2026-08-15 22:39:44 +08:00
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// Package mesh 区块网格构建:面剔除 + 顶点格式 + 光照(场景/渲染.md §3)。
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//
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// 网格在 CPU 构建(worker 池),GL 只负责上传——渲染 goroutine 不产生分配压力。
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package mesh
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import (
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"mc/internal/block"
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"mc/internal/chunk"
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)
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// Vertex 顶点格式(渲染.md §5):位置 + UV + 天空/方块光各 4-bit。
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type Vertex struct {
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X, Y, Z float32
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U, V float32
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Sky, Block uint8
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}
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// ChunkMesh 一个区块的三类网格(渲染.md §6 三 pass)。
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2026-08-15 22:42:21 +08:00
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// 每面 4 顶点(四边形),渲染层用索引缓冲扩为 2 三角形(顺序 0-1-2-2-3-0)。
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2026-08-15 22:39:44 +08:00
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type ChunkMesh struct {
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Opaque []Vertex // 不透明(主 pass)
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Cutout []Vertex // alpha test(树叶/玻璃)
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Translucent []Vertex // 半透明(水,远→近排序 pass)
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}
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// Neighbor 邻居方块查询(跨区块面剔除用,区块管理.md §6)。
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type Neighbor func(x, y, z int32) block.State
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// UVFunc 纹理键 → 图集 UV(归一化坐标,含 inset)。
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type UVFunc func(texKey string) (u0, v0, u1, v1 float32, ok bool)
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// Builder 网格构建器。
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type Builder struct {
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reg *block.Registry
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uv UVFunc
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}
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// NewBuilder 创建构建器。
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func NewBuilder(reg *block.Registry, uv UVFunc) *Builder {
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return &Builder{reg: reg, uv: uv}
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}
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// face 一个面的 4 个角偏移与朝向。
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type faceDef struct {
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dir [3]int32
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corners [4][3]int32
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}
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// faces 六面定义(角顺序与 UV 顶点顺序一致)。
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var faces = [6]faceDef{
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{dir: [3]int32{0, 1, 0}, corners: [4][3]int32{{0, 1, 0}, {1, 1, 0}, {1, 1, 1}, {0, 1, 1}}}, // 顶
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{dir: [3]int32{0, -1, 0}, corners: [4][3]int32{{0, 0, 1}, {1, 0, 1}, {1, 0, 0}, {0, 0, 0}}}, // 底
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{dir: [3]int32{1, 0, 0}, corners: [4][3]int32{{1, 0, 0}, {1, 0, 1}, {1, 1, 1}, {1, 1, 0}}}, // 东(+x)
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{dir: [3]int32{-1, 0, 0}, corners: [4][3]int32{{0, 0, 1}, {0, 0, 0}, {0, 1, 0}, {0, 1, 1}}}, // 西(-x)
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{dir: [3]int32{0, 0, 1}, corners: [4][3]int32{{1, 0, 1}, {0, 0, 1}, {0, 1, 1}, {1, 1, 1}}}, // 南(+z)
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{dir: [3]int32{0, 0, -1}, corners: [4][3]int32{{0, 0, 0}, {1, 0, 0}, {1, 1, 0}, {0, 1, 0}}}, // 北(-z)
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}
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// faceTexture 面方向 → 注册表纹理面名(block.Registry.Texture 参数)。
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var faceTexture = [6]string{"up", "down", "east", "west", "south", "north"}
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// Build 构建区块网格(面剔除:仅当邻格非完全不透明时生成该面,渲染.md §3.1)。
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func (b *Builder) Build(c *chunk.Chunk, nb Neighbor) *ChunkMesh {
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m := &ChunkMesh{}
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blocks := c.Snapshot()
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baseX, baseZ := float32(c.CX*16), float32(c.CZ*16)
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for x := 0; x < 16; x++ {
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for y := 0; y < chunk.Height; y++ {
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for z := 0; z < 16; z++ {
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s := blocks[chunk.Index(x, y, z)]
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if s == block.Air {
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continue
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}
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var target *[]Vertex
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switch {
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case b.reg.IsTranslucent(s):
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target = &m.Translucent
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case b.reg.IsCutout(s):
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target = &m.Cutout
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default:
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target = &m.Opaque
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}
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wx := int32(x) + c.CX*16
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wy := int32(y)
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wz := int32(z) + c.CZ*16
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sky, blk := c.SkyLight(x, y, z), c.BlockLight(x, y, z)
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for fi, f := range faces {
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nx := wx + f.dir[0]
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ny := wy + f.dir[1]
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nz := wz + f.dir[2]
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neighbor := nb(nx, ny, nz)
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if b.reg.IsOpaque(neighbor) {
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continue // 面被不透明邻格遮挡(面剔除)
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}
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// 同类型邻格也剔除(水贴水不渲染内面;树叶相邻保留边缘,简化规则)
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if neighbor != block.Air && !b.reg.IsOpaque(neighbor) &&
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b.reg.IsTranslucent(neighbor) == b.reg.IsTranslucent(s) && b.reg.IsTranslucent(s) {
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continue
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}
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texKey := b.reg.Texture(s, faceTexture[fi])
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u0, v0, u1, v1, ok := b.uv(texKey)
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if !ok {
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u0, v0, u1, v1 = 0, 0, 1, 1
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}
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for _, corner := range f.corners {
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*target = append(*target, Vertex{
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X: baseX + float32(x) + float32(corner[0]),
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Y: float32(y) + float32(corner[1]),
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Z: baseZ + float32(z) + float32(corner[2]),
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U: u0 + (u1-u0)*float32(cornerUV(corner, f)[0]),
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V: v0 + (v1-v0)*float32(cornerUV(corner, f)[1]),
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Sky: sky,
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Block: blk,
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})
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}
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}
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}
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}
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}
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return m
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}
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// cornerUV 角在面上的 UV 权重(0/1),顺序与 corners 一致。
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func cornerUV(c [3]int32, f faceDef) [2]int32 {
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var u, v int32
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switch f.dir {
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case [3]int32{0, 1, 0}, [3]int32{0, -1, 0}: // 顶/底:x→u,z→v
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u, v = c[0], c[2]
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case [3]int32{1, 0, 0}, [3]int32{-1, 0, 0}: // 东/西:z→u,y→v
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u, v = c[2], 1-c[1]
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default: // 南/北:x→u,y→v
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u, v = c[0], 1-c[1]
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}
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return [2]int32{u, v}
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}
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