--- /dev/null
+; Pyrit\r
+\r
+; a 256-byte intro by Rrrola <rrrola@gmail.com>\r
+\r
+; greets to everyone who's computer is too fast :)\r
+\r
+; This is loosely based on my intro 'Gem' (shown on Demobit),\r
+; but the code is much better.\r
+\r
+; Vector3: X right, Y down, Z forward.\r
+; On the FP stack it looks like {Y X Z} (Y is often used in comparisons).\r
+; In memory it looks like {Z X Y}, which saves a displacement byte.\r
+; (u'v) is the dot product: ux*vx + uy*vy + uz*vz.\r
+\r
+org 100h ; assume al=0 bx=0 sp=di=-2 si=0100h bp=09??h\r
+\r
+;Set video mode and earth+sky palette\r
+ dec di ; u16[100h] = -20401, u16[10Ch] = -30515\r
+ mov al,13h\r
+ dec di ; initial pixel_adr@di = -4\r
+\r
+P:shr cl,1 ; B@cl = 0..8..31,31..0\r
+\r
+ int 10h ; set video mode / color: bx=index dh=R ch=G cl=B\r
+\r
+ movsx cx,bl ; 0..127,128..255 (palette index)\r
+ xor ch,cl ; 0..127,127..0\r
+ mov cl,ch\r
+ mov ax,cx\r
+ mul ax ; R@dh = 0..16..63,63..16..0\r
+\r
+ shr cx,1 ; G@ch = 0..63,63..0\r
+\r
+ inc bl ; keep default color 0\r
+ js Q ; R@dh = 0..63,63..16..0\r
+ xchg cl,dh ; B@cl = 0..16..63,63..0\r
+Q:mov ax,1010h\r
+ jnz P ;bx=0 cx=0\r
+\r
+\r
+;Each frame: Generate normals to p0..p11=[bp+200h,300h,...].\r
+M:mov ax,0x4731 ; highest 9 bits: float32 exponent 1/256 (for T)\r
+ ; lower byte = 2*number of rotations+1\r
+ ; lowest 4 bits must be 0x1 for 'test cl,al'\r
+ mov dx,0xA000-10-20-20-4\r
+ mov es,dx ; dx:bx = YX:XX = 0x9fca:0\r
+ pusha ; adr: -18 -16 -14 -12 -10 -8 -6 -4 -2\r
+ ; stack: di si bp sp bx dx cx ax 0\r
+ ; data: -4 100 9?? -2 0 9fca {T/256}\r
+ mov cx,12\r
+G:add bp,si ; i@cx = 12...1; bp points to p[12-i]; carry=0\r
+ pusha\r
+\r
+;Generate 12 planes with unit normals.\r
+\r
+; fld1 ; platonic dodecahedron: exact is atan((1+sqrt5)/2)=1.017rad\r
+ fld dword[di-2] ;|t=T/256: morphing shape: cube, platonic12, rhombic12\r
+\r
+ fsincos\r
+\r
+ fldz ;|a=0 b c (a*a+b*b+c*c = 1)\r
+; fldlg2 ;irregular shape\r
+\r
+N:test cl,al ;=1 ;|a b c\r
+ jnz K\r
+ fchs\r
+K:fstp st3 ;|b c +-a (scramble so that all 12 planes are generated)\r
+ loop N ;cl=0 ;|z x y\r
+\r
+;Do a bunch of slow rotations. z x y -> cx-sy cy+sx z\r
+\r
+R:fstp st3 ;|x y z\r
+Z:fld st1 ;|y x y z ;|x sy x cy z\r
+ fld dword[di-2] ;|t=T/256\r
+ fsincos ;|c=cos(t) s=sin(t) y x y z ;|c s x sy x cy z\r
+ fmulp st4 ;|s y x cy z ;|s x sy cx cy z\r
+ fmulp ;|sy x cy z ;|sx sy cx cy z\r
