//timer EAX;// div EAX,8; //fsin EAX,EAX; //mul EAX,512; //fabs EAX,EAX; //neg EAX; //add EAX,512; dcvxpipe 3; //-1..1 (opengl screen) dvxpipe 5; //matrix projection //Initialize transform mperspective mProjectionMatrix,vPerspective; //Render starts dclrscr bg_color; mlookat mViewMatrix,vLookAt; //View matrix timer eax; mov #vRotate.w,eax; //Rotate translate mrotate mRotateMatrix,vRotate; mtranslate mTranslateMatrix,vTranslate; //Create model matrix mmov mModelMatrix,mTranslateMatrix; mmul mModelMatrix,mRotateMatrix; //modelViewMatrix = ViewMatrix * modelMatrx mmov mModelViewMatrix,mViewMatrix; mmul mModelViewMatrix,mModelMatrix; //load matrix mload mModelViewMatrix; mloadproj mProjectionMatrix; //setup light dsetlight 0,lightdata; //setup buffer denable 0; //Vertex buffer denable 1; //ZSorting denable 2; //Lighting denable 3; //Face culling //render cube dcolor fg_color; dvxdata_3f cube2,12; dvxflush; ddisable 0; //Disable everything! ddisable 1; ddisable 2; ddisable 3; dcvxpipe 0; dvxpipe 0; //You can write some text here now // dexit; //======== cube2: db -1,-1,-1; db 1,-1,-1; db 1,1,-1; cube3: db -1,-1,-1; db 1,1,-1; db -1,1,-1; cube4: db 1,-1,1; db -1,-1,1; db 1,1,1; cube5: db -1,-1,1; db -1,1,1; db 1,1,1; cube6: db 1,-1,-1; db -1,-1,-1; db 1,-1,1; cube7: db -1,-1,-1; db -1,-1,1; db 1,-1,1; cube8: db -1,1,-1; db 1,1,-1; db 1,1,1; cube9: db -1,1,1; db -1,1,-1; db 1,1,1; cube10: db -1,-1,-1; db -1,1,-1; db -1,1,1; cube11: db -1,-1,1; db -1,-1,-1; db -1,1,1; cube12: db 1,1,-1; db 1,-1,-1; db 1,1,1; cube13: db 1,-1,-1; db 1,-1,1; db 1,1,1; lightdata: vector4f lightpos, 0,50,-50, 0; //x y z color lightcol,255,255,255, 1; //R G B Brightness //======== matrix mRotateMatrix; matrix mTranslateMatrix; matrix mProjectionMatrix; //This defines our projection to screen matrix mViewMatrix; //This defines our camera transformations matrix mModelMatrix; //This is our model transformations matrix mModelViewMatrix; //This is our model relatively to camera transform vector4f vRotate, 1, 1, 1, 0; // vector4f vTranslate, 0, 0, 0, 0; // <0> vector4f vPerspective, 30, 1.6, 1, 20; // vLookAt: vector3f vLookAt_Eye, 0, 0, -5; //Where our camera is vector3f vLookAt_Center, 0, 0, 0; //What we look at vector3f vLookAt_Up, 0, 1, 0; //Where our matt-hat is color fg_color,255,255,25; color bg_color,64,32,12;