie, float64(ex)+0.5, ey, float64(ez)+0.5)
case "animal":
e := a.sess.Entities.Spawn(entity.KindAnimal, float64(ex)+0.5, ey, float64(ez)+0.5)
e.Data = &entity.Animal{}
case "villager":
a.sess.Entities.Spawn(entity.KindVillager, float64(ex)+0.5, ey, float64(ez)+0.5)
case "drop":
a.sess.Entities.SpawnDrop("cobblestone", 3, float64(ex)+0.5, ey, float64(ez)+0.5)
}
a.logf("spawntest 注入: %s 于 (%d,%d,%d)", *spawnTest, ex, gy+1, ez)
}
if *craftTest && !a.craftShot {
a.craftShot = true
// 预填 2×2 木板(槽 0/1/3/4)→ 产物为工作台(工作台与合成表.md §5 合成链路)
for _, i := range []int{0, 1, 3, 4} {
a.sess.CraftingSwap(i, item.Stack{Name: "oak_planks", Count: 1})
}
// 热键栏放 16 木板供界面展示与后续合成
a.sess.Inv.Slots[0] = item.Stack{Name: "oak_planks", Count: 16}
a.sess.OpenCrafting()
a.screen = 3
a.requestCursor(false)
a.logf("crafttest 注入: 打开工作台并预填 2×2 木板")
}
if *optTest && !a.optShot {
a.optShot = true
a.screen = 4
a.optionsRet = 1
a.requestCursor(false)
a.logf("optionstest 注入: 打开设置界面")
}
if *invTest && !a.invShot {
a.invShot = true
// 放入若干展示物品(工具/方块/掉落物)
demo := []string{"oak_planks", "crafting_table", "furnace", "torch", "iron_pickaxe", "cobblestone", "beef", "stick", "diamond"}
for i, name := range demo {
a.sess.Inv.Slots[i+9] = item.Stack{Name: name, Count: uint8(1 + i*3)}
}
a.sess.Inv.Slots[0] = item.Stack{Name: "oak_planks", Count: 32}
a.screen = 5
a.requestCursor(false)
a.logf("invtest 注入: 打开物品栏")
}
if *waterTest && !a.waterShot {
a.waterShot = true
a.underwater = true
a.logf("underwatertest 注入: 水下渲染状态")
}
}
// handleCraftClick 工作台界面点击:网格/热键栏槽与手持栈交换,输出格执行合成。
func (a *clientApp) handleCraftClick(slot string) {
switch {
case slot == "":
return
case slot == "result":
// 输出格:空手持取走产物;同名手持合并产物继续合成(工作台与合成表.md §5)
res, ok := a.sess.CraftingResult()
if !ok {
return
}
if a.held.Empty() {
if r, ok := a.sess.CraftingTakeResult(); ok {
a.held = r
}
} else if a.held.Name == res.Name && a.held.Count < a.held.Limit(a.sess.Items) {
if r, ok := a.sess.CraftingTakeResult(); ok {
merged, remain := inventory.Merge(a.held.Limit(a.sess.Items), a.held, r)
a.held = merged
if !remain.Empty() {
if rem := a.sess.Inv.Add(remain); !rem.Empty() {
a.sess.Entities.SpawnDrop(rem.Name, int(rem.Count), a.sess.Player.Pos[0], a.sess.Player.Pos[1]+1, a.sess.Player.Pos[2])
}
}
}
}
case len(slot) == 5 && slot[:4] == "grid":
i := int(slot[4] - '0')
a.held = a.sess.CraftingSwap(i, a.held)
case len(slot) == 4 && slot[:3] == "hot":
i := int(slot[3] - '0')
if i >= 0 && i < inventory.HotbarSize {
cur := a.sess.Inv.Slots[i]
switch {
case a.held.Empty():
a.sess.Inv.Slots[i] = item.Stack{}
a.held = cur
case cur.Empty():
a.sess.Inv.Slots[i] = a.held
a.held = item.Stack{}
case cur.Name == a.held.Name:
merged, remain := inventory.Merge(a.held.Limit(a.sess.Items), cur, a.held)
a.sess.Inv.Slots[i] = merged
a.held = remain
default:
a.sess.Inv.Slots[i] = a.held
a.held = cur
}
}
}
}
