117 lines
4.8 KiB
C
117 lines
4.8 KiB
C
/*******************************************************************************************
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*
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* raylib [textures] example - Bunnymark
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*
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* This example has been created using raylib 1.6 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <stdlib.h> // Required for: malloc(), free()
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#define MAX_BUNNIES 100000 // 100K bunnies limit
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// This is the maximum amount of elements (quads) per batch
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// NOTE: This value is defined in [rlgl] module and can be changed there
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#define MAX_BATCH_ELEMENTS 8192
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typedef struct Bunny {
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Vector2 position;
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Vector2 speed;
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Color color;
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} Bunny;
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - bunnymark");
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Texture2D texBunny = LoadTexture("resources/wabbit_alpha.png");
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Bunny *bunnies = (Bunny *)malloc(MAX_BUNNIES*sizeof(Bunny)); // Bunnies array
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int bunniesCount = 0; // Bunnies counter
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
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{
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// Create more bunnies
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for (int i = 0; i < 100; i++)
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{
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bunnies[bunniesCount].position = GetMousePosition();
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bunnies[bunniesCount].speed.x = (float)GetRandomValue(-250, 250)/60.0f;
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bunnies[bunniesCount].speed.y = (float)GetRandomValue(-250, 250)/60.0f;
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bunnies[bunniesCount].color = (Color){ GetRandomValue(50, 240),
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GetRandomValue(80, 240),
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GetRandomValue(100, 240), 255 };
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bunniesCount++;
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}
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}
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// Update bunnies
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for (int i = 0; i < bunniesCount; i++)
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{
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bunnies[i].position.x += bunnies[i].speed.x;
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bunnies[i].position.y += bunnies[i].speed.y;
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if (((bunnies[i].position.x + texBunny.width/2) > GetScreenWidth()) ||
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((bunnies[i].position.x + texBunny.width/2) < 0)) bunnies[i].speed.x *= -1;
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if (((bunnies[i].position.y + texBunny.height/2) > GetScreenHeight()) ||
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((bunnies[i].position.y + texBunny.height/2 - 40) < 0)) bunnies[i].speed.y *= -1;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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for (int i = 0; i < bunniesCount; i++)
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{
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// NOTE: When internal batch buffer limit is reached (MAX_BATCH_ELEMENTS),
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// a draw call is launched and buffer starts being filled again;
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// before issuing a draw call, updated vertex data from internal CPU buffer is send to GPU...
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// Process of sending data is costly and it could happen that GPU data has not been completely
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// processed for drawing while new data is tried to be sent (updating current in-use buffers)
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// it could generates a stall and consequently a frame drop, limiting the number of drawn bunnies
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DrawTexture(texBunny, bunnies[i].position.x, bunnies[i].position.y, bunnies[i].color);
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}
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DrawRectangle(0, 0, screenWidth, 40, BLACK);
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DrawText(FormatText("bunnies: %i", bunniesCount), 120, 10, 20, GREEN);
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DrawText(FormatText("batched draw calls: %i", 1 + bunniesCount/MAX_BATCH_ELEMENTS), 320, 10, 20, MAROON);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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free(bunnies); // Unload bunnies data array
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UnloadTexture(texBunny); // Unload bunny texture
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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