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/******************************************************************************************* |
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* |
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* raylib 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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* |
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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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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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int screenWidth = 1280; |
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int screenHeight = 960; |
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InitWindow(screenWidth, screenHeight, "raylib 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, 500)/60.0f; |
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bunnies[bunniesCount].speed.y = (float)(GetRandomValue(250, 500) - 500)/60.0f; |
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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 > 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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} |
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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 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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} |
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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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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); |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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return 0; |
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} |