Files
ngzz-mc/internal/render/overlay_gl.go
NianGao Dev d52bf1126f feat(client): 植被染色、破坏裂纹叠加、手持方块与实体广告牌渲染;原版 HUD 精灵
- 植被染色(渲染.md §4.1):blocks.json 增 tint 标记,图集构建后按
  colormap/grass|foliage 中心色乘色——原版材质包草顶/树叶为灰度图,不染色全灰
- 破坏裂纹(方块交互与动画.md §4):destroy_stage_0..9 裂纹盒叠加破坏目标方块
- 第一人称手持方块(渲染.md §5.2):选中槽放置方块六面 UV 视图空间立方体
- 实体广告牌(渲染.md §5.3):僵尸/村民/动物按贴图渲染,动物按 ID 轮换外观
- HUD 换原版精灵:crosshair/hotbar/hotbar_selection/heart/food(UI还原.md §3.4)
- 主菜单标题/按钮标签按请求字号光栅化(修复 24px 固定字号);版本角标 CJK
- 恢复背面剔除(相机修复后 '脚下黑块' 误诊解除);ESC 光标请求原子化防竞态
- dev 测试参数:-give/-crackstage/-spawntest/-esctest
2026-08-16 10:08:40 +08:00

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//go:build gl
// 覆盖层渲染:破坏裂纹叠加(destroy_stage_0..9)与第一人称手持方块
// (方块交互与动画.md §4、渲染.md §5.2)。
// 与区块网格共用顶点格式(pos+uv+light)与着色器,通过 uOffset 平移定位。
package render
import (
"image"
"unsafe"
"mc/internal/mesh"
"github.com/go-gl/gl/v3.3-core/gl"
)
// cubeFaces 单位立方体 6 面角顺序(与 mesh.faceDef 一致,CW 绕序为正面)。
var cubeFaces = [6][4][3]float32{
{{0, 1, 0}, {1, 1, 0}, {1, 1, 1}, {0, 1, 1}}, // 顶
{{0, 0, 1}, {1, 0, 1}, {1, 0, 0}, {0, 0, 0}}, // 底
{{1, 0, 0}, {1, 0, 1}, {1, 1, 1}, {1, 1, 0}}, // 东(+x)
{{0, 0, 1}, {0, 0, 0}, {0, 1, 0}, {0, 1, 1}}, // 西(-x)
{{1, 0, 1}, {0, 0, 1}, {0, 1, 1}, {1, 1, 1}}, // 南(+z)
{{0, 0, 0}, {1, 0, 0}, {1, 1, 0}, {0, 1, 0}}, // 北(-z)
}
// cubeVerts 按六面 UV 构建单位立方体顶点(mesh.Vertex 格式:pos+uv+light 字节,
// 光照满亮——覆盖层不受世界光照影响)。inflate 沿角外扩(裂纹盒防 z-fighting)。
func cubeVerts(uvs [6][4]float32, inflate float32) []mesh.Vertex {
var verts []mesh.Vertex
for fi, face := range cubeFaces {
u0, v0, u1, v1 := uvs[fi][0], uvs[fi][1], uvs[fi][2], uvs[fi][3]
for _, c := range face {
// 角 UV 权重(同 mesh.cornerUV)
var cu, cv float32
switch fi {
case 0, 1: // 顶/底:x→u,z→v
cu, cv = c[0], c[2]
case 2, 3: // 东/西:z→u,y→v(v 翻转)
cu, cv = c[2], 1-c[1]
default: // 南/北:x→u,y→v(v 翻转)
cu, cv = c[0], 1-c[1]
}
verts = append(verts, mesh.Vertex{
X: (c[0]-0.5)*(1+inflate) + 0.5,
Y: (c[1]-0.5)*(1+inflate) + 0.5,
Z: (c[2]-0.5)*(1+inflate) + 0.5,
U: u0 + (u1-u0)*cu, V: v0 + (v1-v0)*cv,
Sky: 15, Block: 15,
})
}
}
return verts
}
// cubeIndices 24 顶点 → 36 索引(每面 2 三角形)。
func cubeIndices() []uint32 {
idx := make([]uint32, 0, 36)
for base := 0; base < 24; base += 4 {
b := uint32(base)
idx = append(idx, b, b+1, b+2, b+2, b+3, b)
}
return idx
}
// uploadMesh 上传顶点/索引并绑定顶点属性(chunk 顶点布局,渲染.md §5)。
func uploadMesh(verts []mesh.Vertex, idx []uint32) (vao, vbo, ibo uint32) {
gl.GenVertexArrays(1, &vao)
gl.GenBuffers(1, &vbo)
gl.GenBuffers(1, &ibo)
gl.BindVertexArray(vao)
gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
gl.BufferData(gl.ARRAY_BUFFER, len(verts)*int(unsafe.Sizeof(mesh.Vertex{})), gl.Ptr(verts), gl.STATIC_DRAW)
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo)
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(idx)*4, gl.Ptr(idx), gl.STATIC_DRAW)
stride := int32(unsafe.Sizeof(mesh.Vertex{}))
gl.EnableVertexAttribArray(0)
gl.VertexAttribPointer(0, 3, gl.FLOAT, false, stride, gl.PtrOffset(0))
gl.EnableVertexAttribArray(1)
gl.VertexAttribPointer(1, 2, gl.FLOAT, false, stride, gl.PtrOffset(3*4))
gl.EnableVertexAttribArray(2)
gl.VertexAttribPointer(2, 2, gl.UNSIGNED_BYTE, false, stride, gl.PtrOffset(5*4))
gl.BindVertexArray(0)
return
}
// buildCubeVAO 构建立方体 VAO(顶点格式与 chunk 一致:pos+uv+light)。
// uvs 六面 UV(顺序同 cubeFaces);inflate 沿角外扩;立方体锚点为原点,边长为 1。
func buildCubeVAO(uvs [6][4]float32, inflate float32) uint32 {
vao, _, _ := uploadMesh(cubeVerts(uvs, inflate), cubeIndices())
return vao
}
// SetCrackAtlas 上传裂纹图集(10 阶段 destroy_stage)并记录各阶段 UV。
// img 为调用方打包好的图集,rects[i] 为阶段 i 的像素矩形(图集坐标系)。
func (r *Renderer) SetCrackAtlas(img image.Image, rects [10]image.Rectangle) {
if r.crackTex == 0 {
gl.GenTextures(1, &r.crackTex)
}
gl.BindTexture(gl.TEXTURE_2D, r.crackTex)
b := img.Bounds()
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, int32(b.Dx()), int32(b.Dy()), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(imageBytes(img)))
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
W, H := float32(b.Dx()), float32(b.Dy())
const inset = 0.5 // 防渗色(渲染.md §4)
for i, rc := range rects {
r.crackUVs[i] = [4]float32{
(float32(rc.Min.X) + inset) / W, (float32(rc.Min.Y) + inset) / H,
(float32(rc.Max.X) - inset) / W, (float32(rc.Max.Y) - inset) / H,
}
}
}
// DrawCrackOverlay 在目标方块 (x,y,z) 叠加 stage 阶段裂纹盒
// (方块交互与动画.md §4:0–9,六面同图,盒体略外扩防 z-fighting)。
func (r *Renderer) DrawCrackOverlay(x, y, z float32, stage int) {
if r.crackTex == 0 {
return
}
if stage < 0 {
stage = 0
}
if stage > 9 {
stage = 9
}
if r.crackCubes[stage] == 0 {
uv := r.crackUVs[stage]
r.crackCubes[stage] = buildCubeVAO([6][4]float32{uv, uv, uv, uv, uv, uv}, 0.004)
}
gl.UseProgram(r.prog)
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, r.crackTex)
vpLoc := gl.GetUniformLocation(r.prog, gl.Str("uViewProj\x00"))
var vp [16]float32
multiply4(&vp, &r.proj, &r.view)
gl.UniformMatrix4fv(vpLoc, 1, false, &vp[0])
offLoc := gl.GetUniformLocation(r.prog, gl.Str("uOffset\x00"))
gl.Uniform3f(offLoc, x, y, z)
cutLoc := gl.GetUniformLocation(r.prog, gl.Str("uCutout\x00"))
