raylib-lua-legacy/examples/textures_bunnymark.lua

91 lines
2.9 KiB
Lua

local MAX_BUNNIES = 100000
-- This is the maximum amount of elements (quads) per batch
-- NOTE: This value is defined in [rlgl] module and can be changed there
local MAX_BATCH_ELEMENTS = 8192
-- Create the Bunny class.
local Bunny = {}
Bunny.__index = Bunny
function Bunny:new(pos, spd, col)
local bunny = {}
setmetatable(bunny,Bunny)
bunny.position = pos
bunny.speed = spd
bunny.color = col
return bunny
end
function Bunny:update(texture)
self.position.x = self.position.x + self.speed.x
self.position.y = self.position.y + self.speed.y
if ((self.position.x + texture.width/2) > rl.GetScreenWidth())
or ((self.position.x + texture.width/2) < 0) then
self.speed.x = self.speed.x * -1
end
if ((self.position.y + texture.height/2) > rl.GetScreenHeight())
or ((self.position.y + texture.height/2 - 40) < 0) then
self.speed.y = self.speed.y * -1
end
end
-- Initialization
local screenWidth = 800
local screenHeight = 450
rl.SetConfigFlags(rl.FLAG_VSYNC_HINT)
rl.InitWindow(screenWidth, screenHeight, "raylib [textures] example - bunnymark")
-- Load bunny texture
local texBunny = rl.LoadTexture("resources/wabbit_alpha.png")
local bunnies = {}
-- Main game loop
while not rl.WindowShouldClose() do -- Detect window close button or ESC key
-- Update
if rl.IsMouseButtonDown(rl.MOUSE_LEFT_BUTTON) then
-- Create more bunnies
for i = 1, 100 do
if #bunnies < MAX_BUNNIES then
local speed = rl.new("Vector2", rl.GetRandomValue(-250, 250) / 60, rl.GetRandomValue(-250, 250) / 60)
local color = rl.new("Color", rl.GetRandomValue(50, 240), rl.GetRandomValue(80, 240), rl.GetRandomValue(100, 240), 255)
table.insert(bunnies, Bunny:new(rl.GetMousePosition(), speed, color))
end
end
end
-- Update bunnies
for i=1,#bunnies do
bunnies[i]:update(texBunny)
end
-- Draw
rl.BeginDrawing()
rl.ClearBackground(rl.RAYWHITE)
for i=1,#bunnies do
-- 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
rl.DrawTexture(texBunny, bunnies[i].position.x, bunnies[i].position.y, bunnies[i].color);
end
rl.DrawRectangle(0, 0, screenWidth, 40, rl.BLACK)
rl.DrawText("bunnies: " .. #bunnies, 120, 10, 20, rl.GREEN)
rl.DrawText("batched draw calls: " .. math.ceil(1 + #bunnies / MAX_BATCH_ELEMENTS), 320, 10, 20, rl.MAROON)
rl.DrawFPS(10, 10)
rl.EndDrawing()
end
-- De-Initialization
rl.UnloadTexture(texBunny)
rl.CloseWindow()