// handleInvClick 物品栏界面点击:主区/热键栏槽与手持栈交换/合并。
func (a *clientApp) handleInvClick(slot string) {
var idx int
switch {
case len(slot) == 5 && slot[:4] == "main":
fmt.Sscanf(slot[4:], "%d", &idx)
idx += 9 // 主物品区 = 槽 9..35
case len(slot) == 4 && slot[:3] == "hot":
fmt.Sscanf(slot[3:], "%d", &idx)
default:
return
}
if idx < 0 || idx >= inventory.TotalSize {
return
}
cur := a.sess.Inv.Slots[idx]
switch {
case a.held.Empty():
a.sess.Inv.Slots[idx] = item.Stack{}
a.held = cur
case cur.Empty():
a.sess.Inv.Slots[idx] = a.held
a.held = item.Stack{}
case cur.Name == a.held.Name:
merged, remain := inventory.Merge(a.held.Limit(a.sess.Items), cur, a.held)
a.sess.Inv.Slots[idx] = merged
a.held = remain
default:
a.sess.Inv.Slots[idx] = a.held
a.held = cur
}
}
// returnHeld 手持栈放回背包(放不下掉落地面)。
func (a *clientApp) returnHeld() {
if a.held.Empty() {
return
}
if rem := a.sess.Inv.Add(a.held); !rem.Empty() {
a.sess.Entities.SpawnDrop(rem.Name, int(rem.Count), a.sess.Player.Pos[0], a.sess.Player.Pos[1]+1, a.sess.Player.Pos[2])
}
a.held = item.Stack{}
}
// closeCrafting 关闭合成界面:材料退回背包、手持栈放回背包。
func (a *clientApp) closeCrafting() {
a.sess.CloseCrafting()
a.returnHeld()
}
// updateTargetName 计算准星指向方块的显示名(lang 本地化 → CJK 光栅化,UI还原.md §3.4)。
// 只在目标变化时重算;CPU 光栅化在 tick 线程,GL 上传由渲染线程消费 targetDirty。
func (a *clientApp) updateTargetName() {
name := ""
if h, ok := a.sess.Cast(6); ok {
name = a.sess.Reg.Name(a.sess.World.Block(h.X, h.Y, h.Z).ID())
}
if name == a.targetName {
return
}
a.targetName = name
a.mu.Lock()
defer a.mu.Unlock()
if name == "" {
a.targetImg = nil
a.targetDirty = true
return
}
label := name
if a.lang != nil {
if s := a.lang.Get("block.minecraft." + name); s != "block.minecraft."+name {
label = s
}
}
if r := loadCJK(14); r != nil {
a.targetImg = r.Draw(label, color.RGBA{255, 255, 255, 255})
}
a.targetDirty = true
}
// leaveOptions 离开设置界面:返回来源屏幕(暂停 → 重新捕获光标)。
func (a *clientApp) leaveOptions() {
a.screen = a.optionsRet
if a.optionsRet == 1 || a.optionsRet == 2 {
a.requestCursor(true)
}
}
// clampFloat 数值夹取。
func clampFloat(v, lo, hi float64) float64 {
if v < lo {
return lo
}
if v > hi {
return hi
}
return v
}
// updateMinimap 重建小地图地表色图(96×96 像素 = 玩家周围 96×96 方块)。
// 每列取最上方非空气/非树叶方块的颜色(图集中心色表);tick 线程 CPU 构建。
func (a *clientApp) updateMinimap() {
const n = 96
img := image.NewRGBA(image.Rect(0, 0, n, n))
px, pz := int32(a.sess.Player.Pos[0]), int32(a.sess.Player.Pos[2])
half := int32(n / 2)
sky := color.RGBA{135, 207, 235, 255}
a.sess.World.WithReadLock(func() {
for dz := int32(0); dz < n; dz++ {
wz := pz - half + dz
for dx := int32(0); dx < n; dx++ {
wx := px - half + dx
var s block.State
for y := int32(200); y >= 0; y-- {
bs := a.sess.World.BlockUnlocked(wx, y, wz)
if bs == block.Air {
continue
}
if a.reg.Name(bs.ID()) == "oak_leaves" {
continue // 树叶透视到地表
}
s = bs
break
}
c := sky
if s != block.Air && int(s.ID()) < len(a.blockColors) {
