Mercurial > games > semicongine
annotate tests/test_vulkan_wrapper.nim @ 1135:74957cbf589b
fix: update tests according to some API renaming
author | sam <sam@basx.dev> |
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date | Mon, 03 Jun 2024 16:05:17 +0700 |
parents | 73b572f82a1f |
children | 71315636ba82 |
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]) |
1021 | 14 Mat1Type = MaterialType( |
15 name: "single texture material 1", | |
16 vertexAttributes: { | |
17 "color": Vec4F32, | |
18 "position": Vec3F32, | |
19 "uv": Vec2F32, | |
20 }.toTable, | |
21 attributes: {"baseTexture": TextureType}.toTable | |
22 ) | |
23 mat = Mat1Type.initMaterialData( | |
420 | 24 name = "mat", |
25 attributes = { | |
26 "baseTexture": initDataList(@[Texture(isGrayscale: false, colorImage: Image[RGBAPixel](width: 5, height: 5, imagedata: @[ | |
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27 R, R, R, R, R, |
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28 R, R, W, R, R, |
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29 R, W, W, W, R, |
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30 R, R, W, R, R, |
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31 R, R, R, R, R, |
420 | 32 ]), sampler: sampler)]) |
33 }.toTable | |
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34 ) |
376 | 35 Mat2Type = MaterialType( |
36 name: "single texture material 2", | |
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37 vertexAttributes: { |
1021 | 38 "color": Vec4F32, |
376 | 39 "position": Vec3F32, |
40 "uv": Vec2F32, | |
41 }.toTable, | |
42 attributes: {"baseTexture": TextureType}.toTable | |
43 ) | |
44 mat2 = Mat2Type.initMaterialData( | |
420 | 45 name = "mat2", |
46 attributes = { | |
47 "baseTexture": initDataList(@[Texture(isGrayscale: false, colorImage: Image[RGBAPixel](width: 5, height: 5, imagedata: @[ | |
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48 R, W, R, W, R, |
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49 W, R, W, R, W, |
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50 R, W, R, W, R, |
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51 W, R, W, R, W, |
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52 R, W, R, W, R, |
420 | 53 ]), sampler: sampler)]) |
54 }.toTable | |
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55 ) |
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56 mat3 = SINGLE_COLOR_MATERIAL.initMaterialData( |
420 | 57 name = "mat3", |
58 attributes = { | |
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59 "color": initDataList(@[newVec4f(0, 1, 0, 1)]) |
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60 }.toTable |
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61 ) |
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62 |
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63 proc scene_different_mesh_types(): seq[Mesh] = |
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64 @[ |
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65 newMesh( |
420 | 66 positions = [newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], |
67 uvs = [newVec2f(0.0, -0.5), newVec2f(0.5, 0.5), newVec2f(-0.5, 0.5)], | |
68 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)], | |
69 material = mat, | |
70 transform = translate(-0.7, -0.5), | |
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71 ), |
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72 newMesh( |
420 | 73 positions = [newVec3f(0.0, -0.4), newVec3f(0.4, 0.4), newVec3f(-0.4, 0.5)], |
74 uvs = [newVec2f(0.0, -0.4), newVec2f(0.4, 0.4), newVec2f(-0.4, 0.5)], | |
75 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)], | |
76 material = mat, | |
77 transform = translate(0, -0.5), | |
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78 ), |
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79 newMesh( |
420 | 80 positions = [newVec3f(0.0, 0.5), newVec3f(0.5, -0.5), newVec3f(-0.5, -0.5)], |
81 uvs = [newVec2f(0.0, 0.5), newVec2f(0.5, -0.5), newVec2f(-0.5, -0.5)], | |
82 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)], | |
83 indices = [[0'u16, 2'u16, 1'u16]], | |
84 material = mat2, | |
85 transform = translate(0.7, -0.5), | |
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86 ), |
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87 newMesh( |
420 | 88 positions = [newVec3f(0.0, 0.4), newVec3f(0.4, -0.4), newVec3f(-0.4, -0.4)], |
89 uvs = [newVec2f(0.0, 0.4), newVec2f(0.4, -0.4), newVec2f(-0.4, -0.4)], | |
90 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)], | |
91 indices = [[0'u16, 2'u16, 1'u16]], | |
92 material = mat2, | |
93 transform = translate(-0.7, 0.5), | |
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94 ), |
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95 newMesh( |
420 | 96 positions = [newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)], |
