kolibrios-fun/programs/3dtcub10/trunk/3DTCUB10.ASM
Andrey Halyavin (halyavin) 065b8d32b2 programs sources added
git-svn-id: svn://kolibrios.org@31 a494cfbc-eb01-0410-851d-a64ba20cac60
2006-01-03 09:43:31 +00:00

938 lines
17 KiB
NASM

;
; 9 Ver Screen saver
; 5 Ver 24 bit texture.
; 23/8/2004
; Pavlushin Evgeni 3d cube screen saver
; mail: waptap@mail.ru site: www.deck4.narod.ru
;
; This programm develop on sample text3d to Mikolaj Felix 25/5/2001
; mfelix@polbox.com
;
use32
org 0x0
db 'MENUET01' ; 8 byte id
dd 0x01 ; header version
dd START ; start of code
dd I_END ; size of image
dd 0x200000 ; memory for app
dd 0x200000 ; esp
dd 0x0 , 0x0 ; I_Param , I_Icon
include 'lang.inc'
MAX_DEGS equ 512 ;quantity of angels 2^n.Minimize for speedup
MAX_POINTS equ 8 ;quantity of points
MAX_FACES equ 6 ;quantity of points
START:
finit
call draw_window
call clear_screen
call init_sincos
still:
mov eax,23 ; wait for system event with 2 ms timeout
mov ebx,2 ; wait 2 ms, then continue
int 0x40
; mov eax,11 ;If you want maximum speed! :)
; int 0x40
dec eax ; window redraw request ?
je red
dec eax ; key in buffer ?
je key
dec eax ; button in buffer ?
je button
main_loop:
call fade_texture
mov esi,cube
mov edi,cube_rotated
mov ecx,MAX_POINTS*3
copy_object:
fild word [esi]
fstp dword [edi]
add esi,2
add edi,4
dec ecx
jnz copy_object
mov esi,angle_x
mov edi,cube_rotated
mov ecx,MAX_POINTS
call rotate_points
mov esi,cube_rotated
mov edi,coord2d
mov ecx,MAX_POINTS
call translate_points
call draw_textured_faces
call clear_screen_buffer
add [angle_x],1
add [angle_y],3
add [angle_z],1
jmp still
red:
call draw_window
jmp still
key:
mov eax,2
jmp exit
button:
mov eax,17
int 0x40
cmp ah,1
jne still
exit:
mov eax,-1
int 0x40
;Draw window
draw_window:
mov eax,12 ;Start
mov ebx,1
int 0x40
mov eax,0 ;Draw window
mov ebx,0*65536+(799) ;x start*65536+x size
mov ecx,0*65536+(599) ;y start*65536+y size
mov edx,0x00000000 ;0x03 use skinned window
int 0x40
call clear_screen
mov eax,12 ;End
mov ebx,2
int 0x40
ret
head_label: db "3D TEXTURED CUBE THE LITTLE SCREEN SAVER FOR MENUETOS. USE "
db "800x600 SCREEN MODE FROM VIEW. PRESS ANY KEY FOR EXIT"
hl_end:
;FADE IN FADE OUT TEXTURE
x_step db 0
x_num db 1
fade_texture:
mov ecx,0
loox:
mov al,[file_texture+ecx]
mov [texture+ecx],al
inc ecx
cmp ecx,128*128*3
jnae loox
mov ecx,0
loox2:
mov al,[file_texture+ecx]
cmp [x_step],al
jae xxx
sub al,[x_step]
jmp nnn
xxx:
mov al,0
nnn:
mov [texture+ecx],al
inc ecx
cmp ecx,128*128*3
jnae loox2
cmp [x_step],255
jne no_max
mov [x_num],-1
