2023-05-14 20:19:47 +00:00
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// Initialization
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//--------------------------------------------------------------------------------------
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const screenWidth = 800;
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const screenHeight = 450;
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const MAX_BUNNIES = 50000
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const MAX_BATCH_ELEMENTS = 8192
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initWindow(screenWidth, screenHeight, "raylib [textures] example - bunnymark");
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// Load bunny texture
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2023-05-21 20:32:50 +00:00
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const texBunny = loadTexture("../assets/wabbit_alpha.png");
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2023-05-14 20:19:47 +00:00
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const bunnies = new Array(MAX_BUNNIES)
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let bunniesCount = 0; // Bunnies counter
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setTargetFPS(60); // Set our game to run at 60 frames-per-second
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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_BUTTON_LEFT))
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{
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// Create more bunnies
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for (let i = 0; i < 100; i++)
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{
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if (bunniesCount < MAX_BUNNIES)
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{
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const bunny = {
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position: getMousePosition(),
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speed: new Vector2(getRandomValue(-250, 250)/60.0, getRandomValue(-250, 250)/60.0),
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color: new Color(getRandomValue(50, 240), getRandomValue(80, 240), getRandomValue(100, 240), 255)
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}
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bunnies[bunniesCount] = bunny
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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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2023-05-25 05:57:23 +00:00
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const width = getScreenWidth()
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const height = getScreenHeight()
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2023-05-14 20:19:47 +00:00
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for (let i = 0; i < bunniesCount; i++)
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{
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2023-05-25 05:57:23 +00:00
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const bunny = bunnies[i]
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2023-05-14 20:19:47 +00:00
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2023-05-25 05:57:23 +00:00
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bunny.position.x += bunny.speed.x;
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bunny.position.y += bunny.speed.y;
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if (((bunny.position.x + texBunny.width/2) > width) ||
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((bunny.position.x + texBunny.width/2) < 0)) bunny.speed.x *= -1;
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if (((bunny.position.y + texBunny.height/2) > height) ||
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((bunny.position.y + texBunny.height/2 - 40) < 0)) bunny.speed.y *= -1;
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2023-05-14 20:19:47 +00:00
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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 (let i = 0; i < bunniesCount; i++)
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{
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2023-05-25 05:57:23 +00:00
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const bunny = bunnies[i]
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2023-05-14 20:19:47 +00:00
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// NOTE: When internal batch buffer limit is reached (MAX_BATCH_ELEMENTS),
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// a draw call is launched and buffer starts being filled again;
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// before issuing a draw call, updated vertex data from internal CPU buffer is send to GPU...
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// Process of sending data is costly and it could happen that GPU data has not been completely
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// processed for drawing while new data is tried to be sent (updating current in-use buffers)
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// it could generates a stall and consequently a frame drop, limiting the number of drawn bunnies
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2023-05-25 05:57:23 +00:00
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drawTexture(texBunny, bunny.position.x, bunny.position.y, bunny.color);
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2023-05-14 20:19:47 +00:00
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}
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drawRectangle(0, 0, screenWidth, 40, BLACK);
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drawText("bunnies: " + bunniesCount, 120, 10, 20, GREEN);
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drawText("batched draw calls: " + (1 + bunniesCount/MAX_BATCH_ELEMENTS), 320, 10, 20, MAROON);
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drawFPS(10, 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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2023-05-20 19:34:27 +00:00
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unloadTexture(texBunny);
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2023-05-14 20:19:47 +00:00
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closeWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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