Проблема со стеклом в воксельном движке
Я попробовал добавить стекло в воксельный движок из этого урока: https://github.com/StanislavPetrovV/Minecraft. Для этого переделал шейдер и код в chunk_mesh_builder. Но стекло работает нормально только если смотреть на его верхнюю, переднюю и правую стороны. Проблема в chunk_mesh_builder? Или же где-то дальше?


from settings import *
from numba import uint8
@njit
def get_ao(local_pos, world_pos, world_voxels, plane):
x, y, z = local_pos
wx, wy, wz = world_pos
if plane == 'Y':
a = is_void((x , y, z - 1), (wx , wy, wz - 1), world_voxels)
b = is_void((x - 1, y, z - 1), (wx - 1, wy, wz - 1), world_voxels)
c = is_void((x - 1, y, z ), (wx - 1, wy, wz ), world_voxels)
d = is_void((x - 1, y, z + 1), (wx - 1, wy, wz + 1), world_voxels)
e = is_void((x , y, z + 1), (wx , wy, wz + 1), world_voxels)
f = is_void((x + 1, y, z + 1), (wx + 1, wy, wz + 1), world_voxels)
g = is_void((x + 1, y, z ), (wx + 1, wy, wz ), world_voxels)
h = is_void((x + 1, y, z - 1), (wx + 1, wy, wz - 1), world_voxels)
elif plane == 'X':
a = is_void((x, y , z - 1), (wx, wy , wz - 1), world_voxels)
b = is_void((x, y - 1, z - 1), (wx, wy - 1, wz - 1), world_voxels)
c = is_void((x, y - 1, z ), (wx, wy - 1, wz ), world_voxels)
d = is_void((x, y - 1, z + 1), (wx, wy - 1, wz + 1), world_voxels)
e = is_void((x, y , z + 1), (wx, wy , wz + 1), world_voxels)
f = is_void((x, y + 1, z + 1), (wx, wy + 1, wz + 1), world_voxels)
g = is_void((x, y + 1, z ), (wx, wy + 1, wz ), world_voxels)
h = is_void((x, y + 1, z - 1), (wx, wy + 1, wz - 1), world_voxels)
else: # Z plane
a = is_void((x - 1, y , z), (wx - 1, wy , wz), world_voxels)
b = is_void((x - 1, y - 1, z), (wx - 1, wy - 1, wz), world_voxels)
c = is_void((x , y - 1, z), (wx , wy - 1, wz), world_voxels)
d = is_void((x + 1, y - 1, z), (wx + 1, wy - 1, wz), world_voxels)
e = is_void((x + 1, y , z), (wx + 1, wy , wz), world_voxels)
f = is_void((x + 1, y + 1, z), (wx + 1, wy + 1, wz), world_voxels)
g = is_void((x , y + 1, z), (wx , wy + 1, wz), world_voxels)
h = is_void((x - 1, y + 1, z), (wx - 1, wy + 1, wz), world_voxels)
ao = (a + b + c), (g + h + a), (e + f + g), (c + d + e)
return ao
@njit
def pack_data(x, y, z, voxel_id, face_id, ao_id, flip_id):
# x: 6bit y: 6bit z: 6bit voxel_id: 8bit face_id: 3bit ao_id: 2bit flip_id: 1bit
a, b, c, d, e, f, g = x, y, z, voxel_id, face_id, ao_id, flip_id
b_bit, c_bit, d_bit, e_bit, f_bit, g_bit = 6, 6, 8, 3, 2, 1
fg_bit = f_bit + g_bit
efg_bit = e_bit + fg_bit
defg_bit = d_bit + efg_bit
cdefg_bit = c_bit + defg_bit
bcdefg_bit = b_bit + cdefg_bit
packed_data = (
a << bcdefg_bit |
b << cdefg_bit |
c << defg_bit |
d << efg_bit |
e << fg_bit |
f << g_bit | g
)
return packed_data
@njit
def get_chunk_index(world_voxel_pos):
wx, wy, wz = world_voxel_pos
cx = wx // CHUNK_SIZE
cy = wy // CHUNK_SIZE
cz = wz // CHUNK_SIZE
