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- // C++ port of Minecraft 4k JS (http://jsdo.it/notch/dB1E)
- // By The8BitPimp
- // See: the8bitpimp.wordpress.com
- #define _SDL_main_h
- #include <SDL\SDL.h>
- #pragma comment( lib, "sdl.lib" )
- #include <math.h>
- const int w = 320;
- const int h = 240;
- SDL_Surface *screen = nullptr;
- const float math_pi = 3.14159265359f;
- static inline float math_sin( float x ) {
- return sinf( x );
- }
- static inline float math_cos( float x ) {
- return cosf( x );
- }
- // the texture map
- int texmap[ 16 * 16 * 16 * 3 ];
- // the voxel map
- char map[ 64 * 64 * 64 ];
- static inline int random( int max ) {
- return (rand()^(rand()<<16)) % max;
- }
- static inline void plot( int x, int y, int c ) {
- int *p = (int*) screen->pixels;
- p[ y * w + x ] = c;
- }
- static void makeTextures( void ) {
- // each texture
- for ( int j=0; j<16; j++ ) {
- int k = 255 - random(96);
- // each pixel in the texture
- for ( int m=0; m<16 * 3; m++ )
- for ( int n = 0; n<16; n++ ) {
- int i1 = 0x966C4A;
- int i2 = 0;
- int i3 = 0;
- if (j == 4)
- i1 = 0x7F7F7F;
- if ((j != 4) || (random(3) == 0))
- k = 255 - random(96);
- if ( j == 1 )
- {
- if (m < (((n * n * 3 + n * 81) >> 2) & 0x3) + 18)
- i1 = 0x6AAA40;
- else if (m < (((n * n * 3 + n * 81) >> 2) & 0x3) + 19)
- k = k * 2 / 3;
- }
- if (j == 7)
- {
- i1 = 0x675231;
- if ((n > 0) && (n < 15) && (((m > 0) && (m < 15)) || ((m > 32) && (m < 47))))
- {
- i1 = 0xBC9862;
- i2 = n - 7;
- i3 = (m & 0xF) - 7;
- if (i2 < 0)
- i2 = 1 - i2;
- if (i3 < 0)
- i3 = 1 - i3;
- if (i3 > i2)
- i2 = i3;
- k = 196 - random(32) + i2 % 3 * 32;
- }
- else if (random(2) == 0)
- k = k * (150 - (n & 0x1) * 100) / 100;
- }
- if (j == 5)
- {
- i1 = 0xB53A15;
- if (((n + m / 4 * 4) % 8 == 0) || (m % 4 == 0))
- i1 = 0xBCAFA5;
- }
- i2 = k;
- if (m >= 32)
- i2 /= 2;
- if (j == 8)
- {
- i1 = 5298487;
- if (random(2) == 0)
- {
- i1 = 0;
- i2 = 255;
- }
- }
- // fixed point colour multiply between i1 and i2
- i3 =
- ((((i1 >> 16) & 0xFF) * i2 / 255) << 16) |
- ((((i1 >> 8) & 0xFF) * i2 / 255) << 8) |
- ((i1 & 0xFF) * i2 / 255);
- // pack the colour away
- texmap[ n + m * 16 + j * 256 * 3 ] = i3;
- }
- }
- }
- static void makeMap( void ) {
- // add random blocks to the map
- for ( int x = 0; x < 64; x++) {
- for ( int y = 0; y < 64; y++) {
- for ( int z = 0; z < 64; z++) {
- int i = (z << 12) | (y << 6) | x;
- float yd = (y - 32.5) * 0.4;
- float zd = (z - 32.5) * 0.4;
- map[i] = random( 16 );
- float th = random( 256 ) / 256.0f;
- if (th > sqrtf( sqrtf( yd * yd + zd * zd ) ) - 0.8f)
- map[i] = 0;
- }
- }
- }
- }
- static void init( void ) {
- makeTextures( );
- makeMap( );
- }
- // fixed point byte byte multiply
- static inline int fxmul( int a, int b ) {
- return (a*b)>>8;
- }
- // fixed point 8bit packed colour multiply
- static inline int rgbmul( int a, int b ) {
- int _r = (((a>>16) & 0xff) * b) >> 8;
- int _g = (((a>> 8) & 0xff) * b) >> 8;
- int _b = (((a ) & 0xff) * b) >> 8;
- return (_r<<16) | (_g<<8) | _b;
- }