no_max:
cmp [x_step],0
jne no_min
mov [x_num],1
no_min:
mov al,[x_num]
add [x_step],al
ret
; Clear Screen
clear_screen:
mov eax,13
mov ebx,0*65536+800
mov ecx,0*65536+600
mov edx,0
int 40h
mov eax,4 ;Out Text
mov ebx,8*65536+8 ;x start*65536+y start
mov ecx,0x00ffffff ;color White
mov edx,head_label
mov esi,hl_end-head_label
int 0x40
ret
clear_screen_buffer:
mov ebx,scrbuf
mov ecx,800*65536+(600-40) ;sub 40 for antiflickering title
mov edx,0*65536+40
mov eax,7
int 0x40
mov eax,4 ;Out Text
mov ebx,8*65536+580 ;x start*65536+y start
mov ebp,[n_step]
shl ebp,16
sub ebx,ebp
mov ecx,0x0000ff00 ;color White
mov edx,move_text
add edx,[step]
mov esi,130 ;mt_end-move_text
int 0x40
inc [n_step]
cmp [n_step],6
jna t_ok
mov [n_step],0
inc [step]
cmp [step],mt_end-move_text-130
jng t_ok
mov [step],0
t_ok:
mov edi,scrbuf
mov eax,0 ;black background
mov ecx,800*600*3/4 ; 16000
cld
rep stosd
ret
n_step dd 0
step dd 0
move_text: db " "
db " "
db " "
db "***** 3D TEXTURED CUBE THE LITTLE SCREEN SAVER FOR "
db "MENUET OS. SET 800x600 SCREEN MODE FROM VIEW THIS SCREEN "
db "SAVER ***** "
db "SITE OF THE RUSSIAN DEVELOPERS TO MENUETOS: "
db "www.menuet.narod.ru "
db "RUSSIAN MENUET APLICATION ARCHIVE PAGE ON: "
db "www.meosfiles.narod.ru "
db "AUTOR OF THIS SCREEN SAVER Pavlushin Evgeni "
db "MY SITE: www.deck4.narod.ru (Slow update) "
db "AND MAIL BOX: waptap@mail.ru "
db "THANK YOU FOR USE! "
db " "
db " "
db " "
mt_end:
;include graphlib.asm Mikolaj Felix 9/12/2000 mfelix@polbox.com
;Draw textured faces proc
@@rx1 dw 0 ;equ [bp-2]
@@ry1 dw 0 ;equ [bp-4]
@@rx2 dw 0 ;equ [bp-6]
@@ry2 dw 0 ;equ [bp-8]
@@rx3 dw 0 ;equ [bp-10]
@@ry3 dw 0 ;equ [bp-12]
@@rx4 dw 0 ;equ [bp-14]
@@ry4 dw 0 ;equ [bp-16]
draw_textured_faces:
mov esi,link
mov ecx,MAX_FACES
dtf_loop:
push ecx
xor ebx,ebx
mov bl,byte [esi] ; point 1
shl bx,2
mov eax,dword [coord2d+bx] ;COPY 1 FOURANGLE POINT
mov dword [@@rx1],eax
xor ebx,ebx
mov bl,byte [esi+1] ; point 2
shl bx,2
mov eax,dword [coord2d+bx] ;COPY 2 FOURANGLE POINT
mov dword [@@rx2],eax
xor ebx,ebx
mov bl,byte [esi+2] ; point 3
shl bx,2
mov eax,dword [coord2d+bx] ;COPY 3 FOURANGLE POINT
mov dword [@@rx3],eax
xor bh,bh ; point 4
mov bl,byte [esi+3]
shl bx,2
mov eax,dword [coord2d+bx] ;COPY 4 FOURANGLE POINT
mov dword [@@rx4],eax
mov ax,[@@ry1]
sub ax,[@@ry3]
mov bx,[@@rx2]
sub bx,[@@rx1]
imul bx
shl edx,16
mov dx,ax
push edx
mov ax,[@@rx1]
sub ax,[@@rx3]
mov bx,[@@ry2]
sub bx,[@@ry1]
imul bx
shl edx,16
mov dx,ax
pop ebx
sub ebx,edx ; normal_z = (y1-y3)*(x2-x1)-(x1-x3)*(y2-y1)
