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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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+
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+#include "raylib.h"
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+
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+#include <stdlib.h> // Required for: malloc(), free()
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+
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+#define MAX_BUNNIES 100000 // 100K bunnies
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+
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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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+
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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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+
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+ InitWindow(screenWidth, screenHeight, "raylib example - Bunnymark");
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+
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+ Texture2D texBunny = LoadTexture("resources/wabbit_alpha.png");
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+
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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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+
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+ SetTargetFPS(60);
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+ //--------------------------------------------------------------------------------------
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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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+
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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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+
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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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+
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+ // Draw
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+ //----------------------------------------------------------------------------------
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+ BeginDrawing();
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+
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+ ClearBackground(RAYWHITE);
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+
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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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+
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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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+
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+ DrawFPS(260, 10);
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+
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+ EndDrawing();
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+ //----------------------------------------------------------------------------------
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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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+
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+ CloseWindow(); // Close window and OpenGL context
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+ //--------------------------------------------------------------------------------------
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+
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+ return 0;
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+}
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