raylib/ports/textures/textures_bunnymark

Licence This example has its own licence, rather than Odin's: raylib/ports/LICENSE
These are ported Raylib examples, and as such, they are subject to Raylib's license. Copyright (c) 2013-2024 Ramon Santamaria (@raysan5)
The rest of the licence
This software is provided "as-is", without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution.
A screenshot of textures_bunnymark

Code

textures_bunnymark.odin ¶
117 linesSource

1/*******************************************************************************************
2*
3*   raylib [textures] example - bunnymark
4*
5*   Example complexity rating: [★★★☆] 3/4
6*
7*   Example originally created with raylib 1.6, last time updated with raylib 2.5
8*
9*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
10*   BSD-like license that allows static linking with closed source software
11*
12*   Copyright (c) 2014-2025 Ramon Santamaria (@raysan5)
13*
14********************************************************************************************/
15
16package raylib_examples
17
18import rl "vendor:raylib"
19
20//----------------------------------------------------------------------------------
21// Types and Structures Definition
22//----------------------------------------------------------------------------------
23Bunny :: struct {
24	position: rl.Vector2,
25	speed: rl.Vector2,
26	color: rl.Color,
27}
28
29//------------------------------------------------------------------------------------
30// Program main entry point
31//------------------------------------------------------------------------------------
32main :: proc() {
33	// Initialization
34	//--------------------------------------------------------------------------------------
35	SCREEN_WIDTH :: 800
36	SCREEN_HEIGHT :: 450
37
38	MAX_BUNNIES :: 50000    // 50K bunnies limit
39
40	// This is the maximum amount of elements (quads) per batch
41	// NOTE: This value is defined in [rlgl] module and can be changed there
42	MAX_BATCH_ELEMENTS :: 8192
43
44	rl.InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "raylib [textures] example - bunnymark")
45
46	// Load bunny texture
47	tex_bunny := rl.LoadTexture("resources/wabbit_alpha.png")
48
49	bunnies: [dynamic]Bunny          // Bunnies array
50	//--------------------------------------------------------------------------------------
51
52	// Main game loop
53	for !rl.WindowShouldClose() {    // Detect window close button or ESC key
54		// Update
55		//----------------------------------------------------------------------------------
56		if rl.IsMouseButtonDown(.LEFT) {
57			for i := 0; i < 100; i += 1 {
58				if len(bunnies) < MAX_BUNNIES {
59					bunny: Bunny
60					bunny.position = rl.GetMousePosition()
61					bunny.speed.x = f32(rl.GetRandomValue(-250, 250))/60
62					bunny.speed.y = f32(rl.GetRandomValue(-250, 250))/60
63					bunny.color = {u8(rl.GetRandomValue(50, 240)),
64					               u8(rl.GetRandomValue(80, 240)),
65					               u8(rl.GetRandomValue(100, 240)), 255}
66					
67					append(&bunnies, bunny)
68				}
69			}
70		}
71
72		// Update bunnies
73		for &bunny in bunnies {
74			bunny.position += bunny.speed * rl.GetFrameTime() * 30
75			
76			if bunny.position.x + f32(tex_bunny.width)/2 > f32(rl.GetScreenWidth()) ||
77				bunny.position.x + f32(tex_bunny.width)/2 < 0 {
78					bunny.speed.x *= -1
79				}
80			if bunny.position.y + f32(tex_bunny.height/2) > f32(rl.GetScreenHeight()) ||
81				bunny.position.y + f32(tex_bunny.height)/2 - 40 < 0 {
82					bunny.speed.y *= -1
83				}
84		}
85		//----------------------------------------------------------------------------------
86
87		// Draw
88		//----------------------------------------------------------------------------------
89		rl.BeginDrawing()
90
91			rl.ClearBackground(rl.RAYWHITE)
92
93			for bunny in bunnies {
94				rl.DrawTexture(tex_bunny, i32(bunny.position.x), i32(bunny.position.y), bunny.color)
95			}
96
97			rl.DrawRectangle(0, 0, SCREEN_WIDTH, 40, rl.BLACK)
98			
99			bunnies_count := len(bunnies)
100			rl.DrawText(rl.TextFormat("bunnies: %i", bunnies_count), 120, 10, 20, rl.GREEN)
101			rl.DrawText(rl.TextFormat("batched draw calls: %i", 1 + bunnies_count/MAX_BATCH_ELEMENTS), 320, 10, 20, rl.MAROON)
102
103			rl.DrawFPS(10, 10)
104
105		rl.EndDrawing()
106		//----------------------------------------------------------------------------------
107	}
108
109	// De-Initialization
110	//--------------------------------------------------------------------------------------
111	delete(bunnies)            // Unload bunnies data array
112
113	rl.UnloadTexture(tex_bunny)    // Unload bunny texture
114
115	rl.CloseWindow()              // Close window and OpenGL context
116	//--------------------------------------------------------------------------------------
117}

Assets 1

Declarations Used 25