Files
ngzz-mc/internal/render/mesh_gl.go
NianGao Dev 9e2f5a6186 fix(game): 崩溃修复(卸载区块实体冻结)+ 立面光照、掉落可见、打击感、水下效果、空手拳头、血条左/饥饿右
- 崩溃(index out of range):实体所在区块卸载后失去碰撞支撑无限下坠到
  负坐标,光查询越界 panic——WorldView 增 ChunkLoaded,未加载区块实体冻结;
  chunk 光查询加越界防御(双保险)
- 立面光照:mesh 每面取**邻格**光照(原版光照模型)——此前用方块自身光照
  (sky=0)导致悬崖/矿洞立面全黑(泥土竖向黑色根因)
- 掉落可见:生成后 1 秒拾取延迟 + 图标加大到 0.45
- 打击感:攻击命中音(block.hit)+ 实体受击白闪(uTint)+ 手持挥动动画
- 水下效果:相机入水蓝色叠加(渲染.md §8 水体)
- 空手显示肤色拳头(白羊毛 × 肤色 tint),持方块正常显示
- HUD 布局:血条左下、饥饿右下(经典布局)
2026-08-16 20:59:28 +08:00

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//go:build gl
package render
import (
"unsafe"
"mc/internal/mesh"
"github.com/go-gl/gl/v3.3-core/gl"
)
// chunkKey 区块坐标 → key(与 world 包一致)。
func chunkKey(cx, cz int32) uint64 { return uint64(uint32(cx))<<32 | uint64(uint32(cz)) }
// HasChunk 区块网格是否已上传(dev 截图测试等待视野就绪用)。
func (r *Renderer) HasChunk(cx, cz int32) bool {
_, ok := r.chunks[chunkKey(cx, cz)]
return ok
}
// UploadChunk 上传区块网格到 GPU(dirty 网格重建后调用,渲染.md §3.3)。
// 三类网格合并为单 VBO + 单 IBO:不透明 → cutout → 半透明 顺序连续存放。
func (r *Renderer) UploadChunk(cx, cz int32, m *mesh.ChunkMesh) {
k := chunkKey(cx, cz)
if old, ok := r.chunks[k]; ok {
old.destroy()
}
cg := &chunkGL{}
gl.GenVertexArrays(1, &cg.vao)
gl.GenBuffers(1, &cg.vbo)
gl.GenBuffers(1, &cg.ibo)
gl.BindVertexArray(cg.vao)
// 合并顶点
all := make([]mesh.Vertex, 0, len(m.Opaque)+len(m.Cutout)+len(m.Translucent))
all = append(all, m.Opaque...)
all = append(all, m.Cutout...)
all = append(all, m.Translucent...)
cg.translucent = len(m.Translucent) > 0
gl.BindBuffer(gl.ARRAY_BUFFER, cg.vbo)
gl.BufferData(gl.ARRAY_BUFFER, len(all)*int(unsafe.Sizeof(mesh.Vertex{})), gl.Ptr(all), gl.STATIC_DRAW)
// 索引:每面 4 顶点四边形 → 2 三角形(0-1-2-2-3-0)
idx := make([]uint32, 0, len(all)/4*6)
for base := 0; base+3 < len(all); base += 4 {
b := uint32(base)
idx = append(idx, b, b+1, b+2, b+2, b+3, b)
}
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, cg.ibo)
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(idx)*4, gl.Ptr(idx), gl.STATIC_DRAW)
// 顶点属性布局(渲染.md §5 顶点格式)
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)
cg.idxCount = int32(len(m.Opaque) / 4 * 6)
cg.idxCut = int32(len(m.Cutout) / 4 * 6)
cg.idxTrans = int32(len(m.Translucent) / 4 * 6)
r.chunks[k] = cg
}
// RemoveChunk 移除区块网格(区块卸载时调用)。
func (r *Renderer) RemoveChunk(cx, cz int32) {
k := chunkKey(cx, cz)
if cg, ok := r.chunks[k]; ok {
cg.destroy()
delete(r.chunks, k)
}
}
// destroy 释放 GPU 资源。
func (cg *chunkGL) destroy() {
if cg.vao != 0 {
gl.DeleteVertexArrays(1, &cg.vao)
}
if cg.vbo != 0 {
gl.DeleteBuffers(1, &cg.vbo)
}
if cg.ibo != 0 {
gl.DeleteBuffers(1, &cg.ibo)
}
cg.vao, cg.vbo, cg.ibo = 0, 0, 0
}
// DrawChunks 绘制全部区块网格(三 pass,渲染.md §6)。
// chunks:本帧要绘制的区块(已由视锥剔除过滤)。
func (r *Renderer) DrawChunks(get func(i int) (int32, int32), n int) {
gl.UseProgram(r.prog)
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, r.atlas)
var vp [16]float32
multiply4(&vp, &r.proj, &r.view)
vpLoc := gl.GetUniformLocation(r.prog, gl.Str("uViewProj\x00"))
cutLoc := gl.GetUniformLocation(r.prog, gl.Str("uCutout\x00"))
gl.UniformMatrix4fv(vpLoc, 1, false, &vp[0])
offLoc := gl.GetUniformLocation(r.prog, gl.Str("uOffset\x00"))
gl.Uniform3f(offLoc, 0, 0, 0) // 区块网格无偏移(覆盖层在 DrawChunks 后自行设置)
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) // 区块顶点 UV 直接使用
gl.Uniform2f(uvMaxLoc, 1, 1)
tintLoc := gl.GetUniformLocation(r.prog, gl.Str("uTint\x00"))
gl.Uniform4f(tintLoc, 1, 1, 1, 1) // 区块无颜色乘数
// pass 1+2:不透明与 cutout(alpha test,不排序)
gl.Uniform1f(cutLoc, 0)
drawPass(r, get, n, false, false)
gl.Uniform1f(cutLoc, 1)
drawPass(r, get, n, false, true)
// pass 3:半透明(关闭深度写入,远→近排序由调用方保证顺序)
gl.Uniform1f(cutLoc, 0)
gl.DepthMask(false)
drawPass(r, get, n, true, false)
gl.DepthMask(true)
gl.BindVertexArray(0)
}
// drawPass 按通道绘制。
func drawPass(r *Renderer, get func(i int) (int32, int32), n int, translucent, cutout bool) {
for i := 0; i < n; i++ {
x, z := get(i)
cg, ok := r.chunks[chunkKey(x, z)]
if !ok {
continue
}
base := int32(0)
count := cg.idxCount
if cutout {
base = cg.idxCount
count = cg.idxCut
}
if translucent {
base = cg.idxCount + cg.idxCut
count = cg.idxTrans
}
if count == 0 {
continue
}
gl.BindVertexArray(cg.vao)
gl.DrawElements(gl.TRIANGLES, count, gl.UNSIGNED_INT, gl.PtrOffset(int(base)*4))
}
}
// multiply4 列主序 4×4 矩阵乘法:out = a × b。
func multiply4(out, a, b *[16]float32) {
for col := 0; col < 4; col++ {
for row := 0; row < 4; row++ {
var v float32
for k := 0; k < 4; k++ {
v += a[k*4+row] * b[col*4+k]
}
out[col*4+row] = v
}
}
}