if not (0 <= cx < WORLD_W and 0 <= cy < WORLD_H and 0 <= cz < WORLD_D):
return -1
index = cx + WORLD_W * cz + WORLD_AREA * cy
return index
@njit
def is_void(local_voxel_pos, world_voxel_pos, world_voxels):
chunk_index = get_chunk_index(world_voxel_pos)
if chunk_index == -1:
return False
chunk_voxels = world_voxels\[chunk_index\]
x, y, z = local_voxel_pos
voxel_index = (x % CHUNK_SIZE + z % CHUNK_SIZE * CHUNK_SIZE + y % CHUNK_SIZE * CHUNK_AREA)
if chunk_voxels\[voxel_index\]:
if chunk_voxels\[voxel_index\] == Z:
return True
else:
return False
return True
@njit
def add_data(vertex_data, index, *vertices):
for vertex in vertices:
vertex_data\[index\] = vertex
index += 1
return index
@njit
def build_chunk_mesh(chunk_voxels, format_size, chunk_pos, world_voxels):
vertex_data = np.empty(CHUNK_VOL * 36 * format_size, dtype='uint32')
index = 0
for x in range(CHUNK_SIZE):
for y in range(CHUNK_SIZE):
for z in range(CHUNK_SIZE):
voxel_id = chunk_voxels\[x + CHUNK_SIZE * z + CHUNK_AREA * y\]
if not voxel_id:
continue
# voxel world position
cx, cy, cz = chunk_pos
wx = x + cx * CHUNK_SIZE
wy = y + cy * CHUNK_SIZE
wz = z + cz * CHUNK_SIZE
# top face
if is_void((x, y + 1, z), (wx, wy + 1, wz), world_voxels):
# get ao values
ao = get_ao((x, y + 1, z), (wx, wy + 1, wz), world_voxels, plane='Y')
flip_id = ao\[1\] + ao\[3\] > ao\[0\] + ao\[2\]
# format: x, y, z, voxel_id, face_id, ao_id, flip_id
v0 = pack_data(x, y + 1, z, voxel_id, 0, ao\[0\], flip_id)
v1 = pack_data(x + 1, y + 1, z, voxel_id, 0, ao\[1\], flip_id)
v2 = pack_data(x + 1, y + 1, z + 1, voxel_id, 0, ao\[2\], flip_id)
v3 = pack_data(x, y + 1, z + 1, voxel_id, 0, ao\[3\], flip_id)
if flip_id:
index = add_data(vertex_data, index, v1, v0, v3, v1, v3, v2)
else:
index = add_data(vertex_data, index, v0, v3, v2, v0, v2, v1)
# bottom face
if is_void((x, y - 1, z), (wx, wy - 1, wz), world_voxels):
ao = get_ao((x, y - 1, z), (wx, wy - 1, wz), world_voxels, plane='Y')
flip_id = ao\[1\] + ao\[3\] > ao\[0\] + ao\[2\]
v0 = pack_data(x, y, z, voxel_id, 1, ao\[0\], flip_id)
v1 = pack_data(x + 1, y, z, voxel_id, 1, ao\[1\], flip_id)
v2 = pack_data(x + 1, y, z + 1, voxel_id, 1, ao\[2\], flip_id)
v3 = pack_data(x, y, z + 1, voxel_id, 1, ao\[3\], flip_id)
if flip_id:
index = add_data(vertex_data, index, v1, v3, v0, v1, v2, v3)
else:
index = add_data(vertex_data, index, v0, v2, v3, v0, v1, v2)
# right face
if is_void((x + 1, y, z), (wx + 1, wy, wz), world_voxels):
ao = get_ao((x + 1, y, z), (wx + 1, wy, wz), world_voxels, plane='X')
flip_id = ao\[1\] + ao\[3\] > ao\[0\] + ao\[2\]
v0 = pack_data(x + 1, y, z, voxel_id, 2, ao\[0\], flip_id)
v1 = pack_data(x + 1, y + 1, z, voxel_id, 2, ao\[1\], flip_id)
v2 = pack_data(x + 1, y + 1, z + 1, voxel_id, 2, ao\[2\], flip_id)
v3 = pack_data(x + 1, y, z + 1, voxel_id, 2, ao\[3\], flip_id)
if flip_id:
index = add_data(vertex_data, index, v3, v0, v1, v3, v1, v2)