+ add al,0x7F ; loop 2x\r
+BIG equ $-1 ;=28799 (anything higher and you'll get overflow glitches)\r
+ jo Z\r
+ faddp st3 ;|sy cx cy+sx z\r
+ fsubp ;|new.z=cx-sy .x=cy+sx .y=z\r
+ jc R ; loop 24x\r
+\r
+S:fstp dword[bp+si] ;[bp+100]=.z [bp+104]=.x [bp+108]=.y\r
+ sub si,di\r
+ jpo S\r
+\r
+ popa\r
+ loop G\r
+C:popa ;=16993, background color multiplier\r
+\r
+; the visible pixels are A0000..AF9FF, I want X=0 Y=0 in the center\r
+;Each pixel: cx=T dx:bx=YX:XX(init=9fca:0) di=adr(init=-4)\r
+X:inc dx ; part of "dx:bx += 0x0000CCCD"\r
+X2:\r
+ stosb\r
+\r
+ pusha ; adr: -18 -16 -14 -12 -10 -8 -6 -4 -2\r
+ fninit ; stack: di si bp sp bx dx cx ax 0\r
+ mov bx,es ; s16: pixadr 100 9?? -2 ..X..Y T result\r
+ mov di,-4 ;di = address of pushed ax\r
+\r
+;Compute ray direction.\r
+ fild word[byte BIG+si-100h] ; store 28799 as a double, read as two floats\r
+C2 equ $-2 ;=20036, foreground color multiplier\r
+ fst qword[bx] ; t_front@float[bx] = 0, t_back@float[bx+4] = 6.879\r
+ fild word[di+4-9]\r
+ fild word[di+4-8] ;|y=Y x=X z=BIG\r
+\r
+;Intersect the pyrite.\r
+ call GEM\r
+ popa ; color -> pushed ax\r
+; mov al,dl ; show only palette\r
+\r
+;; Faster, but lower quality: draw each pixel twice.\r
+; stosb\r
+; add bx,0xCCCD; dx:bx = YXX += 0000CCCD\r
+; adc dx,0\r
+\r
+ add bx,0xCCCD; dx:bx = YXX += 0000CCCD\r
+ jnc X2\r
+ jnz X ; do 65536 pixels\r
+ \r
+ in al,60h\r
+ dec ax ; ah=0 (checkboard uses positive color indices)\r
+ loopnz M ; T--\r
+; ret ; fallthrough\r
+\r
+GEM:\r
+;Hit the pyrite.\r
+ xchg ax,cx ; ax = T\r
+\r
+; Faster (+4 or +8 bytes): test the shape only in the center of the screen\r
+ add dh,dh\r
+ jo B\r
+ add dl,dl\r
+ jo B\r
+\r
+;Ray-plane intersection.\r
+;Find the front plane with maximum t and back plane with minimum t.\r
+; tf@[bx], tb@[bx+4] ray parameter t\r
+; pf@[bx+si], pb@[bx+4+si] pointer to plane\r
+ mov cx,12 ; i@cx = 12...1\r
+I:add bp,si ; bp points to p[i]\r
+ fldlg2 ;|pd=0.301 y x z\r
+ fadd dword[bp+si] ;|N=pd-(ro'p[i]) y x z ; ro = 0 0 -1\r
+\r
+ push si ; Dot product:\r
+D:fld dword[bp+si] ;|p[i].z ...\r
+ fmul st4 ;|rd.z*p[i].z ...\r
+ sub si,di ; 100 104 108\r
+ jpo D ;|(rd*p[i]).y .x .z N rd.y .x .z\r
+ pop si\r
+ faddp\r
+ faddp ;|D=(rd'p[i]) N y x z\r
+\r
+;If we hit the plane from the front (D<0), update tf. Otherwise update tb.\r
+ push bx\r
+ fst dword[bp+di]; -> p[i].dot_rd (will be read later)\r
