- 相机视图矩阵按 R_cam^T·T(-pos) 正确推导(旧布局非正交,非零视角下场景塌缩为灰屏) - UI 片元着色器改为纹理×颜色(旧实现丢弃纹理 RGB,彩色纹理全白) - UI 纹理与图集 mipmap:图集补齐 2 次幂、UI 上传不生成 mipmap(NPOT 不完整纹理采样纯白) - 网格构建持一次读锁(旧实现每格邻居查询各加锁约 40 万次/区块,出生区块迟迟无网格, 玩家透过脚下的洞看到地下横截面——进游戏黑屏主因);脏区块按距离排序优先构建 - 开启背面剔除(CW 正面):区块边界面向未加载邻居的内侧面不再以暗色出现在视野里 - 出生逻辑:等区块加载后定位地表出生,相机略微俯视 - dev 截图测试:-shot 等待玩家所在 5×5 区块网格就绪再拍(48s 兜底),先测试后打包 - 安装器改为按用户安装到 LOCALAPPDATA(Program Files 无写权限导致启动即崩) - dev 截图工具独立成 devshot_gl.go
482 lines
14 KiB
Go
482 lines
14 KiB
Go
//go:build gl
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// 年糕历险记 —— 客户端入口(GL 构建)。
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//
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// 装配顺序(架构.md §3.1 启动流程):配置 → 日志 → 内容包/图集 → 注册表 → 世界
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// → 游戏会话(玩家/背包/相机)→ 渲染器 → 主循环(tick 20Hz + render)。
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package main
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import (
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"context"
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"flag"
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"os"
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"os/signal"
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"sort"
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"sync"
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"time"
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"mc/internal/assets"
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"mc/internal/atlas"
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"mc/internal/block"
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"mc/internal/camera"
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"mc/internal/chunk"
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"mc/internal/config"
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"mc/internal/crash"
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"mc/internal/engine"
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"mc/internal/font"
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"mc/internal/game"
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"mc/internal/inventory"
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"mc/internal/item"
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"mc/internal/logx"
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"mc/internal/mesh"
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"mc/internal/netclient"
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"mc/internal/netproto"
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"mc/internal/paths"
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"mc/internal/physics"
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"mc/internal/recipe"
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"mc/internal/render"
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"mc/internal/save"
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"mc/internal/ui"
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"mc/internal/world"
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"mc/internal/worldgen"
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)
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var devMode = flag.Bool("dev", devDefault, "开发模式:直接读取 assets/(默认随构建 tag)")
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// 开发测试参数(dev 测试通过后再打包)
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var (
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autoEnter = flag.Bool("auto", false, "自动进入游戏(跳过主菜单点击)")
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shotPath = flag.String("shot", "", "截图路径:运行约 2 秒后保存 PNG 并退出(dev 测试用)")
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)
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// clientApp 客户端应用:把会话与渲染粘合起来(engine.Ticker + engine.Renderer)。
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type clientApp struct {
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sess *game.Session
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rend *render.Renderer
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reg *block.Registry
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in *inputState
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uiR *ui.Renderer
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hud *ui.HUD
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// 屏幕状态机:0 主菜单 / 1 游戏中 / 2 暂停(UI还原.md §2)
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screen int
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titleScreen *ui.TitleScreen
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pauseScreen *ui.PauseScreen
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// 联机(多人同步.md §2:无连接时为单机)
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net *netclient.Client
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log *logx.Logger
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// 其他玩家位置(多人同步.md §3;渲染插值后置)
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remoteMu sync.Mutex
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remotePlayers map[uint32][3]float64
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meshBuilder *mesh.Builder
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mu sync.Mutex
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pendingMesh []*worldMeshJob // tick 构建 → 渲染线程上传
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winW, winH int
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tickCnt uint64
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frames int // 渲染帧计数(截图时机用)
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lastTime time.Time
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}
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// worldMeshJob 待上传网格。
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type worldMeshJob struct {
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cx, cz int32
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m *mesh.ChunkMesh
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}
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// Tick 每 tick(20Hz):输入 → 玩家 → 会话 → 网格构建(渲染.md §3.3 dirty 重建)。
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func (a *clientApp) Tick(dt float64) {
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// 屏幕状态机(UI还原.md §2:主菜单/暂停不处理游戏输入)
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switch a.screen {
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case 0: // 主菜单
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// dev 测试:-auto 自动进入游戏(跳过点击)
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if *autoEnter {
