/*******************************************************************************************
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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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								}
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