feat(client): 手持物品渲染 + 动物方块模型 + 实体贴图 alpha test
- 手持非放置物品(工具/食物):实体图集物品图标小四边形(原版倾斜角, 双面、alpha test),随挥动动画平移;可放置方块仍为六面立方体 - 动物(牛/猪/羊/鸡)改为方块组合模型(身体+头+腿),按原版皮肤布局 取子矩形贴图,水平面向相机;修复动物 VAO 未捕获 EBO 导致的驱动崩溃 - 僵尸/村民/掉落物广告牌开启 alpha test(透明区域不再显黑块)
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@@ -118,14 +118,16 @@ type clientApp struct {
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cursorReq atomic.Int32
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// 手持方块(tick 计算 UV → 渲染线程上传,渲染.md §5.2)
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handInit bool
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handSlot int
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handHas bool
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handDirty bool
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handUVs [6][4]float32
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handTint [3]float32 // 手持颜色乘数(空手肤色拳 / 持方块 1,1,1)
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swing float64 // 挥动动画剩余量(左/右键触发,渲染线程衰减)
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swingTimer float64 // 按住挖掘时周期性挥动的节拍器
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handInit bool
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handSlot int
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handHas bool
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handDirty bool
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handUVs [6][4]float32
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handTint [3]float32 // 手持颜色乘数(空手肤色拳 / 持方块 1,1,1)
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handItemHas bool // 手持非放置物品(图标四边形,实体图集 UV)
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handItemUV [4]float32
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swing float64 // 挥动动画剩余量(左/右键触发,渲染线程衰减)
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swingTimer float64 // 按住挖掘时周期性挥动的节拍器
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// 水下状态(渲染线程读;tick 更新)
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underwater bool
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@@ -747,12 +749,30 @@ func (a *clientApp) computeHand() {
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return
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}
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d, ok := a.sess.Items.Get(sel.Name)
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if !ok || d.Place == "" {
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// 非可放置物品:同样显示肤色拳(原版按物品模型渲染,后置)
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if !ok {
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a.computeFistHand()
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return
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}
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bid, ok := a.reg.ID(d.Place)
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if d.Place != "" {
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a.computeBlockHand(d.Place)
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return
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}
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// 非放置物品(工具/食物等):实体图集中含全部物品贴图,手持图标四边形
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if uv, found := a.rend.EntityUV(d.Texture); found {
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a.mu.Lock()
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a.handItemHas = true
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a.handItemUV = uv
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a.handHas = false
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a.handDirty = true
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a.mu.Unlock()
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return
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}
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a.computeFistHand()
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}
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// computeBlockHand 手持可放置方块:六面贴图立方体(渲染.md §5.2)。
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func (a *clientApp) computeBlockHand(place string) {
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bid, ok := a.reg.ID(place)
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if !ok {
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a.computeFistHand()
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return
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@@ -770,6 +790,7 @@ func (a *clientApp) computeHand() {
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a.mu.Lock()
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a.handUVs = uvs
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a.handHas = true
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a.handItemHas = false
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a.handTint = [3]float32{1, 1, 1}
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a.handDirty = true
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a.mu.Unlock()
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@@ -795,6 +816,7 @@ func (a *clientApp) computeFistHand() {
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a.mu.Lock()
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a.handUVs = [6][4]float32{uvs, uvs, uvs, uvs, uvs, uvs}
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a.handHas = true
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a.handItemHas = false
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a.handTint = [3]float32{0.85, 0.65, 0.5} // 肤色
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a.handDirty = true
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a.mu.Unlock()
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@@ -850,17 +872,21 @@ func (a *clientApp) Render() {
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chunks := a.sess.World.ActiveChunks()
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a.rend.DrawChunks(func(i int) (int32, int32) { return chunks[i].CX, chunks[i].CZ }, len(chunks))
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// 实体广告牌(渲染.md §5.3:僵尸/村民/动物/掉落物)
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// 实体绘制(渲染.md §5.3:动物方块模型;僵尸/村民/掉落物广告牌)
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for _, e := range a.sess.Entities.List() {
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if e.Dead {
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continue
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}
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key, h := entityVisual(e, a.sess.Items)
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key, h, variant := entityVisual(e, a.sess.Items)
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if key == "" {
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continue
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}
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if uv, ok := a.rend.EntityUV(key); ok {
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if e.Kind == entity.KindItemDrop {
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if variant >= 0 {
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// 动物:方块组合模型,始终面朝相机(原版观感)
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yaw := float32(math.Atan2(a.sess.Cam.Pos[0]-e.Pos[0], a.sess.Cam.Pos[2]-e.Pos[2]))
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a.rend.DrawAnimalModel(float32(e.Pos[0]), float32(e.Pos[1]), float32(e.Pos[2]), yaw, animalModel(variant), uv, e.HitFlash > 0)
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} else if e.Kind == entity.KindItemDrop {
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a.rend.DrawBillboard(float32(e.Pos[0]), float32(e.Pos[1]), float32(e.Pos[2]), h, h, uv, false)
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} else {
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a.rend.DrawBillboard(float32(e.Pos[0]), float32(e.Pos[1]), float32(e.Pos[2]), h, h*0.6, uv, e.HitFlash > 0)
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@@ -888,6 +914,7 @@ func (a *clientApp) Render() {
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}
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a.mu.Lock()
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handDirty, handHas := a.handDirty, a.handHas
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handItemHas, handItemUV := a.handItemHas, a.handItemUV
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a.handDirty = false
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var handUVs [6][4]float32
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var handTint [3]float32
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@@ -902,7 +929,7 @@ func (a *clientApp) Render() {
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swingPos[1] -= float32(a.swing) * 0.10
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handDirty = true // 挥动期间逐帧重传位置
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}
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if handDirty {
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if handDirty && !handItemHas {
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if handHas {
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a.rend.SetHandCube(handUVs, swingPos, 0.16)
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} else {
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@@ -910,7 +937,12 @@ func (a *clientApp) Render() {
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}
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}
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if a.screen == 1 {
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a.rend.DrawHand(handTint)
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if handItemHas {
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// 手持非放置物品:物品图标四边形(随挥动位置移动)
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a.rend.DrawHandItem(handItemUV, swingPos, 0.22)
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} else {
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a.rend.DrawHand(handTint)
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}
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}
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// 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)
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@@ -1196,6 +1228,17 @@ func main() {
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}
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defer rend.Shutdown()
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rend.SetAtlas(atlasImg)
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// 窗口图标:素材包 pack.png(原版 logo,构建与发布.md §8)
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for _, p := range am.Packs() {
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iconPath := paths.Join(p.Root, "pack.png")
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if f, err := os.Open(iconPath); err == nil {
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if img, err := png.Decode(f); err == nil {
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rend.SetWindowIcon(img)
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}
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f.Close()
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break
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}
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}
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// 主菜单状态:鼠标可见(仅游戏内捕获,UI与输入.md §6)
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rend.SetCursorMode(false)
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// 裂纹图集上传(方块交互与动画.md §4)
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