[BITS 16] [ORG 0x7C00] ; Boot sector origin %define WSCREEN 320 %define HSCREEN 200 %define WCUBE 60 jmp short Start nop ; Disk signature (optional) Signature db 0xAA, 0x55 Start: ;Setup Mode 13h mov ax, 0x0013 int 0x10 ;Init FPU fninit ResetDraw: ; Integer time inc word [i] cmp word [i], 1500 jae done_reset_draw ; time += dtime ; time += 0.90 (substantially increased dtime for very fast rotation) fld dword [time] fadd dword [dtime] fstp dword [time] ; r1 = sin(time) fld dword [time] fsin fstp dword [r1] ; r2 = cos(time) fld dword [time] fcos fstp dword [r2] call ClearBuffers mov cx, WCUBE .loopY: mov ax, -WCUBE .loopX: call DrawCubePixel ; Face rotation xchg bx, cx neg bx dec si cmp si, 0x00 jnz .loopX ; Rotate 90 deg around Y xchg ax, cx neg cx call DrawCubePixel ; Rotate other face by 180 deg around Y neg ax neg cx call DrawCubePixel ; Rotate 90 deg again xchg ax, cx neg cx ; 6 Faces mov si, 0x06 inc ax cmp ax, WCUBE jne .loopX inc bx cmp bx, WCUBE jne .loopY call RenderVGA jmp ResetDraw done_reset_draw: ; Infinite loop or other code if necessary jmp done_reset_draw DrawCubePixel: pushad ; Store X, Y, Z mov word [x], ax mov word [y], bx mov word [z], cx ; Convert int to float fild word [x] fstp dword [x] fild word [y] fstp dword [y] fild word [z] fstp dword [z] ; X Rotation: ; Y = cos * Y - sin * Z ; Z = sin * Y + cos * Z fld dword [r1] fld dword [r2] fld dword [y] fmul st0, st1 fld dword [z] fmul st0, st3 fsubp fld dword [y] fmul st0, st3 fld dword [z] fmul st0, st3 faddp fstp dword [z] fstp dword [y] fstp st0 fstp st0 ; Y Rotation: ; X = cos * X + sin * Z ; Z = cos * Z - sin * X fld dword [r1] fld dword [r2] fld dword [x] fmul st0, st1 fld dword [z] fmul st0, st3 faddp fld dword [x] fmul st0, st3 fld dword [z] fmul st0, st3 fsubp ; Convert our depth value to an integer that fits in a byte fld st0 fmul dword [zbuffer_scale] fistp word [z] fadd dword [z_add] ; Perform perspective projection fld dword [y] fdiv st0, st1 fmul dword [scr_scale] fistp word [y] fdivp st1, st0 fmul dword [scr_scale] fistp word [x] fstp st0 fstp st0 ; (X ^ Y) / 8 xor ax, bx shr ax, 0x03 mov si, ax ; 0x0F Interval and si, 0x0F mov bl, byte [palette + si] mov si, word [x] mov di, word [y] ; Go to the center add si, WSCREEN / 2 add di, HSCREEN / 2 cmp si, WSCREEN jge .skip test si, si js .skip cmp di, HSCREEN jge .skip test di, di js .skip ; Index = Y * 320 + X imul di, di, 320 add di, si ; Load Z-Buffer in memory push 0x7E00 ; Assuming Z-Buffer starts at 0x7E00 pop es ; Check if Z is greater than ; the one in Z-Buffer mov al, byte [z] cmp al, byte [es:di] jge .skip ; Put new Z value into the Z-Buffer mov byte [es:di], al push 0x7C00 ; Assuming Pixel Buffer starts at 0x7C00 pop es ; Set Pixel mov byte [es:di], bl .skip: popad ret ClearBuffers: ; Z Buffer -> 0x7E00 push 0x7E00 pop es ; Fill Z Buffer with 0x7F mov cx, WSCREEN * HSCREEN mov al, 0x7F xor di, di rep stosb ; Pixel Buffer -> 0x7C00 push 0x7C00 pop es ; Fill Pixel Buffer with 0x00 mov cx, WSCREEN * HSCREEN xor di, di rep stosb ret RenderVGA: push ds push 0x7C00 pop ds push 0xA000 pop es mov cx, WSCREEN * HSCREEN xor si, si xor di, di rep movsb pop ds ret ; Variables and Constants i dw 0 time dd 0.0 dtime dd 0.90 ; Substantially increased dtime for very fast rotation z_add dd 300.0 zbuffer_scale dd 1.2 scr_scale dd 160.0 r1 dd 0.0 r2 dd 0.0 x dd 0.0 y dd 0.0 z dd 0.0 palette: db 0x20, 0x21, 0x22, 0x23 db 0x24, 0x25, 0x26, 0x27 db 0x28, 0x29, 0x2A, 0x2B db 0x2C, 0x2D, 0x2E, 0x2F ; Pad to 512 bytes (if needed) times 510 - ($ - $$) db 0 dw 0xAA55 ; Boot signature