annotate tests/test_vulkan_wrapper.nim @ 322:6dab370d1758

add: first, incomplete version of material use
author Sam <sam@basx.dev>
date Sat, 19 Aug 2023 01:10:42 +0700
parents 30117d8f0052
children 9defff46da48
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1 import std/tables
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2
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3 import semicongine
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4
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5
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6 let sampler = Sampler(
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7 magnification: VK_FILTER_NEAREST,
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8 minification: VK_FILTER_NEAREST,
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9 wrapModeS: VK_SAMPLER_ADDRESS_MODE_REPEAT,
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10 wrapModeT: VK_SAMPLER_ADDRESS_MODE_REPEAT,
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11 )
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12 let (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8])
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13 let mat = Material(
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14 materialType: "my_material",
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15 textures: {
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16 "my_little_texture": Texture(image: Image(width: 5, height: 5, imagedata: @[
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17 R, R, R, R, R,
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18 R, R, W, R, R,
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19 R, W, W, W, R,
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20 R, R, W, R, R,
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21 R, R, R, R, R,
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22 ]), sampler: sampler)
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23 }.toTable
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24 )
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25
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26 proc scene_different_mesh_types(): Entity =
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27 result = newEntity("root", [],
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28 newEntity("triangle1", {"mesh": Component(newMesh(
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29 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)],
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30 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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31 material=mat,
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32 ))}),
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33 newEntity("triangle1b", {"mesh": Component(newMesh(
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34 positions=[newVec3f(0.0, -0.4), newVec3f(0.4, 0.4), newVec3f(-0.4, 0.5)],
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35 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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36 material=mat,
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37 ))}),
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38 newEntity("triangle2a", {"mesh": Component(newMesh(
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39 positions=[newVec3f(0.0, 0.5), newVec3f(0.5, -0.5), newVec3f(-0.5, -0.5)],
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40 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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41 indices=[[0'u16, 2'u16, 1'u16]],
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42 material=mat,
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43 ))}),
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44 newEntity("triangle2b", {"mesh": Component(newMesh(
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45 positions=[newVec3f(0.0, 0.4), newVec3f(0.4, -0.4), newVec3f(-0.4, -0.4)],
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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 indices=[[0'u16, 2'u16, 1'u16]],
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48 material=mat,
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49 ))}),
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50 newEntity("triangle3a", {"mesh": Component(newMesh(
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51 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)],
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52 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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53 indices=[[0'u32, 2'u32, 1'u32]],
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54 autoResize=false,
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55 material=mat,
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56 ))}),
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57 newEntity("triangle3b", {"mesh": Component(newMesh(
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58 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)],
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59 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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60 indices=[[0'u32, 2'u32, 1'u32]],
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61 autoResize=false,
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62 material=mat,
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63 ))}),
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64 )
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65 for mesh in allComponentsOfType[Mesh](result):
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66 mesh.setInstanceData("translate", @[newVec3f()])
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67
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68 proc scene_simple(): Entity =
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69 var mymesh1 = newMesh(
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70 positions=[newVec3f(0.0, -0.3), newVec3f(0.3, 0.3), newVec3f(-0.3, 0.3)],
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71 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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72 material=mat,
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73 )
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74 var mymesh2 = newMesh(
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75 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)],
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76 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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77 material=mat,
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78 )
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79 var mymesh3 = newMesh(
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80 positions=[newVec3f(0.0, -0.6), newVec3f(0.6, 0.6), newVec3f(-0.6, 0.6)],
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81 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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82 indices=[[0'u32, 1'u32, 2'u32]],
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83 autoResize=false,
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84 material=mat,
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85 )
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86 var mymesh4 = newMesh(
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87 positions=[newVec3f(0.0, -0.8), newVec3f(0.8, 0.8), newVec3f(-0.8, 0.8)],