c = a.blockColors[s.ID()]
}
img.SetRGBA(int(dx), int(dz), c)
}
}
})
// 玩家标记:烘焙进地图图(中心 3×3 白点 + 黑描边),
// 避免 UI 批处理下覆盖层 quad 的颜色异常(见 HUD 小地图注释)
drawMarker := func(cx, cy int) {
img.SetRGBA(cx-1, cy-1, color.RGBA{0, 0, 0, 255})
img.SetRGBA(cx, cy-1, color.RGBA{0, 0, 0, 255})
img.SetRGBA(cx+1, cy-1, color.RGBA{0, 0, 0, 255})
img.SetRGBA(cx-1, cy, color.RGBA{0, 0, 0, 255})
img.SetRGBA(cx, cy, color.RGBA{255, 255, 255, 255})
img.SetRGBA(cx+1, cy, color.RGBA{0, 0, 0, 255})
img.SetRGBA(cx-1, cy+1, color.RGBA{0, 0, 0, 255})
img.SetRGBA(cx, cy+1, color.RGBA{0, 0, 0, 255})
img.SetRGBA(cx+1, cy+1, color.RGBA{0, 0, 0, 255})
}
drawMarker(n/2, n/2)
// dev 诊断:-minimapdump 保存一次地图图
if *miniDump != "" && !a.miniDumped {
a.miniDumped = true
if f, err := os.Create(*miniDump); err == nil {
_ = png.Encode(f, img)
_ = f.Close()
a.logf("minimapdump 已保存: %s", *miniDump)
}
}
a.mu.Lock()
a.miniImg = img
a.miniDirty = true
a.mu.Unlock()
}
// buildBlockColors 构建方块 ID → 图集中心色表(小地图配色,渲染.md §4)。
func buildBlockColors(reg *block.Registry, atlasImg image.Image, uvRects map[string]image.Rectangle) []color.RGBA {
defs := reg.All()
out := make([]color.RGBA, len(defs))
for id := range defs {
if id == 0 {
continue
}
st := block.NewState(uint16(id), 0)
key := reg.Texture(st, "up")
rc, ok := uvRects[key]
if !ok {
continue
}
cx, cy := rc.Min.X+rc.Dx()/2, rc.Min.Y+rc.Dy()/2
pr, pg, pb, _ := atlasImg.At(cx, cy).RGBA()
out[id] = color.RGBA{uint8(pr >> 8), uint8(pg >> 8), uint8(pb >> 8), 255}
}
return out
}
// requestCursor 请求切换光标捕获模式(由 tick 写入,渲染线程消费——
// GLFW 调用必须发生在渲染/主线程,UI与输入.md §6)。
func (a *clientApp) requestCursor(captured bool) {
if captured {
a.cursorReq.Store(1)
} else {
a.cursorReq.Store(0)
}
}
// computeHand 计算手持方块的六面 UV(选中槽的放置方块)。
// 顺序:顶/底/东/西/南/北(与 render.cubeFaces 一致)。
func (a *clientApp) computeHand() {
a.handInit = true
a.handSlot = a.sess.Inv.Selected
sel := a.sess.Inv.SelectedStack()
if sel.Empty() {
a.computeFistHand()
return
}
d, ok := a.sess.Items.Get(sel.Name)
if !ok || d.Place == "" {
// 非可放置物品:同样显示肤色拳(原版按物品模型渲染,后置)
a.computeFistHand()
return
}
bid, ok := a.reg.ID(d.Place)
if !ok {
a.computeFistHand()
return
}
st := block.NewState(bid, 0)
faces := [6]string{"up", "down", "side", "side", "side", "side"}
var uvs [6][4]float32
for i, f := range faces {
u0, v0, u1, v1, found := a.uv(a.reg.Texture(st, f))
if !found {
u0, v0, u1, v1 = 0, 0, 1, 1
}
uvs[i] = [4]float32{u0, v0, u1, v1}
}
a.mu.Lock()
a.handUVs = uvs
a.handHas = true
a.handTint = [3]float32{1, 1, 1}
a.handDirty = true
a.mu.Unlock()
}
// newMeshBuilder 创建网格构建器:面光照取邻格光照(原版光照模型,
// 光照.md 顶点光照——方块自身 sky=0,用自身光照会让悬崖/矿洞立面全黑)。
func newMeshBuilder(reg *block.Registry, uvFn func(string) (u0, v0, u1, v1 float32, ok bool), sess *game.Session) *mesh.Builder {
b := mesh.NewBuilder(reg, uvFn)
b.SetLight(func(x, y, z int32) (uint8, uint8) {
