Mercurial > games > semicongine
annotate tests/test_vulkan_wrapper.nim @ 979:6406766a222d
fix: tests
author | sam <sam@basx.dev> |
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date | Sat, 06 Apr 2024 15:27:09 +0700 |
parents | 91e018270832 |
children | 73b572f82a1f |
rev | line source |
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1 import std/tables |
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2 |
117 | 3 import semicongine |
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4 |
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5 |
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6 let |
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7 sampler = Sampler( |
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8 magnification: VK_FILTER_NEAREST, |
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9 minification: VK_FILTER_NEAREST, |
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10 wrapModeS: VK_SAMPLER_ADDRESS_MODE_REPEAT, |
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11 wrapModeT: VK_SAMPLER_ADDRESS_MODE_REPEAT, |
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12 ) |
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13 (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8]) |
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14 mat = SINGLE_TEXTURE_MATERIAL.initMaterialData( |
420 | 15 name = "mat", |
16 attributes = { | |
17 "baseTexture": initDataList(@[Texture(isGrayscale: false, colorImage: Image[RGBAPixel](width: 5, height: 5, imagedata: @[ | |
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18 R, R, R, R, R, |
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19 R, R, W, R, R, |
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20 R, W, W, W, R, |
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21 R, R, W, R, R, |
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22 R, R, R, R, R, |
420 | 23 ]), sampler: sampler)]) |
24 }.toTable | |
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25 ) |
376 | 26 Mat2Type = MaterialType( |
27 name: "single texture material 2", | |
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28 vertexAttributes: { |
376 | 29 "position": Vec3F32, |
30 "uv": Vec2F32, | |
31 }.toTable, | |
32 attributes: {"baseTexture": TextureType}.toTable | |
33 ) | |
34 mat2 = Mat2Type.initMaterialData( | |
420 | 35 name = "mat2", |
36 attributes = { | |
37 "baseTexture": initDataList(@[Texture(isGrayscale: false, colorImage: Image[RGBAPixel](width: 5, height: 5, imagedata: @[ | |
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38 R, W, R, W, R, |
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39 W, R, W, R, W, |
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40 R, W, R, W, R, |
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41 W, R, W, R, W, |
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42 R, W, R, W, R, |
420 | 43 ]), sampler: sampler)]) |
44 }.toTable | |
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46 mat3 = SINGLE_COLOR_MATERIAL.initMaterialData( |
420 | 47 name = "mat3", |
48 attributes = { | |
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49 "color": initDataList(@[newVec4f(0, 1, 0, 1)]) |
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50 }.toTable |
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51 ) |
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52 |
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53 proc scene_different_mesh_types(): seq[Mesh] = |
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54 @[ |
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55 newMesh( |
420 | 56 positions = [newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], |
57 uvs = [newVec2f(0.0, -0.5), newVec2f(0.5, 0.5), newVec2f(-0.5, 0.5)], | |
58 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)], | |
59 material = mat, | |
60 transform = translate(-0.7, -0.5), | |
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61 ), |
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62 newMesh( |
420 | 63 positions = [newVec3f(0.0, -0.4), newVec3f(0.4, 0.4), newVec3f(-0.4, 0.5)], |
64 uvs = [newVec2f(0.0, -0.4), newVec2f(0.4, 0.4), newVec2f(-0.4, 0.5)], | |
65 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)], | |
66 material = mat, | |
67 transform = translate(0, -0.5), | |
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69 newMesh( |
420 | 70 positions = [newVec3f(0.0, 0.5), newVec3f(0.5, -0.5), newVec3f(-0.5, -0.5)], |
71 uvs = [newVec2f(0.0, 0.5), newVec2f(0.5, -0.5), newVec2f(-0.5, -0.5)], | |
72 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)], | |
73 indices = [[0'u16, 2'u16, 1'u16]], | |
74 material = mat2, | |
75 transform = translate(0.7, -0.5), | |
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77 newMesh( |
420 | 78 positions = [newVec3f(0.0, 0.4), newVec3f(0.4, -0.4), newVec3f(-0.4, -0.4)], |
79 uvs = [newVec2f(0.0, 0.4), newVec2f(0.4, -0.4), newVec2f(-0.4, -0.4)], | |
80 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)], | |
