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