return sess.World.SkyLightUnlocked(x, y, z), sess.World.BlockLightUnlocked(x, y, z)
})
return b
}
// computeFistHand 空手/非方块物品:肤色拳头(白羊毛纹理 × 肤色 tint,渲染.md §5.2)。
func (a *clientApp) computeFistHand() {
u0, v0, u1, v1, found := a.uv("block/white_wool")
if !found {
u0, v0, u1, v1 = 0, 0, 1, 1
}
uvs := [4]float32{u0, v0, u1, v1}
a.mu.Lock()
a.handUVs = [6][4]float32{uvs, uvs, uvs, uvs, uvs, uvs}
a.handHas = true
a.handTint = [3]float32{0.85, 0.65, 0.5} // 肤色
a.handDirty = true
a.mu.Unlock()
}
// Render 每帧渲染(渲染线程):上传待传网格 → 视图矩阵 → 三 pass 绘制。
func (a *clientApp) Render() {
// 消费光标模式请求(主线程执行 GLFW 调用)
if req := a.cursorReq.Load(); req >= 0 {
a.rend.SetCursorMode(req == 1)
if req == 1 {
// 重新捕获:光标跳回窗口中心,重置基准防视角瞬跳(UI与输入.md §6)
a.in.lastX, a.in.lastY = float64(a.winW)/2, float64(a.winH)/2
a.in.firstMouse = true
}
a.cursorReq.Store(-1)
}
// dev 测试:挖坑类测试提前注入(留足网格重建时间);其余截图前注入
if a.frames == 100 && *digTest && !a.digShot {
a.digShot = true
if h, ok := a.sess.Cast(5); ok {
for dy := int32(0); dy < 2; dy++ {
for dx := int32(-1); dx <= 1; dx++ {
for dz := int32(-1); dz <= 1; dz++ {
a.sess.World.SetBlock(h.X+dx, h.Y-dy, h.Z+dz, block.Air)
}
}
}
a.logf("digtest 注入: 挖坑 (%d,%d,%d)", h.X, h.Y, h.Z)
}
}
// dev 测试:截图前注入破坏裂纹/实体/ESC/工作台/设置/物品栏/水下/挖坑(必须在 3D 绘制之前,截图帧才能拍到)
if a.frames == 195 && (*crackStage >= 0 || *spawnTest != "" || *escTest || *craftTest || *optTest || *invTest || *waterTest) {
a.injectDevVisuals()
}
// 上传 tick 构建好的网格(GL 调用必须在渲染线程)
a.mu.Lock()
pending := a.pendingMesh
a.pendingMesh = nil
a.mu.Unlock()
for _, j := range pending {
a.rend.UploadChunk(j.cx, j.cz, j.m)
mesh.Release(j.m) // 上传完毕归还顶点池(性能与内存.md §2)
}
// 视图投影
cam := a.sess.Cam
aspect := float64(a.winW) / float64(a.winH)
a.rend.SetViewProj(cam.View(), cam.Projection(aspect, 0.05, 1024))
// 清屏 + 绘制(视锥剔除简化为全量绘制,后置 LOD)
a.rend.BeginFrame()
chunks := a.sess.World.ActiveChunks()
a.rend.DrawChunks(func(i int) (int32, int32) { return chunks[i].CX, chunks[i].CZ }, len(chunks))
// 实体广告牌(渲染.md §5.3:僵尸/村民/动物/掉落物)
for _, e := range a.sess.Entities.List() {
if e.Dead {
continue
}
key, h := entityVisual(e, a.sess.Items)
if key == "" {
continue
}
if uv, ok := a.rend.EntityUV(key); ok {
if e.Kind == entity.KindItemDrop {
a.rend.DrawBillboard(float32(e.Pos[0]), float32(e.Pos[1]), float32(e.Pos[2]), h, h, uv, false)
} else {
a.rend.DrawBillboard(float32(e.Pos[0]), float32(e.Pos[1]), float32(e.Pos[2]), h, h*0.6, uv, e.HitFlash > 0)
}
}
}
// 破坏裂纹叠加(方块交互与动画.md §4:progress→destroy_stage 0–9)
if a.screen == 1 {
if prog := a.sess.BreakProgress(); prog > 0 {
t := a.sess.BreakTarget()
a.rend.DrawCrackOverlay(float32(t.X), float32(t.Y), float32(t.Z), int(prog*10))
}
}
// 手持方块上传与绘制(渲染.md §5.2;上传必须是渲染线程)
// 挥动动画:左/右键后手部斜向下摆,逐帧重传立方体
if *swingTest && a.frames >= 198 {
a.swing = 1.0 // dev 测试:截图帧强制挥动
}
if a.swing > 0 {
a.swing -= 0.12
if a.swing < 0 {
a.swing = 0
}
}
a.mu.Lock()
handDirty, handHas := a.handDirty, a.handHas
