raylib/examples/others/bunnymark.c
2017-05-22 20:47:28 +02:00

102 lines
3.8 KiB
C

/*******************************************************************************************
*
* 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 <stdlib.h> // 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;
}