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88 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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89 indices=[[0'u16, 1'u16, 2'u16]],
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90 instanceCount=2,
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91 material=mat,
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92 )
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93 mymesh1.setInstanceData("translate", @[newVec3f(0.3, 0.0)])
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94 mymesh2.setInstanceData("translate", @[newVec3f(0.0, 0.3)])
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95 mymesh3.setInstanceData("translate", @[newVec3f(-0.3, 0.0)])
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96 mymesh4.setInstanceData("translate", @[newVec3f(0.0, -0.3), newVec3f(0.0, 0.5)])
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97 result = newEntity("root", [], newEntity("triangle", {"mesh1": Component(mymesh4), "mesh2": Component(mymesh3), "mesh3": Component(mymesh2), "mesh4": Component(mymesh1)}))
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98
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99 proc scene_primitives(): Entity =
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100 var r = rect(color="ff0000")
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101 var t = tri(color="0000ff")
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102 var c = circle(color="00ff00")
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103 t.material = mat
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104 t.material = mat
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105 c.material = mat
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106
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107 r.setInstanceData("translate", @[newVec3f(0.5, -0.3)])
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108 t.setInstanceData("translate", @[newVec3f(0.3, 0.3)])
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109 c.setInstanceData("translate", @[newVec3f(-0.3, 0.1)])
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110 result = newEntity("root", {"mesh1": Component(t), "mesh2": Component(r), "mesh3": Component(c)})
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111
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112 proc scene_flag(): Entity =
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113 var r = rect(color="ff0000")
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114 r.material = mat
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115 r.updateMeshData("color", @[newVec4f(0, 0), newVec4f(1, 0), newVec4f(1, 1), newVec4f(0, 1)])
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116 result = newEntity("root", {"mesh": Component(r)})
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117
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118 proc main() =
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119 var engine = initEngine("Test")
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120
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121 # INIT RENDERER:
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122 const
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123 shaderConfiguration = createShaderConfiguration(
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124 inputs=[
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125 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead),
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126 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite),
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127 attr[Vec3f]("translate", perInstance=true)
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128 ],
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129 intermediates=[attr[Vec4f]("outcolor")],
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130 outputs=[attr[Vec4f]("color")],
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131 uniforms=[attr[float32]("time")],
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132 samplers=[attr[Sampler2DType]("my_little_texture")],
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133 vertexCode="""gl_Position = vec4(position + translate, 1.0); outcolor = color;""",
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134 fragmentCode="color = texture(my_little_texture, outcolor.xy) * 0.5 + outcolor * 0.5;",
124
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135 )
322
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136 engine.setRenderer({"my_material": shaderConfiguration}.toTable)
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137
129
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138 # INIT SCENES
189
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139 var scenes = [
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140 newScene("simple", scene_simple(), transformAttribute="", materialIndexAttribute=""),
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141 newScene("different mesh types", scene_different_mesh_types(), transformAttribute="", materialIndexAttribute=""),
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142 newScene("primitives", scene_primitives(), transformAttribute="", materialIndexAttribute=""),
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143 newScene("flag", scene_flag(), transformAttribute="", materialIndexAttribute=""),
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144 ]
322
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145
128
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146 for scene in scenes.mitems:
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147 scene.addShaderGlobal("time", 0.0'f32)
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148 engine.addScene(scene)
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149
115
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150 # MAINLOOP
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151 echo "Setup successfull, start rendering"
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152 for i in 0 ..< 3:
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153 for scene in scenes.mitems:
128
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154 for i in 0 ..< 1000:
146
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155 if engine.updateInputs() != Running or engine.keyIsDown(Escape):
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156 engine.destroy()
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157 return
190
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158 setShaderGlobal(scene, "time", getShaderGlobal[float32](scene, "time") + 0.0005'f)
131
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159 engine.renderScene(scene)
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160 echo "Rendered ", engine.framesRendered, " frames"
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161 echo "Processed ", engine.eventsProcessed, " events"
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056e08dfad10 yay: first triangle rendering with new engine implmentation
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162
056e08dfad10 yay: first triangle rendering with new engine implmentation
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163 # cleanup
96
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164 echo "Start cleanup"
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165 engine.destroy()
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166
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167 when isMainModule:
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168 main()