a.handDirty = false
var handUVs [6][4]float32
var handTint [3]float32
if handHas {
handUVs = a.handUVs
handTint = a.handTint
}
a.mu.Unlock()
swingPos := [3]float32{0.46, -0.34, -0.66}
if a.swing > 0 {
swingPos[0] -= float32(a.swing) * 0.15 // 挥动:向屏幕中心下方摆动(保持手部可见)
swingPos[1] -= float32(a.swing) * 0.10
handDirty = true // 挥动期间逐帧重传位置
}
if handDirty {
if handHas {
a.rend.SetHandCube(handUVs, swingPos, 0.16)
} else {
a.rend.ClearHand()
}
}
if a.screen == 1 {
a.rend.DrawHand(handTint)
}
// 准星指向方块名上传(tick 光栅化 → 渲染线程上传,UI还原.md §3.4)
a.mu.Lock()
targetDirty, targetImg := a.targetDirty, a.targetImg
a.targetDirty = false
a.mu.Unlock()
if targetDirty {
if targetImg != nil {
tex := a.uiR.UploadImage(targetImg)
a.hud.SetTarget(tex, float32(targetImg.Bounds().Dx()), float32(targetImg.Bounds().Dy()))
} else {
a.hud.SetTarget(0, 0, 0)
}
}
// 小地图上传(tick 生成地表色图 → 渲染线程上传,UI还原.md §3.5)
a.mu.Lock()
miniDirty, miniImg := a.miniDirty, a.miniImg
a.miniDirty = false
a.mu.Unlock()
if miniDirty && miniImg != nil {
a.hud.SetMinimap(a.uiR.UploadImage(miniImg))
}
// UI pass(UI与输入.md §2:3D 之后、状态隔离)
a.uiR.Begin()
a.hud.SetUnderwater(a.underwater)
mx, my := float32(a.in.cursorX), float32(a.in.cursorY)
switch a.screen {
case 0:
a.titleScreen.Draw(a.uiR, mx, my)
case 1:
a.hud.Draw(a.uiR)
case 2:
a.hud.Draw(a.uiR) // 暂停时世界仍可见(UI还原.md §2)
a.pauseScreen.Draw(a.uiR, mx, my)
case 3: // 工作台合成界面(UI还原.md §3.4)
var grid [9]item.Stack
for i := range grid {
grid[i] = a.sess.CraftSlot(i)
}
res, hasRes := a.sess.CraftingResult()
a.craftScreen.Draw(a.uiR, grid, res, hasRes, a.sess.Inv.Slots[:inventory.HotbarSize], a.held, mx, my, 3)
case 4: // 设置界面
a.optionsScr.Draw(a.uiR, mx, my, float32(a.sensVal/0.01), float32(a.volVal))
case 5: // 物品栏界面
a.invScreen.Draw(a.uiR, a.sess.Inv.Slots, a.held, mx, my, 3)
}
a.uiR.Flush()
a.rend.EndFrame()
// 截图(dev 测试:游戏内等玩家所在区块 5×5 网格就绪再拍,避免视野空洞导致误判)
a.frames++
if *shotPath != "" && a.frames >= 200 {
ready := a.screen != 1 // 非游戏画面(标题/暂停)无需等区块
if !ready {
ready = true
pcx, pcz := int32(a.sess.Player.Pos[0])>>4, int32(a.sess.Player.Pos[2])>>4
for cx := pcx - 2; cx <= pcx+2 && ready; cx++ {
for cz := pcz - 2; cz <= pcz+2; cz++ {
if !a.rend.HasChunk(cx, cz) {
ready = false
break
}
}
}
}
if ready || a.frames > 2400 { // 就绪即拍;48 秒兜底
if !ready {
a.logf("截图兜底:视野未完全就绪(frame=%d)", a.frames)
}
a.logf("shot cam: pos=%v yaw=%.2f pitch=%.2f chunks=%d", a.sess.Cam.Pos, a.sess.Cam.Yaw, a.sess.Cam.Pitch, len(a.sess.World.ActiveChunks()))
if err := a.saveScreenshot(*shotPath); err != nil {
a.logf("截图失败: %v", err)
} else {
a.logf("截图已保存: %s", *shotPath)
}
a.rend.Window().SetShouldClose(true)
}
}
}
// ShouldClose 窗口关闭判定。
func (a *clientApp) ShouldClose() bool { return a.rend.ShouldClose() }
// logf 客户端日志(联机回调使用)。
func (a *clientApp) logf(format string, args ...any) {
if a.log != nil {
a.log.Infof(format, args...)
