- 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)
126 lines
4.5 KiB
Go
126 lines
4.5 KiB
Go
//go:build gl
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// 动物方块模型渲染(渲染.md §5.3):身体/头/腿用方块组合近似原版动物外观,
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// 贴图取自实体图集内该动物的纹理格子(子矩形映射到各面)。
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// 与区块共用着色器:alpha test 剔除透明、满亮不受光照影响。
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package render
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import (
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"math"
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"unsafe"
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"mc/internal/mesh"
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"github.com/go-gl/gl/v3.3-core/gl"
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)
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// AnimalPart 动物模型部件(相对脚底原点,模型前向 +z)。
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type AnimalPart struct {
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CX, CY, CZ float32 // 部件中心
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W, H, D float32 // 部件尺寸
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// UV 六面在图集 tile 内归一化子矩形(u0,v0,u1,v1),顺序同 cubeFaces:
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// 顶/底/东/西/南(前)/北(后)
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UV [6][4]float32
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}
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// AnimalModel 动物模型:部件列表。
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type AnimalModel struct {
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Parts []AnimalPart
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}
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// DrawAnimalModel 在 (x,y,z)(脚底)以 yaw(0=朝 +z)绘制方块动物模型。
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// tile 为实体图集内动物纹理的归一化矩形;部件 UV 相对 tile 定义。
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// flash=true 受击白闪(uTint 提亮)。
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func (r *Renderer) DrawAnimalModel(x, y, z, yaw float32, model AnimalModel, tile [4]float32, flash bool) {
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if r.entityTex == 0 || len(model.Parts) == 0 {
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return
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}
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cosY := float32(math.Cos(float64(yaw)))
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sinY := float32(math.Sin(float64(yaw)))
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tw, th := tile[2]-tile[0], tile[3]-tile[1]
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verts := make([]mesh.Vertex, 0, len(model.Parts)*24)
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for _, p := range model.Parts {
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for fi := 0; fi < 6; fi++ {
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uv := p.UV[fi]
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u0 := tile[0] + uv[0]*tw
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v0 := tile[1] + uv[1]*th
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u1 := tile[0] + uv[2]*tw
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v1 := tile[1] + uv[3]*th
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for _, c := range cubeFaces[fi] {
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lx := (c[0]-0.5)*p.W + p.CX
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ly := (c[1]-0.5)*p.H + p.CY
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lz := (c[2]-0.5)*p.D + p.CZ
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// yaw 绕 Y 旋转:模型 +z → (sinY, cosY)
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wx := lx*cosY + lz*sinY
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wz := -lx*sinY + lz*cosY
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var cu, cv float32
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switch fi {
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case 0, 1: // 顶/底:x→u,z→v
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cu, cv = c[0], c[2]
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case 2, 3: // 东/西:z→u,y→v
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cu, cv = c[2], 1-c[1]
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default: // 南/北:x→u,y→v
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cu, cv = c[0], 1-c[1]
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}
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verts = append(verts, mesh.Vertex{
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X: x + wx, Y: y + ly, Z: z + wz,
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U: u0 + (u1-u0)*cu, V: v0 + (v1-v0)*cv,
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Sky: 15, Block: 15,
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})
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}
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}
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}
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if r.animalVao == 0 {
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gl.GenVertexArrays(1, &r.animalVao)
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gl.GenBuffers(1, &r.animalVbo)
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gl.GenBuffers(1, &r.animalIbo)
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gl.BindVertexArray(r.animalVao)
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gl.BindBuffer(gl.ARRAY_BUFFER, r.animalVbo)
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stride := int32(unsafe.Sizeof(mesh.Vertex{}))
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gl.EnableVertexAttribArray(0)
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gl.VertexAttribPointer(0, 3, gl.FLOAT, false, stride, gl.PtrOffset(0))
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gl.EnableVertexAttribArray(1)
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gl.VertexAttribPointer(1, 2, gl.FLOAT, false, stride, gl.PtrOffset(3*4))
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gl.EnableVertexAttribArray(2)
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gl.VertexAttribPointer(2, 2, gl.UNSIGNED_BYTE, false, stride, gl.PtrOffset(5*4))
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// 索引缓冲绑定必须捕获进 VAO(ELEMENT_ARRAY_BUFFER 属 VAO 状态)
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gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, r.animalIbo)
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gl.BindVertexArray(0)
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}
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idx := make([]uint32, 0, len(verts)/4*6)
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for base := 0; base+3 < len(verts); base += 4 {
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b := uint32(base)
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idx = append(idx, b, b+1, b+2, b+2, b+3, b)
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}
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// 数据上传须保持 VAO 绑定(避免污染其他 VAO 的 EBO 状态)
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gl.BindVertexArray(r.animalVao)
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gl.BindBuffer(gl.ARRAY_BUFFER, r.animalVbo)
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gl.BufferData(gl.ARRAY_BUFFER, len(verts)*int(unsafe.Sizeof(mesh.Vertex{})), gl.Ptr(verts), gl.DYNAMIC_DRAW)
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gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, r.animalIbo)
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gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(idx)*4, gl.Ptr(idx), gl.DYNAMIC_DRAW)
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gl.UseProgram(r.prog)
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gl.ActiveTexture(gl.TEXTURE0)
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gl.BindTexture(gl.TEXTURE_2D, r.entityTex)
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var vp [16]float32
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multiply4(&vp, &r.proj, &r.view)
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gl.UniformMatrix4fv(gl.GetUniformLocation(r.prog, gl.Str("uViewProj\x00")), 1, false, &vp[0])
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gl.Uniform3f(gl.GetUniformLocation(r.prog, gl.Str("uOffset\x00")), 0, 0, 0) // 顶点已烘焙为世界坐标
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gl.Uniform1f(gl.GetUniformLocation(r.prog, gl.Str("uCutout\x00")), 1) // alpha test:剔除纹理透明区域
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if flash {
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gl.Uniform4f(gl.GetUniformLocation(r.prog, gl.Str("uTint\x00")), 2.5, 2.5, 2.5, 1)
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} else {
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gl.Uniform4f(gl.GetUniformLocation(r.prog, gl.Str("uTint\x00")), 1, 1, 1, 1)
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}
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gl.Uniform2f(gl.GetUniformLocation(r.prog, gl.Str("uBill\x00")), 1, 0) // 非广告牌路径
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gl.Uniform2f(gl.GetUniformLocation(r.prog, gl.Str("uUVMin\x00")), 0, 0)
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gl.Uniform2f(gl.GetUniformLocation(r.prog, gl.Str("uUVMax\x00")), 1, 1)
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gl.BindVertexArray(r.animalVao)
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gl.DrawElements(gl.TRIANGLES, int32(len(idx)), gl.UNSIGNED_INT, gl.PtrOffset(0))
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gl.BindVertexArray(0)
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}
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