or ebx,ebx
jl dtf_next_face ; normal_z < 0
; FIRST PICE OF FOUR ANGLE
; Set 3 triangel puts for texture ycoord*65536+xcoord
mov dword [@@tex_x3],127*65536+127 ;3 point
mov dword [@@tex_x2],0*65536+127 ;2 point
mov dword [@@tex_x1],0*65536+0 ;1 point
; Set texture bitmap offset
mov [@@tex_off],texture
; Set 3 triangel puts coordinates
mov eax,dword [@@rx3]
mov dword [@@x3],eax
mov eax,dword [@@rx2]
mov dword [@@x2],eax
mov eax,dword [@@rx1]
mov dword [@@x1],eax
call textured_triangle
; SECOND PICE OF FOUR ANGLE
; Set 3 triangel puts for texture ycoord*65536+xcoord
mov dword [@@tex_x3],127*65536+0 ;3 point
mov dword [@@tex_x2],127*65536+127 ;2 point
mov dword [@@tex_x1],0*65536+0 ;1 point
; Set texture bitmap offset
mov [@@tex_off],texture
; Set 3 triangel puts coordinates
mov eax,dword [@@rx4]
mov dword [@@x3],eax
mov eax,dword [@@rx3]
mov dword [@@x2],eax
mov eax,dword [@@rx1]
mov dword [@@x1],eax
call textured_triangle
dtf_next_face:
add esi,4
pop ecx
dec ecx
jnz dtf_loop
ret
;include tex3.asm Mikolaj Felix 15/5/2001 mfelix@polbox.com
@@x1 dw 0 ;equ [bp+4]
@@y1 dw 0 ;equ [bp+6]
@@x2 dw 0 ;equ [bp+8]
@@y2 dw 0 ;equ [bp+10]
@@x3 dw 0 ;equ [bp+12]
@@y3 dw 0 ;equ [bp+14]
@@tex_off dd 0 ;equ [bp+16]
@@tex_x1 dw 0 ;equ [bp+18]
@@tex_y1 dw 0 ;equ [bp+20]
@@tex_x2 dw 0 ;equ [bp+22]
@@tex_y2 dw 0 ;equ [bp+24]
@@tex_x3 dw 0 ;equ [bp+26]
@@tex_y3 dw 0 ;equ [bp+28]
@@dx12 dw 0 ;equ [bp-2]
@@dx13 dw 0 ;equ [bp-4]
@@dx23 dw 0 ;equ [bp-6]
@@tex_dx12 dw 0 ;equ [bp-8]
@@tex_dy12 dw 0 ;equ [bp-10]
@@tex_dx13 dw 0 ;equ [bp-12]
@@tex_dy13 dw 0 ;equ [bp-14]
@@tex_dx23 dw 0 ;equ [bp-16]
@@tex_dy23 dw 0 ;equ [bp-18]
@@scan_x1 dw 0 ;equ [bp-20]
@@scan_y1 dw 0 ;equ [bp-22]
@@scan_x2 dw 0 ;equ [bp-24]
@@scan_y2 dw 0 ;equ [bp-26]
textured_triangle:
mov ax,[@@y1]
cmp ax,[@@y3]
jb tt_check1
xchg ax,[@@y3]
mov [@@y1],ax
mov ax,[@@x1]
xchg ax,[@@x3]
mov [@@x1],ax
mov ax,[@@tex_y1]
xchg ax,[@@tex_y3]
mov [@@tex_y1],ax
mov ax,[@@tex_x1]
xchg ax,[@@tex_x3]
mov [@@tex_x1],ax
tt_check1:
mov ax,[@@y2]
cmp ax,[@@y3]
jb tt_check2
xchg ax,[@@y3]
mov [@@y2],ax
mov ax,[@@x2]
xchg ax,[@@x3]
mov [@@x2],ax
mov ax,[@@tex_y2]
xchg ax,[@@tex_y3]
mov [@@tex_y2],ax
mov ax,[@@tex_x2]
xchg ax,[@@tex_x3]
mov [@@tex_x2],ax
tt_check2:
mov ax,[@@y1]
cmp ax,[@@y2]
jb tt_check3
xchg ax,[@@y2]
mov [@@y1],ax
mov ax,[@@x1]
xchg ax,[@@x2]
mov [@@x1],ax
mov ax,[@@tex_y1]
xchg ax,[@@tex_y2]
mov [@@tex_y1],ax
mov ax,[@@tex_x1]
xchg ax,[@@tex_x2]
mov [@@tex_x1],ax
tt_check3:
mov bx,[@@y2]
sub bx,[@@y1]
jnz tt_dx12_make
mov word [@@dx12],0
