# /******************************************************************************************* # * # * 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) # * # ********************************************************************************************/ from raylib import * MAX_BUNNIES = 500000 # This is the maximum amount of elements (quads) per batch # NOTE: This value is defined in [rlgl] module and can be changed there MAX_BATCH_ELEMENTS = 8192 class Bunny: def __init__(self): self.position = ffi.new('struct Vector2 *', [0.0, 0.0]) self.speed = ffi.new('struct Vector2 *', [0.0, 0.0]) self.color = ffi.new('struct Color *', [0, 0, 0, 0]) # // Initialization # //-------------------------------------------------------------------------------------- screenWidth = 1920; screenHeight = 1080; InitWindow(screenWidth, screenHeight, b"raylib [textures] example - bunnymark") # // Load bunny texture texBunny = LoadTexture(b"resources/wabbit_alpha.png") bunnies = [] for i in range(0, MAX_BUNNIES): bunnies.append(Bunny()) bunniesCount = 0 # Bunnies counter SetTargetFPS(60) # Set our game to run at 60 frames-per-second #//-------------------------------------------------------------------------------------- #// Main game loop while not WindowShouldClose(): #// Detect window close button or ESC key #// Update #//---------------------------------------------------------------------------------- if IsMouseButtonDown(MOUSE_BUTTON_LEFT): #// Create more bunnies for i in range(0, 100): if bunniesCount < MAX_BUNNIES: bunnies[bunniesCount].position = GetMousePosition() bunnies[bunniesCount].speed.x = GetRandomValue(-250, 250)/60.0 bunnies[bunniesCount].speed.y = GetRandomValue(-250, 250)/60.0 bunnies[bunniesCount].color = (GetRandomValue(50, 240), GetRandomValue(80, 240), GetRandomValue(100, 240), 255 ) bunniesCount+=1 # // Update bunnies for i in range(0, bunniesCount): bunnies[i].position.x += bunnies[i].speed.x bunnies[i].position.y += bunnies[i].speed.y if ((bunnies[i].position.x + texBunny.width/2) > GetScreenWidth()) or ((bunnies[i].position.x + texBunny.width/2) < 0): bunnies[i].speed.x *= -1 if ((bunnies[i].position.y + texBunny.height/2) > GetScreenHeight()) or ((bunnies[i].position.y + texBunny.height/2 - 40) < 0): bunnies[i].speed.y *= -1 # //---------------------------------------------------------------------------------- # # // Draw # //---------------------------------------------------------------------------------- BeginDrawing() ClearBackground(RAYWHITE) for i in range(0, bunniesCount): # // 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 DrawTexture(texBunny, int(bunnies[i].position.x), int(bunnies[i].position.y), bunnies[i].color) DrawRectangle(0, 0, screenWidth, 40, BLACK) text = f"bunnies {bunniesCount}" DrawText(text.encode('utf-8'), 120, 10, 20, GREEN) text = f"batched draw calls: { 1 + int(bunniesCount/MAX_BATCH_ELEMENTS)}" DrawText(text.encode('utf-8'), 320, 10, 20, MAROON) DrawFPS(10, 10) EndDrawing() #//---------------------------------------------------------------------------------- #// De-Initialization #//-------------------------------------------------------------------------------------- UnloadTexture(texBunny) #Unload bunny texture CloseWindow() # Close window and OpenGL context #//--------------------------------------------------------------------------------------