+ test [bp+di+2],sp ; sf=1 if we're in front of the plane\r
+ js FRONT\r
+ sub bx,di ; bx = address of tf?tb\r
+FRONT: ; D<0: if tf*D < N { tf=N/D; pf=current; } maximalize tf\r
+ fld st0 ; D>=0: if tb*D < N { tb=N/D; pb=current; } minimalize tb\r
+ fmul dword[bx] ;|(tf?tb)*D D N y x z\r
+\r
+;;DosBOX-compatible FPU comparison, +5 bytes (+3 but we need ax)\r
+; push ax\r
+; fcomp st2 ;|D N y x z\r
+; fnstsw ax\r
+; sahf ; cf = (tf?tb)*D < N\r
+; pop ax\r
+; jc NEXT\r
+\r
+ fcomip st2\r
+ jc NEXT\r
+\r
+;another alternative, +6 bytes\r
+; fsub st2\r
+; fstp dword[bp-8]\r
+; test [bp-6],sp ; sf=1 if <0\r
+; js NEXT\r
+\r
+\r
+ fdivr st1 ;|t=N/D N y x z\r
+ fst dword[bx] ; -> tf?tb\r
+ mov [bx+si],bp ; pf?pb = current\r
+NEXT:\r
+ fcompp\r
+ pop bx ;|y x z\r
+\r
+ mov dx,[bx+6]\r
+ cmp dx,[bx+2] ; if tf>tb { no_hit: early exit }\r
+ jng B ;si=100 ;|y x z\r
+\r
+ loop I\r
+\r
+;Reflect: reflect(i,n) = i - 2*n*(i'n)\r
+ mov bx,[bx+si] ; pf\r
+Y:fld dword[bx+di] ;|(rd'pf) rd.y .x .z ; reads pf->dot_rd\r
+ fmul dword[bx+si] ;|(rd'pf)*pf.z rd.y .x .z\r
+ fadd st0 ;|2*(rd'pf)*pf.z rd.y .x .z\r
+ fsubr st3 ;|R.z=rd.z-2*(rd'pf)*pf.z rd.y .x .z\r
+ sub si,di ;100 104 108\r
+ jpo Y ;si=10C ;|(R=i-2*n(i'n)).y R.x R.z rd.y .x .z\r
+\r
+;Environment map: chessboard below, sky gradient above.\r
+B:\r
+; Subtle highlight on the pyrite.\r
+ fld st0\r
+ fimul word[byte C+si-100h] ; 16993 (background) or 20036 (pyrit)\r
+ fistp dword[di] ;|y x z\r
+ sar dword[di],22 ; if y>=-0.5 { chessboard } else { sky }\r
+ js E ; the sky is just y (= y^2 after gamma)\r
+\r
+; Everything the same brightness. (-6 bytes)\r
+; fist word[di] ;|y x z\r
+; sar word[di],8 ; if y>=-0.5 { chessboard } else { sky }\r
+; js E ; the sky is just y (= y^2 after gamma)\r
+\r
+; Dark background version.\r
+; fist word[di] ;|y x z\r
+; shld cx,si,16-3\r
+; xor cl,9 ; hit?8:9 - make the background darker\r
+; sar word[di],cl ; if y>=-0.5 { chessboard } else { sky }\r
+; js E ; the sky is just y (= y^2 after gamma)\r
+\r
+ fidivr word[si] ;|C/y x z (C = hit?-30515:-20401)\r
+ fmul st1,st0\r
+ fmul st2 ;|u=z*C/y v=x*C/y z\r
+\r
+ fistp dword[bp+di]\r
+ sub al,[bp+di+1]\r
+ fistp dword[bp+di]\r
+ xor al,[bp+di+1] ; xortex@ax = (T-u) XOR v\r
+\r
+; aam -32-24 ; more interesting floor texture\r
+ and al,9<<3\r
+ add al,10<<3 ; tex = (xortex AND 0b1001) + 10 [10|11|18|19]\r
+ mul byte[di]\r
+ mov [di],ah ; pushed al = tex*y\r
+\r
+E:ret\r