mov word [@@tex_dx12],0
mov word [@@tex_dy12],0
jmp tt_dx12_done
tt_dx12_make:
mov ax,[@@x2]
sub ax,[@@x1]
shl ax,7
cwd
idiv bx
mov [@@dx12],ax ; dx12 = (x2-x1)/(y2-y1)
mov ax,[@@tex_x2]
sub ax,[@@tex_x1]
shl ax,7
cwd
idiv bx
mov [@@tex_dx12],ax ; tex_dx12 = (tex_x2-tex_x1)/(y2-y1)
mov ax,[@@tex_y2]
sub ax,[@@tex_y1]
shl ax,7
cwd
idiv bx
mov [@@tex_dy12],ax ; tex_dy12 = (tex_y2-tex_y1)/(y2-y1)
tt_dx12_done:
mov bx,[@@y3]
sub bx,[@@y1]
jnz tt_dx13_make
mov word [@@dx13],0
mov word [@@tex_dx13],0
mov word [@@tex_dy13],0
jmp tt_dx13_done
tt_dx13_make:
mov ax,[@@x3]
sub ax,[@@x1]
shl ax,7
cwd
idiv bx
mov [@@dx13],ax ; dx13 = (x3-x1)/(y3-y1)
mov ax,[@@tex_x3]
sub ax,[@@tex_x1]
shl ax,7
cwd
idiv bx
mov [@@tex_dx13],ax ; tex_dx13 = (tex_x3-tex_x1)/(y3-y1)
mov ax,[@@tex_y3]
sub ax,[@@tex_y1]
shl ax,7
cwd
idiv bx
mov [@@tex_dy13],ax ; tex_dy13 = (tex_y3-tex_x1)/(y3-y1)
tt_dx13_done:
mov bx,[@@y3]
sub bx,[@@y2]
jnz tt_dx23_make
mov word [@@dx23],0
mov word [@@tex_dx23],0
mov word [@@tex_dy23],0
jmp tt_dx23_done
tt_dx23_make:
mov ax,[@@x3]
sub ax,[@@x2]
shl ax,7
cwd
idiv bx
mov [@@dx23],ax ; dx23 = (x3-x2)/(y3-y2)
mov ax,[@@tex_x3]
sub ax,[@@tex_x2]
shl ax,7
cwd
idiv bx
mov [@@tex_dx23],ax ; tex_dx23 = (tex_x3-tex_x2)/(y3-y2)
mov ax,[@@tex_y3]
sub ax,[@@tex_y2]
shl ax,7
cwd
idiv bx
mov [@@tex_dy23],ax ; tex_dy23 = (tex_y3-tex_y2)/(y3-y2)
tt_dx23_done:
mov ax,[@@x1]
shl ax,7
mov bx,ax
mov cx,[@@y1]
mov dx,[@@tex_x1]
shl dx,7
mov [@@scan_x1],dx
mov [@@scan_x2],dx
mov dx,[@@tex_y1]
shl dx,7
mov [@@scan_y1],dx
mov [@@scan_y2],dx
tt_loop1:
pushad
; push ax
; push bx
; push cx
mov dx,[@@scan_y2]
shr dx,7
mov [@@tex_ly2],dx ;push dx
mov dx,[@@scan_x2]
shr dx,7
mov [@@tex_lx2],dx ;push dx
mov dx,[@@scan_y1]
shr dx,7
mov [@@tex_ly1],dx ;push dx
mov dx,[@@scan_x1]
shr dx,7
mov [@@tex_lx1],dx ;push dx
mov ebp,dword [@@tex_off] ;push word ptr @@tex_off
mov [@@tex_loff],ebp
mov [@@ly],cx ;push cx
mov dx,bx
shr dx,7
mov [@@lx2],dx ;push dx
mov dx,ax
shr dx,7
mov [@@lx1],dx ; push dx
call textured_horizontal_line
; pop cx
; pop bx
; pop ax
popad
mov dx,[@@tex_dx13]
add [@@scan_x1],dx
mov dx,[@@tex_dx12]
add [@@scan_x2],dx
mov dx,[@@tex_dy13]
add [@@scan_y1],dx
mov dx,[@@tex_dy12]
add [@@scan_y2],dx
add ax,[@@dx13]
add bx,[@@dx12]
inc cx
cmp cx,[@@y2]
jb tt_loop1
mov bx,[@@x2]
shl bx,7
mov cx,[@@y2]
mov dx,[@@tex_x2]
shl dx,7
mov [@@scan_x2],dx
mov dx,[@@tex_y2]
shl dx,7
mov [@@scan_y2],dx
tt_loop2:
pushad
; push ax
; push bx
; push cx
mov dx,[@@scan_y2]
shr dx,7
mov [@@tex_ly2],dx ;push dx
