/******************************************************************************************* * * raylib example - Bunnymark * * This example has been created using raylib 1.6 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2014 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include // Required for: malloc(), free() #define MAX_BUNNIES 100000 // 100K bunnies typedef struct Bunny { Vector2 position; Vector2 speed; Color color; } Bunny; int main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 1280; int screenHeight = 960; InitWindow(screenWidth, screenHeight, "raylib example - Bunnymark"); Texture2D texBunny = LoadTexture("resources/wabbit_alpha.png"); Bunny *bunnies = (Bunny *)malloc(MAX_BUNNIES*sizeof(Bunny)); // Bunnies array int bunniesCount = 0; // Bunnies counter SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) { // Create more bunnies for (int i = 0; i < 100; i++) { bunnies[bunniesCount].position = GetMousePosition(); bunnies[bunniesCount].speed.x = (float)GetRandomValue(250, 500)/60.0f; bunnies[bunniesCount].speed.y = (float)(GetRandomValue(250, 500) - 500)/60.0f; bunniesCount++; } } // Update bunnies for (int i = 0; i < bunniesCount; i++) { bunnies[i].position.x += bunnies[i].speed.x; bunnies[i].position.y += bunnies[i].speed.y; if ((bunnies[i].position.x > GetScreenWidth()) || (bunnies[i].position.x < 0)) bunnies[i].speed.x *= -1; if ((bunnies[i].position.y > GetScreenHeight()) || (bunnies[i].position.y < 0)) bunnies[i].speed.y *= -1; } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); for (int i = 0; i < bunniesCount; i++) { // NOTE: When internal QUADS batch limit is reached, a draw call is launched and // batching buffer starts being filled again; before launching the draw call, // updated vertex data from internal buffer is send to GPU... it seems it generates // a stall and consequently a frame drop, limiting number of bunnies drawn at 60 fps DrawTexture(texBunny, bunnies[i].position.x, bunnies[i].position.y, RAYWHITE); } DrawRectangle(0, 0, screenWidth, 40, LIGHTGRAY); DrawText("raylib bunnymark", 10, 10, 20, DARKGRAY); DrawText(FormatText("bunnies: %i", bunniesCount), 400, 10, 20, RED); DrawFPS(260, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- free(bunnies); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }