Bunnymark.

This commit is contained in:
jussi
2022-03-06 15:01:59 +02:00
parent 8035d31109
commit debe4baa8c
3 changed files with 97 additions and 4 deletions

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@@ -0,0 +1,91 @@
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
-- Initialization
local screenWidth = 800
local screenHeight = 450
local texSize = { 0, 0 }
local texBunny = -1
local bunnies = {}
function Bunny:update( texture )
self.position[1] = self.position[1] + self.speed[1]
self.position[2] = self.position[2] + self.speed[2]
if ( ( self.position[1] + texSize[1] / 2 ) > screenWidth )
or ( ( self.position[2] + texSize[1] / 2 ) < 0 ) then
self.speed[1] = self.speed[1] * -1
end
if ( ( self.position[2] + texSize[2] / 2 ) > screenHeight )
or ( ( self.position[2] + texSize[2] / 2 - 40 ) < 0 ) then
self.speed[2] = self.speed[2] * -1
end
end
-- Init
function init()
RL_SetWindowState( FLAG_VSYNC_HINT )
RL_SetWindowSize( { screenWidth, screenHeight } )
RL_SetWindowTitle( "raylib [textures] example - bunnymark" )
-- Load bunny texture
texBunny = RL_LoadTexture( RL_GetBasePath().."../resources/images/wabbit_alpha.png" )
texSize = RL_GetTextureSize( texBunny )
end
-- Update
function process( delta )
if RL_IsMouseButtonDown( 0 ) then
-- Create more bunnies
for i = 1, 100 do
if #bunnies < MAX_BUNNIES then
local speed = { math.random( -250, 250 ) / 60, math.random( -250, 250 ) / 60 }
local color = { math.random( 50, 240 ), math.random( 80, 240 ), math.random( 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
end
-- Draw
function draw()
RL_ClearBackground( 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[1], bunnies[i].position[2] }, bunnies[i].color );
end
RL_DrawRectangle( { 0, 0, screenWidth, 40 }, BLACK)
RL_DrawText( 0, "bunnies: " .. #bunnies, { 120, 10 }, 20, 2, GREEN )
RL_DrawText( 0, "batched draw calls: " .. math.ceil( 1 + #bunnies / MAX_BATCH_ELEMENTS ), { 320, 10 }, 20, 2, RED )
RL_DrawFPS( { 10, 10 } )
end

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@@ -29,13 +29,15 @@ end
function draw() function draw()
local t = RL_GetTime() local t = RL_GetTime()
local cos = math.cos
local sin = math.sin
local scale = (2.0 + math.sin(t)) * 0.7 local scale = (2.0 + sin(t)) * 0.7
local camera_time = t * 0.3 local camera_time = t * 0.3
local camera_pos = RL_GetCamera3DPosition( camera ) local camera_pos = RL_GetCamera3DPosition( camera )
camera_pos[1] = math.cos(camera_time) * 40.0 camera_pos[1] = cos(camera_time) * 40.0
camera_pos[3] = math.sin(camera_time) * 40.0 camera_pos[3] = sin(camera_time) * 40.0
RL_SetCamera3DPosition( camera, camera_pos ) RL_SetCamera3DPosition( camera, camera_pos )
RL_ClearBackground( RAYWHITE ) RL_ClearBackground( RAYWHITE )
@@ -47,7 +49,7 @@ function draw()
for y = 0,num_blocks - 1 do for y = 0,num_blocks - 1 do
for z = 0,num_blocks - 1 do for z = 0,num_blocks - 1 do
local block_scale = (x + y + z) / 30 local block_scale = (x + y + z) / 30
local scatter = math.sin(block_scale * 20.0 + t * 4.0) local scatter = sin(block_scale * 20.0 + t * 4.0)
local cube_pos = { local cube_pos = {
(x - num_blocks / 2) * (scale * 3.0) + scatter, (x - num_blocks / 2) * (scale * 3.0) + scatter,