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