annotate tests/test_vulkan_wrapper.nim @ 706:0936ae49f0c4

add: correct camera calculations
author Sam <sam@basx.dev>
date Mon, 22 May 2023 19:21:05 +0700
parents c0f59246af55
children 0ec43b857a7e
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1 import semicongine
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2
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3 proc scene_different_mesh_types(): Entity =
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4 result = newEntity("root",
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5 newEntity("triangle1", newMesh(
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6 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)],
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7 colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
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8 )),
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9 newEntity("triangle1b", newMesh(
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10 positions=[newVec3f(0.0, -0.4), newVec3f(0.4, 0.4), newVec3f(-0.4, 0.5)],
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11 colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
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12 )),
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13 newEntity("triangle2a", newMesh(
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14 positions=[newVec3f(0.0, 0.5), newVec3f(0.5, -0.5), newVec3f(-0.5, -0.5)],
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15 colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
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16 indices=[[0'u16, 2'u16, 1'u16]]
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17 )),
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18 newEntity("triangle2b", newMesh(
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19 positions=[newVec3f(0.0, 0.4), newVec3f(0.4, -0.4), newVec3f(-0.4, -0.4)],
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20 colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
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21 indices=[[0'u16, 2'u16, 1'u16]]
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22 )),
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23 newEntity("triangle3a", newMesh(
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24 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)],
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25 colors=[newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1)],
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26 indices=[[0'u32, 2'u32, 1'u32]],
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27 autoResize=false
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28 )),
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29 newEntity("triangle3b", newMesh(
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30 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)],
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31 colors=[newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1)],
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32 indices=[[0'u32, 2'u32, 1'u32]],
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33 autoResize=false
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34 )),
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35 )
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36 for mesh in allComponentsOfType[Mesh](result):
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37 mesh.setInstanceData("translate", @[newVec3f()])
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38
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39 proc scene_simple(): Entity =
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40 var mymesh1 = newMesh(
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41 positions=[newVec3f(0.0, -0.3), newVec3f(0.3, 0.3), newVec3f(-0.3, 0.3)],
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42 colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
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43 )
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44 var mymesh2 = newMesh(
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45 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)],
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46 colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
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47 )
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48 var mymesh3 = newMesh(
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49 positions=[newVec3f(0.0, -0.6), newVec3f(0.6, 0.6), newVec3f(-0.6, 0.6)],
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50 colors=[newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1)],
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51 indices=[[0'u32, 1'u32, 2'u32]],
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52 autoResize=false
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53 )
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54 var mymesh4 = newMesh(
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55 positions=[newVec3f(0.0, -0.8), newVec3f(0.8, 0.8), newVec3f(-0.8, 0.8)],
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56 colors=[newVec4f(0.0, 0.0, 1.0, 1), newVec4f(0.0, 0.0, 1.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
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57 indices=[[0'u16, 1'u16, 2'u16]],
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58 instanceCount=2
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59 )
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60 mymesh1.setInstanceData("translate", @[newVec3f(0.3, 0.0)])
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61 mymesh2.setInstanceData("translate", @[newVec3f(0.0, 0.3)])
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62 mymesh3.setInstanceData("translate", @[newVec3f(-0.3, 0.0)])
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63 mymesh4.setInstanceData("translate", @[newVec3f(0.0, -0.3), newVec3f(0.0, 0.5)])
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64 result = newEntity("root", newEntity("triangle", mymesh4, mymesh3, mymesh2, mymesh1))
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65
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66 proc scene_primitives(): Entity =
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67 var r = rect(color="ff0000")
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68 var t = tri(color="0000ff")
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69 var c = circle(color="00ff00")
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70
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71 r.setInstanceData("translate", @[newVec3f(0.5, -0.3)])
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72 t.setInstanceData("translate", @[newVec3f(0.3, 0.3)])
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73 c.setInstanceData("translate", @[newVec3f(-0.3, 0.1)])
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74 result = newEntity("root", t, r, c)
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75
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76 proc scene_flag(): Entity =
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77 var r = rect(color="ff0000")