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a.screen = 1
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a.rend.SetCursorMode(true)
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return
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}
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if a.in.clicked {
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switch a.titleScreen.HitTest(a.in.clickX, a.in.clickY) {
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case "play":
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a.screen = 1
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a.rend.SetCursorMode(true)
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case "multi":
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// 联机:连接本机服务器(多人同步.md §2)
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if err := dialServer(a, "127.0.0.1:25565", "玩家"); err != nil {
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a.logf("连接服务器失败: %v", err)
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} else {
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a.screen = 1
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a.rend.SetCursorMode(true)
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a.hud.OnlineCount = func() int {
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a.remoteMu.Lock()
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defer a.remoteMu.Unlock()
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return len(a.remotePlayers) + 1 // 含自己
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}
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a.logf("已连接服务器")
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}
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case "quit":
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a.rend.Window().SetShouldClose(true)
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}
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a.in.clicked = false
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}
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a.in.dyaw, a.in.dpitch = 0, 0
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return
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case 2: // 暂停
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if a.in.escPressed {
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a.screen = 1
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a.rend.SetCursorMode(true)
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}
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if a.in.clicked {
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switch a.pauseScreen.HitTest(a.in.clickX, a.in.clickY) {
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case "resume":
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a.screen = 1
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a.rend.SetCursorMode(true)
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case "quit":
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a.rend.Window().SetShouldClose(true)
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}
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a.in.clicked = false
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}
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a.in.escPressed = false
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return
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}
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// 游戏中
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if a.in.escPressed {
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a.screen = 2
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a.rend.SetCursorMode(false)
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a.in.escPressed = false
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return
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}
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a.in.apply(a.sess)
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a.sess.Tick(dt)
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// 联机:上报移动(20Hz,多人同步.md §3)
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if a.net != nil {
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p := a.sess.Player
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a.net.SendMove(netproto.PlayerMove{
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X: float32(p.Pos[0]), Y: float32(p.Pos[1]), Z: float32(p.Pos[2]),
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Yaw: float32(a.sess.Cam.Yaw), Pitch: float32(a.sess.Cam.Pitch),
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OnGround: p.OnGround,
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})
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}
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// 定时存档:30s(存档与持久化.md §2)
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a.tickCnt++
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if a.tickCnt%(20*30) == 0 && a.net == nil {
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if err := save.SaveWorld(a.sess.World, paths.Join("worlds"), "NewWorld", 123456789, int64(a.tickCnt)); err != nil {
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// 日志由调用方输出(避免每次 tick 刷屏)
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_ = err
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}
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}
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// 脏区块网格重建(CPU 侧,预算内;按距玩家距离排序,先建视野中心——
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// 随机顺序会致出生区块迟迟无网格,玩家脚下的地面"透明",看到相邻区块地下横截面(黑)。
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start := time.Now()
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px, pz := a.sess.Player.Pos[0], a.sess.Player.Pos[2]
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type dirtyJob struct {
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c *chunk.Chunk
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d float64
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}
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var dirty []dirtyJob
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for _, c := range a.sess.World.ActiveChunks() {
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if !c.Dirty.Load() {
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continue
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}
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dx := float64(c.CX)*16 + 8 - px
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dz := float64(c.CZ)*16 + 8 - pz
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dirty = append(dirty, dirtyJob{c: c, d: dx*dx + dz*dz})
