110 lines
4.0 KiB
C++
110 lines
4.0 KiB
C++
/*******************************************************************************************
|
|
*
|
|
* raylib [textures] example - Bunnymark
|
|
*
|
|
* This example has been created using raylib 1.6 (www.raylib.com)
|
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
|
*
|
|
* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
|
|
*
|
|
********************************************************************************************/
|
|
|
|
#include <list>
|
|
|
|
#include "raylib-cpp.hpp"
|
|
|
|
// This is the maximum amount of elements (quads) per batch
|
|
// NOTE: This value is defined in [rlgl] module and can be changed there
|
|
#define MAX_BATCH_ELEMENTS 8192
|
|
|
|
class Bunny {
|
|
public:
|
|
Bunny() {
|
|
position = GetMousePosition();
|
|
speed.x = static_cast<float>(GetRandomValue(-250, 250)) / 60.0f;
|
|
speed.y = static_cast<float>(GetRandomValue(-250, 250)) / 60.0f;
|
|
color = raylib::Color(
|
|
GetRandomValue(50, 240),
|
|
GetRandomValue(80, 240),
|
|
GetRandomValue(100, 240));
|
|
}
|
|
|
|
void Update(const raylib::Texture2D& texBunny) {
|
|
position.x += speed.x;
|
|
position.y += speed.y;
|
|
|
|
if (((position.x + texBunny.width/2) > GetScreenWidth()) ||
|
|
((position.x + texBunny.width/2) < 0)) speed.x *= -1;
|
|
if (((position.y + texBunny.height/2) > GetScreenHeight()) ||
|
|
((position.y + texBunny.height/2 - 40) < 0)) speed.y *= -1;
|
|
}
|
|
|
|
Vector2 position;
|
|
Vector2 speed;
|
|
Color color;
|
|
};
|
|
|
|
int main(void)
|
|
{
|
|
// Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
const int screenWidth = 800;
|
|
const int screenHeight = 450;
|
|
|
|
raylib::Window window(screenWidth, screenHeight, "raylib [textures] example - bunnymark");
|
|
|
|
// Load bunny texture
|
|
raylib::Texture2D texBunny("resources/wabbit_alpha.png");
|
|
|
|
std::list<Bunny> bunnies;
|
|
|
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
// Main game loop
|
|
while (!window.ShouldClose()) { // Detect window close button or ESC key
|
|
// Update
|
|
//----------------------------------------------------------------------------------
|
|
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) {
|
|
// Create more bunnies
|
|
for (int i = 0; i < 100; i++) {
|
|
bunnies.emplace_back();
|
|
}
|
|
}
|
|
|
|
// Update bunnies
|
|
|
|
for (Bunny& bunny: bunnies) {
|
|
bunny.Update(texBunny);
|
|
}
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Draw
|
|
//----------------------------------------------------------------------------------
|
|
BeginDrawing();
|
|
{
|
|
window.ClearBackground(RAYWHITE);
|
|
|
|
for (Bunny& bunny : bunnies) {
|
|
// 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
|
|
texBunny.Draw(bunny.position, bunny.color);
|
|
}
|
|
|
|
DrawRectangle(0, 0, screenWidth, 40, BLACK);
|
|
raylib::DrawText(TextFormat("bunnies: %i", bunnies.size()), 120, 10, 20, GREEN);
|
|
raylib::DrawText(TextFormat("batched draw calls: %i", 1 + bunnies.size()/MAX_BATCH_ELEMENTS), 320, 10, 20, MAROON);
|
|
|
|
DrawFPS(10, 10);
|
|
}
|
|
EndDrawing();
|
|
//----------------------------------------------------------------------------------
|
|
}
|
|
|
|
return 0;
|
|
}
|