else:
index = add_data(vertex_data, index, v0, v1, v2, v0, v2, v3)
# left face
if is_void((x - 1, y, z), (wx - 1, wy, wz), world_voxels):
ao = get_ao((x - 1, y, z), (wx - 1, wy, wz), world_voxels, plane='X')
flip_id = ao\[1\] + ao\[3\] > ao\[0\] + ao\[2\]
v0 = pack_data(x, y, z, voxel_id, 3, ao\[0\], flip_id)
v1 = pack_data(x, y + 1, z, voxel_id, 3, ao\[1\], flip_id)
v2 = pack_data(x, y + 1, z + 1, voxel_id, 3, ao\[2\], flip_id)
v3 = pack_data(x, y, z + 1, voxel_id, 3, ao\[3\], flip_id)
if flip_id:
index = add_data(vertex_data, index, v3, v1, v0, v3, v2, v1)
else:
index = add_data(vertex_data, index, v0, v2, v1, v0, v3, v2)
# back face
if is_void((x, y, z - 1), (wx, wy, wz - 1), world_voxels):
ao = get_ao((x, y, z - 1), (wx, wy, wz - 1), world_voxels, plane='Z')
flip_id = ao\[1\] + ao\[3\] > ao\[0\] + ao\[2\]
v0 = pack_data(x, y, z, voxel_id, 4, ao\[0\], flip_id)
v1 = pack_data(x, y + 1, z, voxel_id, 4, ao\[1\], flip_id)
v2 = pack_data(x + 1, y + 1, z, voxel_id, 4, ao\[2\], flip_id)
v3 = pack_data(x + 1, y, z, voxel_id, 4, ao\[3\], flip_id)
if flip_id:
index = add_data(vertex_data, index, v3, v0, v1, v3, v1, v2)
else:
index = add_data(vertex_data, index, v0, v1, v2, v0, v2, v3)
# front face
if is_void((x, y, z + 1), (wx, wy, wz + 1), world_voxels):
ao = get_ao((x, y, z + 1), (wx, wy, wz + 1), world_voxels, plane='Z')
flip_id = ao\[1\] + ao\[3\] > ao\[0\] + ao\[2\]
v0 = pack_data(x, y, z + 1, voxel_id, 5, ao\[0\], flip_id)
v1 = pack_data(x, y + 1, z + 1, voxel_id, 5, ao\[1\], flip_id)
v2 = pack_data(x + 1, y + 1, z + 1, voxel_id, 5, ao\[2\], flip_id)
v3 = pack_data(x + 1, y, z + 1, voxel_id, 5, ao\[3\], flip_id)
if flip_id:
index = add_data(vertex_data, index, v3, v1, v0, v3, v2, v1)
else:
index = add_data(vertex_data, index, v0, v2, v1, v0, v3, v2)
return vertex_data\[:index + 1\][1]
voxel_id = Z это стекло. Z = 17
#version 330 core
layout (location = 0) out vec4 fragColor;
const vec3 gamma = vec3(2.2);
const vec3 inv_gamma = 1 / gamma;
uniform sampler2DArray u_texture_array_0;
uniform vec3 bg_color;
uniform float water_line;
in vec2 uv;
in float shading;
in vec3 frag_world_pos;
flat in int face_id;
flat in int voxel_id;
void main() {
vec2 face_uv = uv;
face_uv.x = uv.x / 3.0 - min(face_id, 2) / 3.0;
vec3 tex_col = texture(u_texture_array_0, vec3(face_uv, voxel_id)).rgb;
tex_col = pow(tex_col, gamma);
vec4 tex_alpha = texture(u_texture_array_0, vec3(face_uv, voxel_id));
tex_col *= shading;
// underwater effect
if (frag_world_pos.y < water_line) tex_col *= vec3(0.0, 0.3, 1.0);
//fog
float fog_dist = gl_FragCoord.z / gl_FragCoord.w;
tex_col = mix(tex_col, bg_color, (1.0 - exp2(-0.00001 * fog_dist * fog_dist)));
tex_col = pow(tex_col, inv_gamma);
float alpha;
if (voxel_id == 17) {
alpha = clamp(tex_alpha.g, 0.0, 1.0);
} else {
alpha = 1;
}
fragColor = vec4(tex_col, alpha);
}