mov dx,[@@scan_x2]
shr dx,7
mov [@@tex_lx2],dx ;push dx
mov dx,[@@scan_y1]
shr dx,7
mov [@@tex_ly1],dx ;push dx
mov dx,[@@scan_x1]
shr dx,7
mov [@@tex_lx1],dx ;push dx
mov ebp,dword [@@tex_off] ;push word ptr @@tex_off
mov [@@tex_loff],ebp
mov [@@ly],cx ;push cx
mov dx,bx
shr dx,7
mov [@@lx2],dx ;push dx
mov dx,ax
shr dx,7
mov [@@lx1],dx ; push dx
call textured_horizontal_line
; pop cx
; pop bx
; pop ax
popad
mov dx,[@@tex_dx13]
add [@@scan_x1],dx
mov dx,[@@tex_dx23]
add [@@scan_x2],dx
mov dx,[@@tex_dy13]
add [@@scan_y1],dx
mov dx,[@@tex_dy23]
add [@@scan_y2],dx
add ax,[@@dx13]
add bx,[@@dx23]
inc cx
cmp cx,[@@y3]
jb tt_loop2
ret
@@lx1 dw 0 ;equ [bp+4]
@@lx2 dw 0 ;equ [bp+6]
@@ly dw 0 ;equ [bp+8]
@@tex_loff dd 0 ;equ [bp+10]
@@tex_lx1 dw 0 ;equ [bp+12]
@@tex_ly1 dw 0 ;equ [bp+14]
@@tex_lx2 dw 0 ;equ [bp+16]
@@tex_ly2 dw 0 ;equ [bp+18]
@@tex_ldx dw 0 ;equ [bp-2]
@@tex_ldy dw 0 ;equ [bp-4]
textured_horizontal_line:
mov ax,[@@lx1]
cmp ax,[@@lx2]
je thl_quit
jb thl_ok
xchg ax,[@@lx2]
mov [@@lx1],ax
mov ax,[@@tex_lx1]
xchg ax,[@@tex_lx2]
mov [@@tex_lx1],ax
mov ax,[@@tex_ly1]
xchg ax,[@@tex_ly2]
mov [@@tex_ly1],ax
thl_ok:
; Fast method
; mov edi,0
; mov di,[@@ly] ;edi = calculating start of line
; mov ax,di
; shl di,6 ;ly*64
; shl ax,8 ;ly*256
; add di,ax ;di = (ly*64)+(ly*256)
; add di,[@@lx1] ;di = ly*320+lx1
; mov eax,edi
; shl eax,1
; add edi,eax
; add edi,scrbuf
; Uneversal method
movsx edi,[@@ly]
mov eax,800 ;di = ly*320+lx1
mul edi
movsx ebx,[@@lx1]
add eax,ebx ;[@@lx1]
mov edi,3
mul edi
mov edi,eax
add edi,scrbuf
mov cx,[@@lx2]
sub cx,[@@lx1]
mov ax,[@@tex_lx2]
sub ax,[@@tex_lx1]
shl ax,7
cwd
idiv cx
mov [@@tex_ldx],ax ; tex_dx = (tex_x2-tex_x1)/(x2-x1)
mov ax,[@@tex_ly2]
sub ax,[@@tex_ly1]
shl ax,7
cwd
idiv cx
mov [@@tex_ldy],ax ; tex_dy = (tex_y2-tex_y1)/(x2-x1)
cld
inc cx
mov ax,[@@tex_lx1]
shl ax,7
mov bx,[@@tex_ly1]
shl bx,7
thl_loop:
mov dx,ax
push bx
and bx,0ff80h
shr ax,7
add bx,ax
mov ebp,0
mov bp,bx
mov eax,ebp
shl eax,1
add ebp,eax
add ebp,[@@tex_loff]
mov al,byte [ebp+2]
stosb
mov al,byte [ebp+1]
stosb
mov al,byte [ebp]
stosb
pop bx
mov ax,dx
add ax,[@@tex_ldx]
add bx,[@@tex_ldy]
dec cx
jnz thl_loop
thl_quit:
ret
;include math3d_2.asm
; Mikolaj Felix 20/06/2001
; mfelix@polbox.com
;------------------------------------------------------------
; ds:si - offset to angles (int)
; ds:di - offset to array of 3d points
; cx - number of points
;------------------------------------------------------------
@@sin_x dd 0 ;equ dword ptr [bp-4]
@@cos_x dd 0 ;equ dword ptr [bp-8]