97 uvs = [newVec2f(0.4, 0.5), newVec2f(0.9, -0.3), newVec2f(0.0, -0.3)], | |
98 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)], | |
99 indices = [[0'u32, 2'u32, 1'u32]], | |
100 autoResize = false, | |
101 material = mat2, | |
102 transform = translate(0, 0.5), | |
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103 ), |
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104 newMesh( |
420 | 105 positions = [newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)], |
106 uvs = [newVec2f(0.4, 0.5), newVec2f(0.9, -0.3), newVec2f(0.0, -0.3)], | |
107 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)], | |
108 indices = [[0'u32, 2'u32, 1'u32]], | |
109 autoResize = false, | |
110 material = mat2, | |
111 transform = translate(0.7, 0.5), | |
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112 ), |
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113 ] |
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114 |
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115 proc scene_simple(): seq[Mesh] = |
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116 @[ |
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117 newMesh( |
420 | 118 positions = [newVec3f(0.0, -0.3), newVec3f(0.3, 0.3), newVec3f(-0.3, 0.3)], |
119 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)], | |
120 uvs = [newVec2f(0.0, -0.3), newVec2f(0.3, 0.3), newVec2f(-0.3, 0.3)], | |
121 material = mat, | |
122 transform = translate(0.4, 0.4), | |
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123 ), |
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124 newMesh( |
420 | 125 positions = [newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], |
126 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)], | |
127 uvs = [newVec2f(0.0, -0.5), newVec2f(0.5, 0.5), newVec2f(-0.5, 0.5)], | |
128 material = mat, | |
129 transform = translate(0.4, -0.4), | |
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130 ), |
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131 newMesh( |
420 | 132 positions = [newVec3f(0.0, -0.6), newVec3f(0.6, 0.6), newVec3f(-0.6, 0.6)], |
133 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)], | |
134 uvs = [newVec2f(0.0, -0.6), newVec2f(0.6, 0.6), newVec2f(-0.6, 0.6)], | |
135 indices = [[0'u32, 1'u32, 2'u32]], | |
136 autoResize = false, | |
137 material = mat, | |
138 transform = translate(-0.4, 0.4), | |
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139 ), |
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140 newMesh( |
420 | 141 positions = [newVec3f(0.0, -0.8), newVec3f(0.8, 0.8), newVec3f(-0.8, 0.8)], |
142 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)], | |
143 uvs = [newVec2f(0.0, -0.8), newVec2f(0.8, 0.8), newVec2f(-0.8, 0.8)], | |
144 indices = [[0'u16, 1'u16, 2'u16]], | |
145 instanceTransforms = [Unit4F32, Unit4F32], | |
146 material = mat, | |
147 transform = translate(-0.4, -0.4), | |
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148 ) |
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150 |
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151 proc scene_primitives(): seq[Mesh] = |
420 | 152 var r = rect(color = "ff0000") |
153 var t = tri(color = "0000ff") | |
154 var c = circle(color = "00ff00") | |
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155 r.material = mat |
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156 t.material = mat |
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157 c.material = mat |
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158 r.transform = translate(newVec3f(0.5, -0.3)) |
420 | 159 t.transform = translate(newVec3f(0.3, 0.3)) |
160 c.transform = translate(newVec3f(-0.3, 0.1)) | |
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161 result = @[r, c, t] |
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162 |
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163 proc scene_flag(): seq[Mesh] = |
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164 @[ |
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165 newMesh( |
420 | 166 positions = [newVec3f(-1.0, -1.0), newVec3f(1.0, -1.0), newVec3f(1.0, 1.0), newVec3f(-1.0, 1.0)], |
167 uvs = [newVec2f(-1.0, -1.0), newVec2f(1.0, -1.0), newVec2f(1.0, 1.0), newVec2f(-1.0, 1.0)], | |
168 colors = [newVec4f(-1, -1, 1, 1), newVec4f(1, -1, 1, 1), newVec4f(1, 1, 1, 1), newVec4f(-1, 1, 1, 1)], | |
169 indices = [[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]], | |
170 material = mat, | |
171 transform = scale(0.5, 0.5) | |
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172 ) |
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173 ] |
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174 |
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175 proc scene_multi_material(): seq[Mesh] = |
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176 var |
420 | 177 r1 = rect(color = "ffffff") |
178 r2 = rect(color = "000000") | |