81 indices = [[0'u16, 2'u16, 1'u16]], | |
82 material = mat2, | |
83 transform = translate(-0.7, 0.5), | |
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85 newMesh( |
420 | 86 positions = [newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)], |
87 uvs = [newVec2f(0.4, 0.5), newVec2f(0.9, -0.3), newVec2f(0.0, -0.3)], | |
88 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)], | |
89 indices = [[0'u32, 2'u32, 1'u32]], | |
90 autoResize = false, | |
91 material = mat2, | |
92 transform = translate(0, 0.5), | |
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93 ), |
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94 newMesh( |
420 | 95 positions = [newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)], |
96 uvs = [newVec2f(0.4, 0.5), newVec2f(0.9, -0.3), newVec2f(0.0, -0.3)], | |
97 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)], | |
98 indices = [[0'u32, 2'u32, 1'u32]], | |
99 autoResize = false, | |
100 material = mat2, | |
101 transform = translate(0.7, 0.5), | |
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102 ), |
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103 ] |
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104 |
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105 proc scene_simple(): seq[Mesh] = |
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106 @[ |
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107 newMesh( |
420 | 108 positions = [newVec3f(0.0, -0.3), newVec3f(0.3, 0.3), newVec3f(-0.3, 0.3)], |
109 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)], | |
110 uvs = [newVec2f(0.0, -0.3), newVec2f(0.3, 0.3), newVec2f(-0.3, 0.3)], | |
111 material = mat, | |
112 transform = translate(0.4, 0.4), | |
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113 ), |
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114 newMesh( |
420 | 115 positions = [newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], |
116 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)], | |
117 uvs = [newVec2f(0.0, -0.5), newVec2f(0.5, 0.5), newVec2f(-0.5, 0.5)], | |
118 material = mat, | |
119 transform = translate(0.4, -0.4), | |
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121 newMesh( |
420 | 122 positions = [newVec3f(0.0, -0.6), newVec3f(0.6, 0.6), newVec3f(-0.6, 0.6)], |
123 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)], | |
124 uvs = [newVec2f(0.0, -0.6), newVec2f(0.6, 0.6), newVec2f(-0.6, 0.6)], | |
125 indices = [[0'u32, 1'u32, 2'u32]], | |
126 autoResize = false, | |
127 material = mat, | |
128 transform = translate(-0.4, 0.4), | |
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129 ), |
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130 newMesh( |
420 | 131 positions = [newVec3f(0.0, -0.8), newVec3f(0.8, 0.8), newVec3f(-0.8, 0.8)], |
132 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)], | |
133 uvs = [newVec2f(0.0, -0.8), newVec2f(0.8, 0.8), newVec2f(-0.8, 0.8)], | |
134 indices = [[0'u16, 1'u16, 2'u16]], | |
135 instanceTransforms = [Unit4F32, Unit4F32], | |
136 material = mat, | |
137 transform = translate(-0.4, -0.4), | |
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138 ) |
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140 |
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141 proc scene_primitives(): seq[Mesh] = |
420 | 142 var r = rect(color = "ff0000") |
143 var t = tri(color = "0000ff") | |
144 var c = circle(color = "00ff00") | |
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145 r.material = mat |
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146 t.material = mat |
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147 c.material = mat |
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148 r.transform = translate(newVec3f(0.5, -0.3)) |
420 | 149 t.transform = translate(newVec3f(0.3, 0.3)) |
150 c.transform = translate(newVec3f(-0.3, 0.1)) | |
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151 result = @[r, c, t] |
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152 |
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153 proc scene_flag(): seq[Mesh] = |
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154 @[ |
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155 newMesh( |
420 | 156 positions = [newVec3f(-1.0, -1.0), newVec3f(1.0, -1.0), newVec3f(1.0, 1.0), newVec3f(-1.0, 1.0)], |
157 uvs = [newVec2f(-1.0, -1.0), newVec2f(1.0, -1.0), newVec2f(1.0, 1.0), newVec2f(-1.0, 1.0)], | |
158 colors = [newVec4f(-1, -1, 1, 1), newVec4f(1, -1, 1, 1), newVec4f(1, 1, 1, 1), newVec4f(-1, 1, 1, 1)], | |
159 indices = [[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]], | |
160 material = mat, | |
161 transform = scale(0.5, 0.5) | |
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162 ) |
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163 ] |
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164 |
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165 proc scene_multi_material(): seq[Mesh] = |
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166 var |
420 | 167 r1 = rect(color = "ffffff") |
