browser/external/raylib-cpp-4.5.1/examples/textures/textures_bunnymark.cpp
2023-09-27 15:02:24 -04:00

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;
}