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179 r1.material = mat |
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180 r2.material = mat3 |
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181 r1.transform = translate(newVec3f(-0.5)) |
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182 r2.transform = translate(newVec3f(+0.5)) |
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183 result = @[r1, r2] |
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184 |
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185 proc main() = |
127 | 186 var engine = initEngine("Test") |
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187 |
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188 # INIT RENDERER: |
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189 const |
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190 shaderConfiguration1 = createShaderConfiguration( |
1021 | 191 name = "shader1", |
420 | 192 inputs = [ |
193 attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead), | |
194 attr[Vec4f]("color", memoryPerformanceHint = PreferFastWrite), | |
195 attr[Mat4]("transform", perInstance = true), | |
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196 ], |
420 | 197 intermediates = [ |
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198 attr[Vec4f]("outcolor"), |
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199 ], |
420 | 200 outputs = [attr[Vec4f]("color")], |
1021 | 201 samplers = [attr[Texture]("baseTexture")], |
420 | 202 vertexCode = """gl_Position = vec4(position, 1.0) * transform; outcolor = color;""", |
203 fragmentCode = "color = texture(baseTexture, outcolor.xy) * 0.5 + outcolor * 0.5;", | |
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204 ) |
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205 shaderConfiguration2 = createShaderConfiguration( |
1021 | 206 name = "shader2", |
420 | 207 inputs = [ |
208 attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead), | |
209 attr[Mat4]("transform", perInstance = true), | |
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210 ], |
420 | 211 intermediates = [attr[Vec4f]("outcolor")], |
212 outputs = [attr[Vec4f]("color")], | |
213 uniforms = [attr[Vec4f]("color", arrayCount = 1)], | |
214 vertexCode = """gl_Position = vec4(position, 1.0) * transform; outcolor = Uniforms.color[0];""", | |
215 fragmentCode = "color = outcolor;", | |
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216 ) |
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217 engine.initRenderer({ |
1021 | 218 Mat1Type: shaderConfiguration1, |
219 Mat1Type: shaderConfiguration1, | |
376 | 220 Mat2Type: shaderConfiguration1, |
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221 SINGLE_COLOR_MATERIAL: shaderConfiguration2, |
344 | 222 }) |
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223 |
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224 # INIT SCENES |
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225 var scenes = [ |
328 | 226 Scene(name: "simple", meshes: scene_simple()), |
227 Scene(name: "different mesh types", meshes: scene_different_mesh_types()), | |
228 Scene(name: "primitives", meshes: scene_primitives()), | |
229 Scene(name: "flag", meshes: scene_flag()), | |
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230 Scene(name: "multimaterial", meshes: scene_multi_material()), |
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231 ] |
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232 |
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233 for scene in scenes.mitems: |
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234 engine.loadScene(scene) |
109 | 235 |
115 | 236 # MAINLOOP |
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237 echo "Setup successfull, start rendering" |
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238 for i in 0 ..< 3: |
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239 for scene in scenes.mitems: |
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240 echo "rendering scene ", scene.name |
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241 for i in 0 ..< 1000: |
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242 if not engine.UpdateInputs() or KeyIsDown(Escape): |
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243 engine.destroy() |
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244 return |
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245 engine.renderScene(scene) |
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246 |
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247 # cleanup |
96 | 248 echo "Start cleanup" |
127 | 249 engine.destroy() |
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250 |
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251 when isMainModule: |
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252 main() |