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