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Move bunnymark example to another module

pull/832/head
Ray 6 years ago
parent
commit
621965cb8c
3 changed files with 37 additions and 22 deletions
  1. BIN
      examples/others/resources/wabbit_alpha.png
  2. BIN
      examples/textures/resources/wabbit_alpha.png
  3. +37
    -22
      examples/textures/textures_bunnymark.c

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examples/others/resources/wabbit_alpha.png View File

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Width: 26  |  Height: 37  |  Size: 449 B

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examples/textures/resources/wabbit_alpha.png View File

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Width: 32  |  Height: 32  |  Size: 561 B

examples/others/bunnymark.c → examples/textures/textures_bunnymark.c View File

@ -1,18 +1,23 @@
/******************************************************************************************* /*******************************************************************************************
* *
* raylib example - Bunnymark * raylib p">[textures] example - Bunnymark
* *
* This example has been created using raylib 1.6 (www.raylib.com) * 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) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2014 Ramon Santamaria (@raysan5) * Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
* *
********************************************************************************************/ ********************************************************************************************/
#include "raylib.h" #include "raylib.h"
#include <stdlib.h> // Required for: malloc(), free()
#define MAX_BUNNIES 100000 // 100K bunnies #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 { typedef struct Bunny {
Vector2 position; Vector2 position;
@ -24,10 +29,10 @@ int main()
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
int screenWidth = 1280; ">const int screenWidth = 800;
int screenHeight = 960; ">const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib example - Bunnymark"); InitWindow(screenWidth, screenHeight, "raylib [textures] example - bunnymark");
Texture2D texBunny = LoadTexture("resources/wabbit_alpha.png"); Texture2D texBunny = LoadTexture("resources/wabbit_alpha.png");
@ -49,8 +54,11 @@ int main()
for (int i = 0; i < 100; i++) for (int i = 0; i < 100; i++)
{ {
bunnies[bunniesCount].position = GetMousePosition(); bunnies[bunniesCount].position = GetMousePosition();
bunnies[bunniesCount].speed.x = (float)GetRandomValue(250, 500)/60.0f; bunnies[bunniesCount].speed.x = (float)GetRandomValue(-250, 250)/60.0f;
bunnies[bunniesCount].speed.y = (float)(GetRandomValue(250, 500) - 500)/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++; bunniesCount++;
} }
} }
@ -61,8 +69,10 @@ int main()
bunnies[i].position.x += bunnies[i].speed.x; bunnies[i].position.x += bunnies[i].speed.x;
bunnies[i].position.y += bunnies[i].speed.y; 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.x + texBunny.width/2) > GetScreenWidth()) ||
if ((bunnies[i].position.y > GetScreenHeight()) || (bunnies[i].position.y < 0)) bunnies[i].speed.y *= -1; ((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;
} }
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -74,17 +84,20 @@ int main()
for (int i = 0; i < bunniesCount; i++) for (int i = 0; i < bunniesCount; i++)
{ {
// NOTE: When internal QUADS batch limit is reached, a draw call is launched and // NOTE: When internal batch buffer limit is reached (MAX_BATCH_ELEMENTS),
// batching buffer starts being filled again; before launching the draw call, // a draw call is launched and buffer starts being filled again;
// updated vertex data from internal buffer is send to GPU... it seems it generates // before issuing a draw call, updated vertex data from internal CPU buffer is send to GPU...
// a stall and consequently a frame drop, limiting number of bunnies drawn at 60 fps // Process of sending data is costly and it could happen that GPU data has not been completely
DrawTexture(texBunny, bunnies[i].position.x, bunnies[i].position.y, RAYWHITE); // 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, LIGHTGRAY); DrawRectangle(0, 0, screenWidth, 40, BLACK);
DrawText("raylib bunnymark", 10, 10, 20, DARKGRAY); DrawText(FormatText("bunnies: %i", bunniesCount), 120, 10, 20, GREEN);
DrawText(FormatText("bunnies: %i", bunniesCount), 400, 10, 20, RED); DrawText(FormatText("batched draw calls: %i", 1 + bunniesCount/MAX_BATCH_ELEMENTS), 320, 10, 20, MAROON);
DrawFPS(260, 10); DrawFPS(10, 10);
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -92,9 +105,11 @@ int main()
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
free(bunnies); free(bunnies); // Unload bunnies data array
UnloadTexture(texBunny); // Unload bunny texture
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
return 0; return 0;

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