// C++ port of Minecraft 4k JS (http://jsdo.it/notch/dB1E)
// By The8BitPimp
// See: the8bitpimp.wordpress.com
// Compile as follows:
// $ gcc -I/usr/include -I/usr/local/include/SDL -L/usr/local/lib -L/usr/lib -lm -lSDL -O3 -msse -mfpmath=sse -o minecraft4k_sdl_with_fps Minecraft4k_SDL.cpp
#include <math.h>
#include <stdio.h>
#include "SDL/SDL.h" // All SDL apps need this
const int w = 640;
const int h = 400;
SDL_Surface *screen = NULL;
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 ) {
}
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) * 0.4f;
float zd = (z - 32.5) * 0.4f;
map[i] = random( 16 );
float th = random( 256 ) / 256.0f;
if (th > sqrtf( sqrtf( yd * yd + zd * zd ) ) - 0.8f || th < 0.5f)
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;
//printf("now = %f", now);
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;
}
else 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
); } else 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--;
}
else if (d == 1) {
yp--;
}
else if (d == 2) {
zp--;
}
}
// while we are considering 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 ) {
unsigned int tickf =0 ,tickl = 0,fps = 0;
float dif;
unsigned int count = 0;
char buf[32];
SDL_Init( SDL_INIT_VIDEO );
screen = SDL_SetVideoMode( w, h, 32, 0 );
if ( screen == NULL )
return -1;
init( );
bool running = true;
tickf = SDL_GetTicks();
while ( running ) {
dif = (tickl-tickf) / 1000;
if (dif >= 1.0f ){
tickf = tickl;
fps = count;
count = 0;
SDL_WM_SetCaption(buf,NULL);
} else {
count++;
};
SDL_Event event;
while ( SDL_PollEvent( &event ) ) {
running &= (event.type != SDL_QUIT);
}
render( );
SDL_Flip( screen );
tickl = SDL_GetTicks();
}
// Shutdown all subsystems
SDL_Quit();
return 0;
}