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}
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sort.Slice(dirty, func(i, j int) bool { return dirty[i].d < dirty[j].d })
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for _, dj := range dirty {
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if time.Since(start) > 6*time.Millisecond {
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break // 帧预算(区块管理.md §4.3.2)
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}
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// 整个构建持一次读锁:邻居查询免逐次加锁(渲染.md §3.3)
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a.sess.World.WithReadLock(func() {
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m := a.meshBuilder.Build(dj.c, func(x, y, z int32) block.State {
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return a.sess.World.BlockUnlocked(x, y, z)
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})
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a.mu.Lock()
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a.pendingMesh = append(a.pendingMesh, &worldMeshJob{cx: dj.c.CX, cz: dj.c.CZ, m: m})
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a.mu.Unlock()
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})
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dj.c.Dirty.Store(false)
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}
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}
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// Render 每帧渲染(渲染线程):上传待传网格 → 视图矩阵 → 三 pass 绘制。
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func (a *clientApp) Render() {
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// 上传 tick 构建好的网格(GL 调用必须在渲染线程)
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a.mu.Lock()
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pending := a.pendingMesh
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a.pendingMesh = nil
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a.mu.Unlock()
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for _, j := range pending {
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a.rend.UploadChunk(j.cx, j.cz, j.m)
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mesh.Release(j.m) // 上传完毕归还顶点池(性能与内存.md §2)
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}
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// 视图投影
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cam := a.sess.Cam
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aspect := float64(a.winW) / float64(a.winH)
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a.rend.SetViewProj(cam.View(), cam.Projection(aspect, 0.05, 1024))
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// 清屏 + 绘制(视锥剔除简化为全量绘制,后置 LOD)
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a.rend.BeginFrame()
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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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// UI pass(UI与输入.md §2:3D 之后、状态隔离)
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a.uiR.Begin()
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mx, my := float32(a.in.cursorX), float32(a.in.cursorY)
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switch a.screen {
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case 0:
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a.titleScreen.Draw(a.uiR, mx, my)
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case 1:
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a.hud.Draw(a.uiR)
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case 2:
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a.hud.Draw(a.uiR) // 暂停时世界仍可见(UI还原.md §2)
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a.pauseScreen.Draw(a.uiR, mx, my)
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}
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a.uiR.Flush()
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a.rend.EndFrame()
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// 截图(dev 测试:游戏内等玩家所在区块 5×5 网格就绪再拍,避免视野空洞导致误判)
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a.frames++
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if *shotPath != "" && a.frames >= 200 {
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ready := a.screen != 1 // 非游戏画面(标题/暂停)无需等区块
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if !ready {
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ready = true
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pcx, pcz := int32(a.sess.Player.Pos[0])>>4, int32(a.sess.Player.Pos[2])>>4
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for cx := pcx - 2; cx <= pcx+2 && ready; cx++ {
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for cz := pcz - 2; cz <= pcz+2; cz++ {
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if !a.rend.HasChunk(cx, cz) {
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ready = false
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break
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}
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}
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}
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}
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if ready || a.frames > 2400 { // 就绪即拍;48 秒兜底
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if !ready {
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a.logf("截图兜底:视野未完全就绪(frame=%d)", a.frames)
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}
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if err := a.saveScreenshot(*shotPath); err != nil {
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a.logf("截图失败: %v", err)
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} else {
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a.logf("截图已保存: %s", *shotPath)
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}
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a.rend.Window().SetShouldClose(true)
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}
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}
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}
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// ShouldClose 窗口关闭判定。
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func (a *clientApp) ShouldClose() bool { return a.rend.ShouldClose() }
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// logf 客户端日志(联机回调使用)。
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func (a *clientApp) logf(format string, args ...any) {
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if a.log != nil {
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a.log.Infof(format, args...)