gl.Uniform1f(cutLoc, 0)
billLoc := gl.GetUniformLocation(r.prog, gl.Str("uBill\x00"))
gl.Uniform2f(billLoc, 1, 0) // 非广告牌路径
uvMinLoc := gl.GetUniformLocation(r.prog, gl.Str("uUVMin\x00"))
uvMaxLoc := gl.GetUniformLocation(r.prog, gl.Str("uUVMax\x00"))
gl.Uniform2f(uvMinLoc, 0, 0)
gl.Uniform2f(uvMaxLoc, 1, 1)
gl.Enable(gl.POLYGON_OFFSET_FILL)
gl.PolygonOffset(-1, -1)
gl.BindVertexArray(r.crackCubes[stage])
gl.DrawElements(gl.TRIANGLES, 36, gl.UNSIGNED_INT, gl.PtrOffset(0))
gl.BindVertexArray(0)
gl.Disable(gl.POLYGON_OFFSET_FILL)
gl.Uniform3f(offLoc, 0, 0, 0) // 复位平移(后续绘制依赖 0 偏移)
}
// SetHandCube 上传/更新手持方块立方体(六面 UV 顺序同 cubeFaces)。
// pos/scale 为视图空间下的立方体中心与边长(渲染.md §5.2)。
func (r *Renderer) SetHandCube(uvs [6][4]float32, pos [3]float32, scale float32) {
r.ClearHand()
// 直接按视图空间坐标构建顶点(顶点含 pos 偏移)
var verts []mesh.Vertex
for fi, face := range cubeFaces {
u0, v0, u1, v1 := uvs[fi][0], uvs[fi][1], uvs[fi][2], uvs[fi][3]
for _, c := range face {
var cu, cv float32
switch fi {
case 0, 1:
cu, cv = c[0], c[2]
case 2, 3:
cu, cv = c[2], 1-c[1]
default:
cu, cv = c[0], 1-c[1]
}
verts = append(verts, mesh.Vertex{
X: pos[0] + (c[0]-0.5)*scale,
Y: pos[1] + (c[1]-0.5)*scale,
Z: pos[2] + (c[2]-0.5)*scale,
U: u0 + (u1-u0)*cu, V: v0 + (v1-v0)*cv,
Sky: 15, Block: 15,
})
}
}
r.handVao, r.handVbo, r.handIbo = uploadMesh(verts, cubeIndices())
}
// ClearHand 释放手持方块网格(手持物品为空时调用)。
func (r *Renderer) ClearHand() {
if r.handVao != 0 {
gl.DeleteVertexArrays(1, &r.handVao)
r.handVao = 0
}
if r.handVbo != 0 {
gl.DeleteBuffers(1, &r.handVbo)
r.handVbo = 0
}
if r.handIbo != 0 {
gl.DeleteBuffers(1, &r.handIbo)
r.handIbo = 0
}
}
// DrawHand 绘制手持方块(顶点已是视图空间,仅乘投影矩阵)。
func (r *Renderer) DrawHand() {
if r.handVao == 0 {
return
}
gl.UseProgram(r.prog)
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, r.atlas)
vpLoc := gl.GetUniformLocation(r.prog, gl.Str("uViewProj\x00"))
gl.UniformMatrix4fv(vpLoc, 1, false, &r.proj[0])
offLoc := gl.GetUniformLocation(r.prog, gl.Str("uOffset\x00"))
gl.Uniform3f(offLoc, 0, 0, 0)
cutLoc := gl.GetUniformLocation(r.prog, gl.Str("uCutout\x00"))
gl.Uniform1f(cutLoc, 0)
billLoc := gl.GetUniformLocation(r.prog, gl.Str("uBill\x00"))
gl.Uniform2f(billLoc, 1, 0)
uvMinLoc := gl.GetUniformLocation(r.prog, gl.Str("uUVMin\x00"))
uvMaxLoc := gl.GetUniformLocation(r.prog, gl.Str("uUVMax\x00"))
gl.Uniform2f(uvMinLoc, 0, 0)
gl.Uniform2f(uvMaxLoc, 1, 1)
gl.BindVertexArray(r.handVao)
gl.DrawElements(gl.TRIANGLES, 36, gl.UNSIGNED_INT, gl.PtrOffset(0))
gl.BindVertexArray(0)
}