}
}
func main() {
crash.SetLogPath(paths.Join("logs", "crash.log")) // 全局崩溃日志(含 goroutine 兜底)
defer crash.Guard(paths.Join("logs", "crash.log")) // 主线程崩溃兜底:闪退可诊断
flag.Parse()
log, err := logx.New(paths.Join("logs", "client.log"), logx.LevelInfo)
if err != nil {
panic(err)
}
cfg, err := config.Load(paths.Join("config", "client.yaml"), config.DefaultClient())
if err != nil {
log.Warnf("配置加载失败,使用默认值:%v", err)
}
log.Infof("%s 客户端启动:%dx%d,语言 %s,视距 %d", cfg.Client.WindowTitle, cfg.Client.WindowWidth, cfg.Client.WindowHeight, cfg.Client.Language, cfg.Client.RenderDistance)
// 1) 内容包与图集(设计.md §1.3:扫描 mods/ + resourcepacks/)
am := assets.New()
if err := am.Load(paths.Join("assets"), paths.Join("mods"), paths.Join("resourcepacks")); err != nil {
log.Warnf("内容包加载失败:%v", err)
}
log.Infof("已加载 %d 个内容包", len(am.Packs()))
keys, err := am.ExpandAtlas("blocks")
if err != nil {
panic(err)
}
atlasImg, uvRects, err := atlas.Build(am.ResolveTexture, keys, 16)
if err != nil {
panic(err)
}
log.Infof("blocks 图集:%d 纹理,%dx%d", len(uvRects), atlasImg.Bounds().Dx(), atlasImg.Bounds().Dy())
// UV 函数(渲染.md §4:inset 防渗色)
uvFn := func(texKey string) (u0, v0, u1, v1 float32, ok bool) {
rect, found := uvRects[texKey]
if !found {
return 0, 0, 1, 1, false
}
W, H := float32(atlasImg.Bounds().Dx()), float32(atlasImg.Bounds().Dy())
const inset = 0.5
u0 = (float32(rect.Min.X) + inset) / W
v0 = (float32(rect.Min.Y) + inset) / H
u1 = (float32(rect.Max.X) - inset) / W
v1 = (float32(rect.Max.Y) - inset) / H
return u0, v0, u1, v1, true
}
// items 图集(HUD 热键栏图标,UI还原.md §7)
itemKeys, err := am.ExpandAtlas("items")
if err != nil {
log.Warnf("items 图集展开失败: %v", err)
}
itemImg, itemUVs, err := atlas.Build(am.ResolveTexture, itemKeys, 16)
if err != nil {
log.Warnf("items 图集构建失败: %v", err)
}
// 字体(UI还原.md §4:素材包位图字体)
fontAtlas, err := font.Build(am, "default")
if err != nil {
log.Warnf("字体构建失败: %v", err)
}
// 2) 注册表(设计.md §6.1/§6.2 数据驱动)
reg, err := block.Load(paths.Join("assets", "config", "blocks.json"))
if err != nil {
panic(err)
}
items, err := item.Load(paths.Join("assets", "config", "items.json"))
if err != nil {
panic(err)
}
recipes, err := recipe.Load(paths.Join("assets", "config", "recipes.json"))
if err != nil {
panic(err)
}
// 植被染色(渲染.md §4.1):原版材质包草顶/树叶为灰度图,
// 绿色来自染色表——图集构建后对带 tint 标记的纹理乘色,否则草地/树叶全灰。
if tinted := reg.TintTextureKeys(); len(tinted) > 0 {
atlasImg = applyAtlasTint(atlasImg, uvRects, am, tinted)
log.Infof("图集植被染色:%v", tinted)
}
// 小地图配色表(方块 ID → 图集中心色,UI还原.md §3.5)
blockColors := buildBlockColors(reg, atlasImg, uvRects)
// 裂纹图集(方块交互与动画.md §4:destroy_stage_0..9,破坏进度叠加用)
crackKeys := make([]string, 10)
for i := range crackKeys {
crackKeys[i] = fmt.Sprintf("block/destroy_stage_%d", i)
}
crackImg, crackRectMap, err := atlas.Build(am.ResolveTexture, crackKeys, 16)
if err != nil {
log.Warnf("裂纹图集构建失败:%v", err)
}
// 实体贴图图集(渲染.md §5.3:僵尸/村民/动物 + 掉落物物品图标)
entityKeys := []string{
"entity/zombie/zombie",
"entity/villager/villager",
"entity/cow/cow_temperate",
"entity/pig/pig_temperate",
"entity/sheep/sheep",
"entity/chicken/chicken_temperate",
}
// 掉落物图标:全部物品纹理并入实体图集(16px 最近邻放大到 64px tile)
seen := make(map[string]struct{}, len(entityKeys)+64)
for _, k := range entityKeys {
seen[k] = struct{}{}
}
for _, name := range items.Names() {
if d, ok := items.Get(name); ok {
