| 45 | }; |
| 46 | |
| 47 | int main(void) |
| 48 | { |
| 49 | // Initialization |
| 50 | //-------------------------------------------------------------------------------------- |
| 51 | const int screenWidth = 800; |
| 52 | const int screenHeight = 450; |
| 53 | |
| 54 | raylib::Window window(screenWidth, screenHeight, "raylib [textures] example - bunnymark"); |
| 55 | |
| 56 | // Load bunny texture |
| 57 | raylib::Texture2D texBunny("resources/wabbit_alpha.png"); |
| 58 | |
| 59 | std::list<Bunny> bunnies; |
| 60 | |
| 61 | SetTargetFPS(60); // Set our game to run at 60 frames-per-second |
| 62 | //-------------------------------------------------------------------------------------- |
| 63 | |
| 64 | // Main game loop |
| 65 | while (!window.ShouldClose()) { // Detect window close button or ESC key |
| 66 | // Update |
| 67 | //---------------------------------------------------------------------------------- |
| 68 | if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) { |
| 69 | // Create more bunnies |
| 70 | for (int i = 0; i < 100; i++) { |
| 71 | bunnies.emplace_back(); |
| 72 | } |
| 73 | } |
| 74 | |
| 75 | // Update bunnies |
| 76 | |
| 77 | for (Bunny& bunny: bunnies) { |
| 78 | bunny.Update(texBunny); |
| 79 | } |
| 80 | //---------------------------------------------------------------------------------- |
| 81 | |
| 82 | // Draw |
| 83 | //---------------------------------------------------------------------------------- |
| 84 | BeginDrawing(); |
| 85 | { |
| 86 | window.ClearBackground(RAYWHITE); |
| 87 | |
| 88 | for (Bunny& bunny : bunnies) { |
| 89 | // NOTE: When internal batch buffer limit is reached (MAX_BATCH_ELEMENTS), |
| 90 | // a draw call is launched and buffer starts being filled again; |
| 91 | // before issuing a draw call, updated vertex data from internal CPU buffer is send to GPU... |
| 92 | // Process of sending data is costly and it could happen that GPU data has not been completely |
| 93 | // processed for drawing while new data is tried to be sent (updating current in-use buffers) |
| 94 | // it could generates a stall and consequently a frame drop, limiting the number of drawn bunnies |
| 95 | texBunny.Draw(bunny.position, bunny.color); |
| 96 | } |
| 97 | |
| 98 | DrawRectangle(0, 0, screenWidth, 40, BLACK); |
| 99 | raylib::DrawText(TextFormat("bunnies: %i", bunnies.size()), 120, 10, 20, GREEN); |
| 100 | raylib::DrawText(TextFormat("batched draw calls: %i", 1 + bunnies.size()/MAX_BATCH_ELEMENTS), 320, 10, 20, MAROON); |
| 101 | |
| 102 | DrawFPS(10, 10); |
| 103 | } |
| 104 | EndDrawing(); |
nothing calls this directly
no test coverage detected