168 r2 = rect(color = "000000") | |
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169 r1.material = mat |
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170 r2.material = mat3 |
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171 r1.transform = translate(newVec3f(-0.5)) |
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172 r2.transform = translate(newVec3f(+0.5)) |
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173 result = @[r1, r2] |
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174 |
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175 proc main() = |
127 | 176 var engine = initEngine("Test") |
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177 |
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178 # INIT RENDERER: |
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179 const |
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180 shaderConfiguration1 = createShaderConfiguration( |
420 | 181 inputs = [ |
182 attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead), | |
183 attr[Vec4f]("color", memoryPerformanceHint = PreferFastWrite), | |
184 attr[Mat4]("transform", perInstance = true), | |
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185 ], |
420 | 186 intermediates = [ |
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187 attr[Vec4f]("outcolor"), |
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188 ], |
420 | 189 outputs = [attr[Vec4f]("color")], |
190 samplers = [ | |
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191 attr[Texture]("baseTexture") |
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192 ], |
420 | 193 vertexCode = """gl_Position = vec4(position, 1.0) * transform; outcolor = color;""", |
194 fragmentCode = "color = texture(baseTexture, outcolor.xy) * 0.5 + outcolor * 0.5;", | |
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195 ) |
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196 shaderConfiguration2 = createShaderConfiguration( |
420 | 197 inputs = [ |
198 attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead), | |
199 attr[Mat4]("transform", perInstance = true), | |
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200 ], |
420 | 201 intermediates = [attr[Vec4f]("outcolor")], |
202 outputs = [attr[Vec4f]("color")], | |
203 uniforms = [attr[Vec4f]("color", arrayCount = 1)], | |
204 vertexCode = """gl_Position = vec4(position, 1.0) * transform; outcolor = Uniforms.color[0];""", | |
205 fragmentCode = "color = outcolor;", | |
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206 ) |
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207 engine.initRenderer({ |
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208 SINGLE_TEXTURE_MATERIAL: shaderConfiguration1, |
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209 SINGLE_TEXTURE_MATERIAL: shaderConfiguration1, |
376 | 210 Mat2Type: shaderConfiguration1, |
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211 SINGLE_COLOR_MATERIAL: shaderConfiguration2, |
344 | 212 }) |
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213 |
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214 # INIT SCENES |
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215 var scenes = [ |
328 | 216 Scene(name: "simple", meshes: scene_simple()), |
217 Scene(name: "different mesh types", meshes: scene_different_mesh_types()), | |
218 Scene(name: "primitives", meshes: scene_primitives()), | |
219 Scene(name: "flag", meshes: scene_flag()), | |
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220 Scene(name: "multimaterial", meshes: scene_multi_material()), |
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221 ] |
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222 |
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223 for scene in scenes.mitems: |
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224 engine.loadScene(scene) |
109 | 225 |
115 | 226 # MAINLOOP |
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227 echo "Setup successfull, start rendering" |
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228 for i in 0 ..< 3: |
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229 for scene in scenes.mitems: |
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230 echo "rendering scene ", scene.name |
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231 for i in 0 ..< 1000: |
146 | 232 if engine.updateInputs() != Running or engine.keyIsDown(Escape): |
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233 engine.destroy() |
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234 return |
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235 engine.renderScene(scene) |
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236 |
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237 # cleanup |
96 | 238 echo "Start cleanup" |
127 | 239 engine.destroy() |
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240 |
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241 when isMainModule: |
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242 main() |