if _, dup := seen[d.Texture]; !dup {
seen[d.Texture] = struct{}{}
entityKeys = append(entityKeys, d.Texture)
}
}
}
entityImg, entityRectMap, err := atlas.Build(am.ResolveTexture, entityKeys, 64)
if err != nil {
log.Warnf("实体图集构建失败:%v", err)
}
// 3) 世界与生成器(区块管理.md §4 异步流水线;种子来自 client.yaml world.seed)
worldSeed := cfg.Client.World.Seed
worldName := cfg.Client.World.Name
if worldName == "" {
worldName = "NewWorld"
}
log.Infof("世界种子 %d,世界名 %s", worldSeed, worldName)
gen, err := worldgen.New(reg, worldSeed, 0.005, 0.01, 0.1)
if err != nil {
panic(err)
}
w, err := world.New(reg, gen, cfg.Client.RenderDistance)
if err != nil {
panic(err)
}
defer w.Close()
// 单机存档(存档与持久化.md §3:diff-only 载入,无存档则新建)
if _, err := os.Stat(paths.Join("worlds", worldName, "level.dat")); err == nil {
if _, err := save.LoadWorld(w, paths.Join("worlds"), worldName); err != nil {
log.Warnf("存档载入失败: %v", err)
} else {
log.Infof("已载入世界 %s", worldName)
}
}
// 4) 游戏会话(出生逻辑:先等出生区块加载,再定位地表出生——
// 否则玩家从高空坠落会穿过未加载区块掉进地下,游戏内一片漆黑)
var surf int32 = 120
for deadline := time.Now().Add(15 * time.Second); time.Now().Before(deadline); {
w.Update(8.5, 100, 8.5, 8*time.Millisecond)
if w.Block(8, 80, 8) != block.Air {
break
}
time.Sleep(2 * time.Millisecond)
}
for y := int32(255); y > 0; y-- {
if w.Block(8, y, 8) != block.Air {
surf = y
break
}
}
p := physics.NewPlayer(8.5, float64(surf+2), 8.5)
cam := camera.New(p.Eye(), 0, -0.35, cfg.Client.FOV) // 略微俯视,视野内以地形为主
inv := inventory.New(items)
// dev 测试:给 0 号槽物品(验证手持方块渲染)
if *giveItem != "" {
if inv.Add(item.Stack{Name: *giveItem, Count: 64}).Count != 0 {
log.Warnf("give 失败(物品不存在或已满): %s", *giveItem)
} else {
log.Infof("dev give: %s ×64 → 热键栏 0 号槽", *giveItem)
}
}
sess := game.NewSession(w, reg, items, recipes, p, inv, cam)
// 音频(音频.md §2:事件驱动 + 3D 衰减;无音频设备自动降级静默)
audioMgr := audio.New()
defer audioMgr.Close()
audioMgr.SetVolumes(cfg.Client.Audio.Volume, 1, 1, 1)
sess.Sound = func(key string, x, y, z float64) { audioMgr.Play(key, x, y, z) }
// 5) 渲染器(GL 线程亲和在其内部锁定)
rend, err := render.New(cfg.Client.WindowTitle, cfg.Client.WindowWidth, cfg.Client.WindowHeight)
if err != nil {
panic(err)
}
defer rend.Shutdown()
rend.SetAtlas(atlasImg)
// 主菜单状态:鼠标可见(仅游戏内捕获,UI与输入.md §6)
rend.SetCursorMode(false)
// 裂纹图集上传(方块交互与动画.md §4)
if crackImg != nil {
var crackRects [10]image.Rectangle
for i := 0; i < 10; i++ {
crackRects[i] = crackRectMap[crackKeys[i]]
}
rend.SetCrackAtlas(crackImg, crackRects)
}
// 实体贴图上传(渲染.md §5.3)
if entityImg != nil {
entityUV := make(map[string][4]float32, len(entityKeys))
W, H := float32(entityImg.Bounds().Dx()), float32(entityImg.Bounds().Dy())
for _, k := range entityKeys {
rc := entityRectMap[k]
entityUV[k] = [4]float32{
float32(rc.Min.X) / W, float32(rc.Min.Y) / H,
float32(rc.Max.X) / W, float32(rc.Max.Y) / H,
}
}
rend.SetEntityAtlas(entityImg, entityUV)
}
// 光影包(渲染.md §9:未安装 → 默认光影;坏包 → 回退默认)
if sp, err := render.LoadShaderPack(am); err != nil {
log.Warnf("光影包加载失败(使用默认光影):%v", err)
} else if sp != nil {
if err := rend.ApplyShaderPack(sp); err != nil {
log.Warnf("光影包应用失败(使用默认光影):%v", err)
} else {
log.Infof("已加载光影包 %q", sp.ID)
}
}
// UI 层(UI还原.md §3.1:427×240 基准 × 3 缩放 = 1280×720)
guiScale := float32(3)
uiR, err := ui.New(cfg.Client.WindowWidth, cfg.Client.WindowHeight, guiScale)
if err != nil {
panic(err)
}
if fontAtlas != nil {
