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			/******************************************************************************************* | 
			
		
		
	
		
			
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			* | 
			
		
		
	
		
			
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			*   raylib example - Bunnymark | 
			
		
		
	
		
			
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			*   raylib p">[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 Ramon Santamaria (@raysan5) | 
			
		
		
	
		
			
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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 | 
			
		
		
	
		
			
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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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			@ -24,10 +29,10 @@ int main() | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    // Initialization | 
			
		
		
	
		
			
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			    //-------------------------------------------------------------------------------------- | 
			
		
		
	
		
			
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			    int screenWidth = 1280; | 
			
		
		
	
		
			
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			    int screenHeight = 960; | 
			
		
		
	
		
			
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			    ">const int screenWidth = 800; | 
			
		
		
	
		
			
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			    ">const int screenHeight = 450; | 
			
		
		
	
		
			
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			    InitWindow(screenWidth, screenHeight, "raylib example - Bunnymark"); | 
			
		
		
	
		
			
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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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			@ -49,8 +54,11 @@ int main() | 
			
		
		
	
		
			
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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, 500)/60.0f; | 
			
		
		
	
		
			
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			                bunnies[bunniesCount].speed.y = (float)(GetRandomValue(250, 500) - 500)/60.0f; | 
			
		
		
	
		
			
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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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			@ -61,8 +69,10 @@ int main() | 
			
		
		
	
		
			
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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 > GetScreenWidth()) || (bunnies[i].position.x < 0)) bunnies[i].speed.x *= -1; | 
			
		
		
	
		
			
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			            if ((bunnies[i].position.y > GetScreenHeight()) || (bunnies[i].position.y < 0)) bunnies[i].speed.y *= -1; | 
			
		
		
	
		
			
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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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			@ -74,17 +84,20 @@ int main() | 
			
		
		
	
		
			
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			            for (int i = 0; i < bunniesCount; i++) | 
			
		
		
	
		
			
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			            { | 
			
		
		
	
		
			
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			                // NOTE: When internal QUADS batch limit is reached, a draw call is launched and | 
			
		
		
	
		
			
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			                // batching buffer starts being filled again; before launching the draw call, | 
			
		
		
	
		
			
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			                // updated vertex data from internal buffer is send to GPU... it seems it generates | 
			
		
		
	
		
			
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			                // a stall and consequently a frame drop, limiting number of bunnies drawn at 60 fps | 
			
		
		
	
		
			
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			                DrawTexture(texBunny, bunnies[i].position.x, bunnies[i].position.y, RAYWHITE); | 
			
		
		
	
		
			
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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, LIGHTGRAY); | 
			
		
		
	
		
			
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			            DrawText("raylib bunnymark", 10, 10, 20, DARKGRAY); | 
			
		
		
	
		
			
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			            DrawText(FormatText("bunnies: %i", bunniesCount), 400, 10, 20, RED); | 
			
		
		
	
		
			
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			            DrawFPS(260, 10); | 
			
		
		
	
		
			
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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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			@ -92,9 +105,11 @@ int main() | 
			
		
		
	
		
			
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			    // De-Initialization | 
			
		
		
	
		
			
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			    //-------------------------------------------------------------------------------------- | 
			
		
		
	
		
			
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			    free(bunnies); | 
			
		
		
	
		
			
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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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			    CloseWindow();              // Close window and OpenGL context | 
			
		
		
	
		
			
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			    //-------------------------------------------------------------------------------------- | 
			
		
		
	
		
			
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			    return 0; |