@@sin_y dd 0 ;equ dword ptr [bp-12]
@@cos_y dd 0 ;equ dword ptr [bp-16]
@@sin_z dd 0 ;equ dword ptr [bp-20]
@@cos_z dd 0 ;equ dword ptr [bp-24]
@@x equ dword [edi]
@@y equ dword [edi+4]
@@z equ dword [edi+8]
rotate_points:
push edi
mov edi,@@sin_x
mov edx,3
rp_sin_cos:
mov bx,word [esi]
and bx,MAX_DEGS-1
shl bx,2
mov eax,dword [sintab+bx]
mov dword [edi],eax
mov eax,dword [costab+bx]
mov dword [edi+4],eax
add edi,8
add esi,2
dec edx
jnz rp_sin_cos
pop edi
rp_rotate:
fld @@y
fmul [@@cos_x]
fld @@z
fmul [@@sin_x]
fsubp st1,st
fld @@y
fxch st1
fstp @@y ; Yrotated = Cos (A)*Y - Sin (A)*Z
fmul [@@sin_x]
fld @@z
fmul [@@cos_x]
faddp st1,st
fstp @@z ; Zrotated = Sin (A)*Y + Cos (A)*Z
fld @@x
fmul [@@cos_y]
fld @@z
fmul [@@sin_y]
fsubp st1,st
fld @@x
fxch st1
fstp @@x ; Xrotated = Cos (A)*X - Sin (A)*Z
fmul [@@sin_y]
fld @@z
fmul [@@cos_y]
faddp st1,st
fstp @@z ; Zrotated = Sin (A)*X + Cos (A)*Z
fld @@x
fmul [@@cos_z]
fld @@y
fmul [@@sin_z]
fsubp st1,st
fld @@x
fxch st1
fstp @@x ; Xrotated = Cos (A)*X - Sin (A)*Y
fmul [@@sin_z]
fld @@y
fmul [@@cos_z]
faddp st1,st
fstp @@y ; Yrotated = Sin (A)*X + Cos (A)*Y
add edi,12
dec ecx
jnz rp_rotate
ret
;------------------------------------------------------------
; ds:si - offset to array of 3d points
; ds:di - offset to 2d points
; cx - number of points
;------------------------------------------------------------
translate_points:
fld dword [esi+8]
fadd [perspective]
fld dword [esi]
fmul [perspective]
fdiv st,st1
fadd [correct_x]
fistp word [edi] ; x2d = (x*persp)/(z+persp)+correct_x
fld dword [esi+4]
fmul [perspective]
fdivrp st1,st
fadd [correct_y]
fistp word [edi+2] ; y2d = (y*persp)/(z+persp)+correct_y
add esi,12
add edi,4
dec ecx
jnz translate_points
ret
; initalize SIN&COS table
@@temp1 dd 0 ;dword ptr [bp-4]
@@temp2 dd 0 ;dword ptr [bp-8]
init_sincos:
mov [@@temp1],0
fldpi
mov [@@temp2],MAX_DEGS/2
fidiv [@@temp2]
fstp [@@temp2]
xor edi,edi
mov ecx,MAX_DEGS
isc_loop:
fld [@@temp1]
fld st0
fld st0
fsin
fstp dword [sintab+edi]
fcos
fstp dword [costab+edi]
fadd [@@temp2]
fstp [@@temp1]
add edi,4
dec ecx
jnz isc_loop
ret
perspective dd 256.0
correct_x dd 400.0
correct_y dd 300.0
angle_x dw 0
angle_y dw 0
angle_z dw 0
file_texture:
file 'texture.raw'
cube dw -50,-50,50, 50,-50,50, 50,50,50, -50,50,50
dw -50,-50,-50, 50,-50,-50, 50,50,-50, -50,50,-50
link db 0,1,2,3, 5,4,7,6, 1,5,6,2, 4,0,3,7, 4,5,1,0, 3,2,6,7
sintab:
rd MAX_DEGS
costab:
rd MAX_DEGS
cube_rotated:
rd MAX_POINTS*3
coord2d:
rw MAX_POINTS*2
texture:
rb 128*128*3
scrbuf:
I_END: