annotate tests/test_vulkan_wrapper.nim @ 316:b145a05c2459

add: changing rendering system, not finished yet, also upgrading to Nim 2
author Sam <sam@basx.dev>
date Mon, 07 Aug 2023 00:23:00 +0700
parents 4921ec86dcb4
children 30117d8f0052
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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 proc scene_different_mesh_types(): Entity =
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6 result = newEntity("root", [],
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7 newEntity("triangle1", {"mesh": Component(newMesh(
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8 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)],
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9 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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10 ))}),
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11 newEntity("triangle1b", {"mesh": Component(newMesh(
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12 positions=[newVec3f(0.0, -0.4), newVec3f(0.4, 0.4), newVec3f(-0.4, 0.5)],
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13 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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14 ))}),
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15 newEntity("triangle2a", {"mesh": Component(newMesh(
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16 positions=[newVec3f(0.0, 0.5), newVec3f(0.5, -0.5), newVec3f(-0.5, -0.5)],
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17 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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18 indices=[[0'u16, 2'u16, 1'u16]]
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19 ))}),
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20 newEntity("triangle2b", {"mesh": Component(newMesh(
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21 positions=[newVec3f(0.0, 0.4), newVec3f(0.4, -0.4), newVec3f(-0.4, -0.4)],
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22 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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23 indices=[[0'u16, 2'u16, 1'u16]]
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24 ))}),
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25 newEntity("triangle3a", {"mesh": Component(newMesh(
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26 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)],
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27 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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28 indices=[[0'u32, 2'u32, 1'u32]],
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29 autoResize=false
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30 ))}),
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31 newEntity("triangle3b", {"mesh": Component(newMesh(
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32 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)],
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33 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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34 indices=[[0'u32, 2'u32, 1'u32]],
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35 autoResize=false
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36 ))}),
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37 )
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38 for mesh in allComponentsOfType[Mesh](result):
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39 mesh.setInstanceData("translate", @[newVec3f()])
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40
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41 proc scene_simple(): Entity =
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42 var mymesh1 = newMesh(
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43 positions=[newVec3f(0.0, -0.3), newVec3f(0.3, 0.3), newVec3f(-0.3, 0.3)],
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44 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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45 )
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46 var mymesh2 = newMesh(
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47 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)],
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48 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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49 )
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50 var mymesh3 = newMesh(
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51 positions=[newVec3f(0.0, -0.6), newVec3f(0.6, 0.6), newVec3f(-0.6, 0.6)],
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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, 1'u32, 2'u32]],
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54 autoResize=false
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55 )
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56 var mymesh4 = newMesh(
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57 positions=[newVec3f(0.0, -0.8), newVec3f(0.8, 0.8), newVec3f(-0.8, 0.8)],
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58 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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59 indices=[[0'u16, 1'u16, 2'u16]],
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60 instanceCount=2
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61 )
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62 mymesh1.setInstanceData("translate", @[newVec3f(0.3, 0.0)])
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63 mymesh2.setInstanceData("translate", @[newVec3f(0.0, 0.3)])
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64 mymesh3.setInstanceData("translate", @[newVec3f(-0.3, 0.0)])
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65 mymesh4.setInstanceData("translate", @[newVec3f(0.0, -0.3), newVec3f(0.0, 0.5)])
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66 result = newEntity("root", [], newEntity("triangle", {"mesh1": Component(mymesh4), "mesh2": Component(mymesh3), "mesh3": Component(mymesh2), "mesh4": Component(mymesh1)}))
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67
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68 proc scene_primitives(): Entity =
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69 var r = rect(color="ff0000")
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70 var t = tri(color="0000ff")
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71 var c = circle(color="00ff00")
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72
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73 r.setInstanceData("translate", @[newVec3f(0.5, -0.3)])
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74 t.setInstanceData("translate", @[newVec3f(0.3, 0.3)])
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75 c.setInstanceData("translate", @[newVec3f(-0.3, 0.1)])
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76 result = newEntity("root", {"mesh1": Component(t), "mesh1": Component(r), "mesh1": Component(c)})
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77
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78 proc scene_flag(): Entity =
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79 var r = rect(color="ff0000")
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80 r.updateMeshData("color", @[newVec4f(0, 0), newVec4f(1, 0), newVec4f(1, 1), newVec4f(0, 1)])