uiR.SetFont(fontAtlas)
}
hud := ui.NewHUD(sess, items, 427, 240, guiScale)
var itemTex uint32
itemUV := make(map[string][4]float32, len(itemUVs))
if itemImg != nil {
itemTex = uiR.UploadImage(itemImg)
for k, rect := range itemUVs {
W, H := float32(itemImg.Bounds().Dx()), float32(itemImg.Bounds().Dy())
itemUV[k] = [4]float32{
float32(rect.Min.X) / W, float32(rect.Min.Y) / H,
float32(rect.Max.X) / W, float32(rect.Max.Y) / H,
}
}
hud.SetItemAtlas(itemTex, itemUV)
}
// 方块物品图标回退 blocks 图集(原版 block/* 图标不在 items 图集)
blockUITex := uiR.UploadImage(atlasImg)
blockUV := make(map[string][4]float32, len(uvRects))
for k, rect := range uvRects {
W, H := float32(atlasImg.Bounds().Dx()), float32(atlasImg.Bounds().Dy())
blockUV[k] = [4]float32{
float32(rect.Min.X) / W, float32(rect.Min.Y) / H,
float32(rect.Max.X) / W, float32(rect.Max.Y) / H,
}
}
hud.SetBlockAtlas(blockUITex, blockUV)
// 原版 HUD 精灵(UI还原.md §3.4:gui/sprites/hud/*)
loadTex := func(key string) uint32 {
p, ok := am.ResolveTexture(key)
if !ok {
return 0
}
f, err := os.Open(p)
if err != nil {
return 0
}
img, err := png.Decode(f)
_ = f.Close()
if err != nil {
return 0
}
return uiR.UploadImage(img)
}
hud.SetSprites(
loadTex("gui/sprites/hud/crosshair"),
loadTex("gui/sprites/hud/hotbar"),
loadTex("gui/sprites/hud/hotbar_selection"),
loadTex("gui/sprites/hud/heart/full"),
loadTex("gui/sprites/hud/heart/half"),
loadTex("gui/sprites/hud/heart/container"),
loadTex("gui/sprites/hud/food_full"),
loadTex("gui/sprites/hud/food_half"),
)
// 界面屏幕(原版复刻:土质背景/原版按钮/中文标题,UI还原.md §2)
lang, err := am.LoadLang(cfg.Client.Language)
if err != nil {
log.Warnf("语言加载失败: %v", err)
}
titleScreen, pauseScreen := buildScreens(uiR, am, lang)
// 工作台合成界面(UI还原.md §3.4:gui/container/crafting_table.png + 3×3 网格)
craftScreen := ui.NewCraftingScreen(loadTex("gui/container/crafting_table"), items)
craftScreen.SetItemAtlas(itemTex, itemUV)
craftScreen.SetBlockAtlas(blockUITex, blockUV)
// 设置界面(灵敏度/音量/种子/按键教程,UI与输入.md §6)
optionsScr := buildOptionsScreen(uiR, lang,
loadTex("gui/sprites/widget/button"), loadTex("gui/sprites/widget/button_highlighted"), worldSeed)
// 物品栏界面(UI还原.md §3.3:E 键打开)
invScreen := ui.NewInventoryScreen(loadTex("gui/container/inventory"), items)
invScreen.SetItemAtlas(itemTex, itemUV)
invScreen.SetBlockAtlas(blockUITex, blockUV)
// 6) 输入(鼠标捕获 + 键鼠回调)
in := newInputState(rend.Window())
in.SetSensitivity(cfg.Client.MouseSensitivity)
// 光标初始位置 = 窗口中心(捕获模式下 GLFW 会把光标重置到中心;
// 合成界面手持栈跟随光标,初始化为中心避免出现在左上角)
in.cursorX, in.cursorY = float64(cfg.Client.WindowWidth)/2, float64(cfg.Client.WindowHeight)/2
app := &clientApp{
sess: sess,
rend: rend,
reg: reg,
in: in,
uiR: uiR,
hud: hud,
titleScreen: titleScreen,
pauseScreen: pauseScreen,
craftScreen: craftScreen,
optionsScr: optionsScr,
invScreen: invScreen,
audio: audioMgr,
worldSeed: worldSeed,
worldName: worldName,
sensVal: cfg.Client.MouseSensitivity,
volVal: cfg.Client.Audio.Volume,
blockColors: blockColors,
log: log,
lang: lang,
remotePlayers: make(map[uint32][3]float64),
meshBuilder: newMeshBuilder(reg, uvFn, sess),
uv: uvFn,
handSlot: -1,
winW: cfg.Client.WindowWidth,
winH: cfg.Client.WindowHeight,
lastTime: time.Now(),
}
ctx, stop := signal.NotifyContext(context.Background(), os.Interrupt)
defer stop()
log.Infof("进入游戏主循环")
engine.Run(ctx, app, app)
log.Infof("客户端已退出")
}