/*******************************************************************************************
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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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