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81 result = newEntity("root", {"mesh": Component(r)})
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82
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83 proc main() =
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84 var engine = initEngine("Test")
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85
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86 # INIT RENDERER:
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87 const
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88 vertexInput = @[
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89 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead),
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90 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite),
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91 attr[Vec3f]("translate", perInstance=true)
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92 ]
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93 intermediate = @[attr[Vec4f]("outcolor")]
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94 fragOutput = @[attr[Vec4f]("color")]
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95 samplers = @[attr[Sampler2DType]("my_little_texture")]
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96 uniforms = @[attr[float32]("time")]
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97 (vertexCode, fragmentCode) = compileVertexFragmentShaderSet(
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98 inputs=vertexInput,
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99 intermediate=intermediate,
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100 outputs=fragOutput,
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101 samplers=samplers,
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102 uniforms=uniforms,
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103 vertexCode="""gl_Position = vec4(position + translate, 1.0); outcolor = color;""",
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104 fragmentCode="color = texture(my_little_texture, outcolor.xy) * 0.5 + outcolor * 0.5;",
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105 )
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106 var renderPass = engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)
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107 engine.setRenderer(renderPass)
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108
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109 # INIT SCENES
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110 var scenes = [
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111 newScene("simple", scene_simple()),
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112 newScene("different mesh types", scene_different_mesh_types()),
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113 newScene("primitives", scene_primitives()),
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114 newScene("flag", scene_flag()),
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115 ]
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116 var sampler = DefaultSampler()
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117 sampler.magnification = VK_FILTER_NEAREST
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118 sampler.minification = VK_FILTER_NEAREST
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119 for scene in scenes.mitems:
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120 scene.addShaderGlobal("time", 0.0'f32)
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121 let (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8])
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122 scene.addMaterial(Material(
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123 name: "my_material",
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124 textures: {
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125 "my_little_texture": Texture(image: Image(width: 5, height: 5, imagedata: @[
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126 R, R, R, R, R,
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127 R, R, W, R, R,
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128 R, W, W, W, R,
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129 R, R, W, R, R,
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130 R, R, R, R, R,
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131 ]), sampler: sampler)
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132 }.toTable
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133 ))
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134 engine.addScene(scene, vertexInput, samplers, transformAttribute="", materialIndexAttribute="")
109
8d24727c9795 did: refactor rendering/scene concept
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135
115
e18538442837 add: comments for further refactoring
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136 # MAINLOOP
111
6fd10b7e2d6a did: allow runtime shader-input definitions
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137 echo "Setup successfull, start rendering"
128
9901ec3831d1 did: finish refactoring of render pipeline, yipi! :)
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138 for i in 0 ..< 3:
189
df92519d4d68 add: initial code for texture support, not finished, had to completely refactor how to handle material-data (ie scene-wide data, sorry if you ever read this
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139 for scene in scenes.mitems:
128
9901ec3831d1 did: finish refactoring of render pipeline, yipi! :)
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140 for i in 0 ..< 1000:
146
253dd797e719 add: improvments and E10 (pong)
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141 if engine.updateInputs() != Running or engine.keyIsDown(Escape):
129
15d37022625c add: input handling, small refactoring for renderer
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142 engine.destroy()
15d37022625c add: input handling, small refactoring for renderer
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143 return
190
8f2eaf0d2808 add: uncomment some of the prepared texture code, nice interface for scene-global shader values (aka uniforms
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144 setShaderGlobal(scene, "time", getShaderGlobal[float32](scene, "time") + 0.0005'f)
131
11666d28e04d add: recreation of swapchain (at least on linux, windows will likely fail, needs testing
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145 engine.renderScene(scene)
129
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146 echo "Rendered ", engine.framesRendered, " frames"
15d37022625c add: input handling, small refactoring for renderer
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147 echo "Processed ", engine.eventsProcessed, " events"
114
056e08dfad10 yay: first triangle rendering with new engine implmentation
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148
056e08dfad10 yay: first triangle rendering with new engine implmentation
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149 # cleanup
96
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150 echo "Start cleanup"
127
5871acc2977e did: big refactoring
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151 engine.destroy()
129
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152
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153 when isMainModule:
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154 main()