- static void render( void ) {
- float now = (float)(SDL_GetTicks( ) % 10000) / 10000.f;
- float xRot = math_sin(now * math_pi * 2) * 0.4 + math_pi / 2;
- float yRot = math_cos(now * math_pi * 2) * 0.4;
- float yCos = math_cos(yRot);
- float ySin = math_sin(yRot);
- float xCos = math_cos(xRot);
- float xSin = math_sin(xRot);
- float ox = 32.5 + now * 64.0;
- float oy = 32.5;
- float oz = 32.5;
- // for each column
- for ( int x = 0; x < w; x++) {
- // get the x axis delta
- float ___xd = ((float)x - (float)w / 2.f) / (float)h;
- // for each row
- for ( int y = 0; y < h; y++) {
- // get the y axis delta
- float __yd = ((float)y - (float)h / 2.f) / (float)h;
- float __zd = 1;
- float ___zd = __zd * yCos + __yd * ySin;
- float _yd = __yd * yCos - __zd * ySin;
- float _xd = ___xd * xCos + ___zd * xSin;
- float _zd = ___zd * xCos - ___xd * xSin;
- int col = 0;
- int br = 255;
- float ddist = 0;
- float closest = 32.f;
- // for each principle axis x,y,z
- for ( int d = 0; d < 3; d++) {
- float dimLength = _xd;
- if (d == 1)
- dimLength = _yd;
- if (d == 2)
- dimLength = _zd;
- float ll = 1.0f / (dimLength < 0.f ? -dimLength : dimLength);
- float xd = (_xd) * ll;
- float yd = (_yd) * ll;
- float zd = (_zd) * ll;
- float initial = ox - floor(ox);
- if (d == 1) initial = oy - floor(oy);
- if (d == 2) initial = oz - floor(oz);
- if (dimLength > 0) initial = 1 - initial;
- float dist = ll * initial;
- float xp = ox + xd * initial;
- float yp = oy + yd * initial;
- float zp = oz + zd * initial;
- if (dimLength < 0) {
- if (d == 0) xp--;
- if (d == 1) yp--;
- if (d == 2) zp--;
- }
- // while we are concidering a ray that is still closer then the best so far
- while (dist < closest) {
- // quantize to the map grid
- int tex = map[ (((int)zp & 63) << 12) | (((int)yp & 63) << 6) | ((int)xp & 63) ];
- // if this voxel has a texture applied
- if (tex > 0) {
- // find the uv coordinates of the intersection point
- int u = ((int)((xp + zp) * 16.f)) & 15;
- int v = ((int) (yp * 16.f) & 15) + 16;
- // fix uvs for alternate directions?
- if (d == 1) {
- u = ((int)(xp * 16.f)) & 15;
- v = (((int)(zp * 16.f)) & 15);
- if (yd < 0)
- v += 32;
- }
- // find the colour at the intersection point
- int cc = texmap[ u + v * 16 + tex * 256 * 3 ];
- // if the colour is not transparent
- if (cc > 0) {
- col = cc;
- ddist = 255 - ((dist / 32 * 255));
- br = 255 * (255 - ((d + 2) % 3) * 50) / 255;
- // we now have the closest hit point (also terminates this ray)
- closest = dist;
- }
- }
- // advance the ray
- xp += xd;
- yp += yd;
- zp += zd;
- dist += ll;
- }
- }
- plot( x, y, rgbmul( col, fxmul( br, ddist ) ) );
- }
- }
- }
- int main( void ) {
- SDL_Init( SDL_INIT_VIDEO );
- screen = SDL_SetVideoMode( w, h, 32, 0 );
- if ( screen == nullptr )
- return -1;
- init( );
- bool running = true;
- while ( running ) {
- SDL_Event event;
- while ( SDL_PollEvent( &event ) ) {
- running &= (event.type != SDL_QUIT);
- }
- render( );
- SDL_Flip( screen );
- }
- return 0;
- }
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