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78 r.updateMeshData("color", @[newVec4f(0, 0), newVec4f(1, 0), newVec4f(1, 1), newVec4f(0, 1)])
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79 result = newEntity("root", r)
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80
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81 proc main() =
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82 var engine = initEngine("Test")
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83
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84 # INIT RENDERER:
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85 const
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86 vertexInput = @[
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87 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead),
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88 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite),
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89 attr[Vec3f]("translate", perInstance=true)
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90 ]
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91 vertexOutput = @[attr[Vec4f]("outcolor")]
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92 uniforms = @[attr[float32]("time")]
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93 samplers = @[attr[Sampler2DType]("my_little_texture")]
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94 fragOutput = @[attr[Vec4f]("color")]
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95 vertexCode = compileGlslShader(
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96 stage=VK_SHADER_STAGE_VERTEX_BIT,
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97 inputs=vertexInput,
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98 uniforms=uniforms,
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99 samplers=samplers,
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100 outputs=vertexOutput,
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101 main="""gl_Position = vec4(position + translate, 1.0); outcolor = color;"""
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102 )
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103 fragmentCode = compileGlslShader(
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104 stage=VK_SHADER_STAGE_FRAGMENT_BIT,
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105 inputs=vertexOutput,
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106 uniforms=uniforms,
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107 samplers=samplers,
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108 outputs=fragOutput,
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109 main="color = texture(my_little_texture, outcolor.xy) * 0.5 + outcolor * 0.5;"
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110 )
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111 var renderPass = engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)
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112 engine.setRenderer(renderPass)
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113
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114 # INIT SCENES
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115 var scenes = [
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116 newScene("simple", scene_simple()),
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117 newScene("different mesh types", scene_different_mesh_types()),
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118 newScene("primitives", scene_primitives()),
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119 newScene("flag", scene_flag()),
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120 ]
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121 for scene in scenes.mitems:
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122 scene.addShaderGlobal("time", 0.0'f32)
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123 let (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8])
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124 scene.addTexture("my_little_texture", Image(width: 5, height: 5, imagedata: @[
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125 R, R, R, R, R,
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126 R, R, W, R, R,
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127 R, W, W, W, R,
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128 R, R, W, R, R,
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129 R, R, R, R, R,
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130 ]), VK_FILTER_NEAREST)
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131 engine.addScene(scene, vertexInput)
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132
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133 # MAINLOOP
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134 echo "Setup successfull, start rendering"
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b434feaf2b67 did: finish refactoring of render pipeline, yipi! :)
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135 for i in 0 ..< 3:
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parents: 649
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136 for scene in scenes.mitems:
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parents: 588
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137 for i in 0 ..< 1000:
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64eb53f81cf6 add: improvments and E10 (pong)
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138 if engine.updateInputs() != Running or engine.keyIsDown(Escape):
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139 engine.destroy()
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140 return
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164bf40c664f add: uncomment some of the prepared texture code, nice interface for scene-global shader values (aka uniforms
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141 setShaderGlobal(scene, "time", getShaderGlobal[float32](scene, "time") + 0.0005'f)
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cda5874a8454 add: recreation of swapchain (at least on linux, windows will likely fail, needs testing
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142 engine.renderScene(scene)
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143 echo "Rendered ", engine.framesRendered, " frames"
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144 echo "Processed ", engine.eventsProcessed, " events"
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eaedc0369c38 yay: first triangle rendering with new engine implmentation
Sam <sam@basx.dev>
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145
eaedc0369c38 yay: first triangle rendering with new engine implmentation
Sam <sam@basx.dev>
parents: 574
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146 # cleanup
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Sam <sam@basx.dev>
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147 echo "Start cleanup"
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008592db0442 did: big refactoring
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148 engine.destroy()
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149
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150 when isMainModule:
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151 main()