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}
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}
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func main() {
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crash.SetLogPath(paths.Join("logs", "crash.log")) // 全局崩溃日志(含 goroutine 兜底)
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defer crash.Guard(paths.Join("logs", "crash.log")) // 主线程崩溃兜底:闪退可诊断
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flag.Parse()
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log, err := logx.New(paths.Join("logs", "client.log"), logx.LevelInfo)
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if err != nil {
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panic(err)
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}
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cfg, err := config.Load(paths.Join("config", "client.yaml"), config.DefaultClient())
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if err != nil {
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log.Warnf("配置加载失败,使用默认值:%v", err)
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}
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log.Infof("%s 客户端启动:%dx%d,语言 %s,视距 %d", cfg.Client.WindowTitle, cfg.Client.WindowWidth, cfg.Client.WindowHeight, cfg.Client.Language, cfg.Client.RenderDistance)
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// 1) 内容包与图集(设计.md §1.3:扫描 mods/ + resourcepacks/)
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am := assets.New()
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if err := am.Load(paths.Join("assets"), paths.Join("mods"), paths.Join("resourcepacks")); err != nil {
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log.Warnf("内容包加载失败:%v", err)
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}
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log.Infof("已加载 %d 个内容包", len(am.Packs()))
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keys, err := am.ExpandAtlas("blocks")
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if err != nil {
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panic(err)
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}
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atlasImg, uvRects, err := atlas.Build(am.ResolveTexture, keys, 16)
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if err != nil {
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panic(err)
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}
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log.Infof("blocks 图集:%d 纹理,%dx%d", len(uvRects), atlasImg.Bounds().Dx(), atlasImg.Bounds().Dy())
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// UV 函数(渲染.md §4:inset 防渗色)
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uvFn := func(texKey string) (u0, v0, u1, v1 float32, ok bool) {
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rect, found := uvRects[texKey]
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if !found {
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return 0, 0, 1, 1, false
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}
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W, H := float32(atlasImg.Bounds().Dx()), float32(atlasImg.Bounds().Dy())
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const inset = 0.5
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u0 = (float32(rect.Min.X) + inset) / W
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v0 = (float32(rect.Min.Y) + inset) / H
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u1 = (float32(rect.Max.X) - inset) / W
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v1 = (float32(rect.Max.Y) - inset) / H
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return u0, v0, u1, v1, true
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}
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// items 图集(HUD 热键栏图标,UI还原.md §7)
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itemKeys, err := am.ExpandAtlas("items")
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if err != nil {
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log.Warnf("items 图集展开失败: %v", err)
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}
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itemImg, itemUVs, err := atlas.Build(am.ResolveTexture, itemKeys, 16)
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if err != nil {
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log.Warnf("items 图集构建失败: %v", err)
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}
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// 字体(UI还原.md §4:素材包位图字体)
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fontAtlas, err := font.Build(am, "default")
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if err != nil {
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log.Warnf("字体构建失败: %v", err)
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}
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// 2) 注册表(设计.md §6.1/§6.2 数据驱动)
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reg, err := block.Load(paths.Join("assets", "config", "blocks.json"))
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if err != nil {
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panic(err)
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}
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items, err := item.Load(paths.Join("assets", "config", "items.json"))
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if err != nil {
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panic(err)
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}
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recipes, err := recipe.Load(paths.Join("assets", "config", "recipes.json"))
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if err != nil {
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panic(err)
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}
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// 3) 世界与生成器(区块管理.md §4 异步流水线)
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gen, err := worldgen.New(reg, 123456789, 0.005, 0.01, 0.1)
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if err != nil {
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panic(err)
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}
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w, err := world.New(reg, gen, cfg.Client.RenderDistance)
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if err != nil {
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panic(err)
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}
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defer w.Close()
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// 单机存档(存档与持久化.md §3:diff-only 载入,无存档则新建)
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if _, err := os.Stat(paths.Join("worlds", "NewWorld", "level.dat")); err == nil {
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if _, err := save.LoadWorld(w, paths.Join("worlds"), "NewWorld"); err != nil {
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log.Warnf("存档载入失败: %v", err)
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} else {
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log.Infof("已载入世界 NewWorld")
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}
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}
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// 4) 游戏会话(出生逻辑:先等出生区块加载,再定位地表出生——
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// 否则玩家从高空坠落会穿过未加载区块掉进地下,游戏内一片漆黑)
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var surf int32 = 120
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for deadline := time.Now().Add(15 * time.Second); time.Now().Before(deadline); {
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w.Update(8.5, 100, 8.5, 8*time.Millisecond)
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if w.Block(8, 80, 8) != block.Air {
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break
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}
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time.Sleep(2 * time.Millisecond)
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}
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for y := int32(255); y > 0; y-- {
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if w.Block(8, y, 8) != block.Air {
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surf = y
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break
|
||
}
|
||
}
|
||
p := physics.NewPlayer(8.5, float64(surf+2), 8.5)
|
||
cam := camera.New(p.Eye(), 0, -0.35, cfg.Client.FOV) // 略微俯视,视野内以地形为主
|
||
inv := inventory.New(items)
|
||
sess := game.NewSession(w, reg, items, recipes, p, inv, cam)
|
||
|
||
// 5) 渲染器(GL 线程亲和在其内部锁定)
|
||
rend, err := render.New(cfg.Client.WindowTitle, cfg.Client.WindowWidth, cfg.Client.WindowHeight)
|
||
if err != nil {
|
||
panic(err)
|
||
}
|
||
defer rend.Shutdown()
|
||
rend.SetAtlas(atlasImg)
|
||
// 主菜单状态:鼠标可见(仅游戏内捕获,UI与输入.md §6)
|
||
rend.SetCursorMode(false)
|
||
|
||
// 光影包(渲染.md §9:未安装 → 默认光影;坏包 → 回退默认)
|
||
if sp, err := render.LoadShaderPack(am); err != nil {
|
||
log.Warnf("光影包加载失败(使用默认光影):%v", err)
|
||
} else if sp != nil {
|
||
if err := rend.ApplyShaderPack(sp); err != nil {
|
||
log.Warnf("光影包应用失败(使用默认光影):%v", err)
|
||
} else {
|
||
log.Infof("已加载光影包 %q", sp.ID)
|
||
}
|
||
}
|
||
|
||
// UI 层(UI还原.md §3.1:427×240 基准 × 3 缩放 = 1280×720)
|
||
guiScale := float32(3)
|
||
uiR, err := ui.New(cfg.Client.WindowWidth, cfg.Client.WindowHeight, guiScale)
|
||
if err != nil {
|
||
panic(err)
|
||
}
|
||
if fontAtlas != nil {
|
||
uiR.SetFont(fontAtlas)
|
||
}
|
||
hud := ui.NewHUD(sess, items, 427, 240, guiScale)
|
||
if itemImg != nil {
|
||
itemTex := uiR.UploadImage(itemImg)
|
||
itemUV := make(map[string][4]float32, len(itemUVs))
|
||
for k, rect := range itemUVs {
|
||
W, H := float32(itemImg.Bounds().Dx()), float32(itemImg.Bounds().Dy())
|
||
itemUV[k] = [4]float32{
|
||
float32(rect.Min.X) / W, float32(rect.Min.Y) / H,
|
||
float32(rect.Max.X) / W, float32(rect.Max.Y) / H,
|
||
}
|
||
}
|
||
hud.SetItemAtlas(itemTex, itemUV)
|
||
}
|
||
|
||
// 界面屏幕(原版复刻:土质背景/原版按钮/中文标题,UI还原.md §2)
|
||
lang, err := am.LoadLang(cfg.Client.Language)
|
||
if err != nil {
|
||
log.Warnf("语言加载失败: %v", err)
|
||
}
|
||
titleScreen, pauseScreen := buildScreens(uiR, am, lang)
|
||
|
||
// 6) 输入(鼠标捕获 + 键鼠回调)
|
||
in := newInputState(rend.Window())
|
||
|
||
app := &clientApp{
|
||
sess: sess,
|
||
rend: rend,
|
||
reg: reg,
|
||
in: in,
|
||
uiR: uiR,
|
||
hud: hud,
|
||
titleScreen: titleScreen,
|
||
pauseScreen: pauseScreen,
|
||
log: log,
|
||
remotePlayers: make(map[uint32][3]float64),
|
||
meshBuilder: mesh.NewBuilder(reg, uvFn),
|
||
winW: cfg.Client.WindowWidth,
|
||
winH: cfg.Client.WindowHeight,
|
||
lastTime: time.Now(),
|
||
}
|
||
|
||
ctx, stop := signal.NotifyContext(context.Background(), os.Interrupt)
|
||
defer stop()
|
||
|
||
log.Infof("进入游戏主循环")
|
||
engine.Run(ctx, app, app)
|
||
log.Infof("客户端已退出")
|
||
}
|