rayjs/examples/textures/bunnymark.js

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// Initialization
//--------------------------------------------------------------------------------------
const screenWidth = 800;
const screenHeight = 450;
const MAX_BUNNIES = 50000
const MAX_BATCH_ELEMENTS = 8192
initWindow(screenWidth, screenHeight, "raylib [textures] example - bunnymark");
// Load bunny texture
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const texBunny = loadTexture("resources/wabbit_alpha.png");
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const bunnies = new Array(MAX_BUNNIES)
let bunniesCount = 0; // Bunnies counter
setTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!windowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (isMouseButtonDown(MOUSE_BUTTON_LEFT))
{
// Create more bunnies
for (let i = 0; i < 100; i++)
{
if (bunniesCount < MAX_BUNNIES)
{
const bunny = {
position: getMousePosition(),
speed: new Vector2(getRandomValue(-250, 250)/60.0, getRandomValue(-250, 250)/60.0),
color: new Color(getRandomValue(50, 240), getRandomValue(80, 240), getRandomValue(100, 240), 255)
}
bunnies[bunniesCount] = bunny
bunniesCount++;
}
}
}
// Update bunnies
const width = getScreenWidth()
const height = getScreenHeight()
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for (let i = 0; i < bunniesCount; i++)
{
const bunny = bunnies[i]
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bunny.position.x += bunny.speed.x;
bunny.position.y += bunny.speed.y;
if (((bunny.position.x + texBunny.width/2) > width) ||
((bunny.position.x + texBunny.width/2) < 0)) bunny.speed.x *= -1;
if (((bunny.position.y + texBunny.height/2) > height) ||
((bunny.position.y + texBunny.height/2 - 40) < 0)) bunny.speed.y *= -1;
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}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
beginDrawing();
clearBackground(RAYWHITE);
for (let i = 0; i < bunniesCount; i++)
{
const bunny = bunnies[i]
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// NOTE: When internal batch buffer limit is reached (MAX_BATCH_ELEMENTS),
// a draw call is launched and buffer starts being filled again;
// before issuing a draw call, updated vertex data from internal CPU buffer is send to GPU...
// Process of sending data is costly and it could happen that GPU data has not been completely
// 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, bunny.position.x, bunny.position.y, bunny.color);
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}
drawRectangle(0, 0, screenWidth, 40, BLACK);
drawText("bunnies: " + bunniesCount, 120, 10, 20, GREEN);
drawText("batched draw calls: " + (1 + bunniesCount/MAX_BATCH_ELEMENTS), 320, 10, 20, MAROON);
drawFPS(10, 10);
endDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
unloadTexture(texBunny);
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closeWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------