chore: clean recommit
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6bb62d9932
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134 changed files with 15442 additions and 10648 deletions
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@ -1,12 +1,15 @@
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/*******************************************************************************************
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*
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* raylib [textures] example - Bunnymark
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* raylib [textures] example - bunnymark
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*
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* This example has been created using raylib 1.6 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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* Example complexity rating: [★★★☆] 3/4
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*
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* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5), 2024 Moritz Voss (@thygrrr)
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* Example originally created with raylib 1.6, last time updated with raylib 2.5
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5), 2024 Moritz Voss (@thygrrr)
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*
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********************************************************************************************/
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@ -16,8 +19,11 @@ using static Raylib_cs.Raylib;
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namespace Examples.Textures;
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public static class Bunnymark
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public partial class Bunnymark : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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// limits
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private const int MaxBunnies = 500_000;
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private const int BunnyIncrement = 500;
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@ -28,6 +34,10 @@ public static class Bunnymark
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// This is the maximum amount of elements (quads) per batch
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private const int MAX_BATCH_ELEMENTS = Rlgl.DEFAULT_BATCH_BUFFER_ELEMENTS;
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public string Name => "Textures / Bunnymark";
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public string Title => "raylib [textures] example - bunnymark";
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private record struct Bunny()
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{
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public Vector2 Position { get; set; } = GetMousePosition();
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@ -46,99 +56,123 @@ public static class Bunnymark
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GetRandomValue(100, 240), 255);
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}
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private Texture2D texBunny;
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private Vector2 halfSize;
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private Bunny[] bunnies;
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private int bunniesCount;
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public void Init()
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{
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// Load bunny texture
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texBunny = LoadTexture("resources/wabbit_alpha.png");
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halfSize = new Vector2(texBunny.Width, texBunny.Height) / 2;
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// Initialize bunnies storage
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bunnies = new Bunny[MaxBunnies];
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bunniesCount = 0;
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}
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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Span<Bunny> bunnies = this.bunnies;
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if (IsMouseButtonDown(MouseButton.Left) && bunniesCount < MaxBunnies)
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{
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// Add a range of new bunnies
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foreach (ref var bunny in bunnies[bunniesCount..(bunniesCount + BunnyIncrement)])
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{
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bunny = new();
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}
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bunniesCount += BunnyIncrement;
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}
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else if (IsMouseButtonDown(MouseButton.Right))
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{
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// Remove the oldest bunnies, shifting them back in the span
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if (bunniesCount > BunnyDecrement)
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{
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bunnies[BunnyDecrement..bunniesCount].CopyTo(bunnies);
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}
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bunniesCount = Math.Max(0, bunniesCount - BunnyDecrement);
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}
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// Update bunnies
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foreach (ref var bunny in bunnies[..bunniesCount])
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{
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// Integrate position
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bunny.Position += bunny.Speed;
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// Bounce bunnies off the screen borders
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bunny.Speed *= (bunny.Position + halfSize) switch
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{
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{ X: < 0 or > screenWidth, Y: < 40 or > screenHeight } => new(-1, -1),
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{ X: < 0 or > screenWidth } => new(-1, 1),
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{ Y: < 40 or > screenHeight } => new(1, -1),
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_ => Vector2.One,
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};
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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foreach (var bunny in bunnies[..bunniesCount])
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{
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// NOTE: When internal batch buffer limit is reached (MAX_BATCH_ELEMENTS),
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// a draw call is launched and buffer starts being filled again;
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// before issuing a draw call, updated vertex data from internal CPU buffer is send to GPU...
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// Process of sending data is costly and it could happen that GPU data has not been completely
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// processed for drawing while new data is tried to be sent (updating current in-use buffers)
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// it could generates a stall and consequently a frame drop, limiting the number of drawn bunnies
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DrawTexture(texBunny, (int)bunny.Position.X, (int)bunny.Position.Y, bunny.Color);
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}
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DrawRectangle(0, 0, screenWidth, 40, Color.Black);
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DrawText($"bunnies: {bunniesCount}", 120, 10, 20, Color.Green);
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DrawText($"batched draw calls: {1 + bunniesCount / MAX_BATCH_ELEMENTS}", 320, 10, 20, Color.Maroon);
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DrawText("Left Mouse: Add Bunnies!!! :D", 10, 400, 20, Color.LightGray);
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DrawText("Right Mouse: Remove Bunnies", 10, 420, 20, Color.LightGray);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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UnloadTexture(texBunny);
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#if BROWSER
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bunnies = null;
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bunniesCount = 0;
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#endif
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - bunnymark");
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// Load bunny texture
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Texture2D texBunny = LoadTexture("resources/wabbit_alpha.png");
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Vector2 halfSize = new Vector2(texBunny.Width, texBunny.Height) / 2;
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// Initialize bunnies storage
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Span<Bunny> bunnies = new Bunny[MaxBunnies];
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int bunniesCount = 0;
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SetTargetFPS(TARGET_FPS);
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//--------------------------------------------------------------------------------------
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var game = new Bunnymark();
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game.Init();
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// Main game loop
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while (!WindowShouldClose())
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsMouseButtonDown(MouseButton.Left) && bunniesCount < MaxBunnies)
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{
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// Add a range of new bunnies
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foreach (ref var bunny in bunnies[bunniesCount..(bunniesCount + BunnyIncrement)])
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{
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bunny = new();
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}
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bunniesCount += BunnyIncrement;
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}
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else if (IsMouseButtonDown(MouseButton.Right))
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{
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// Remove the oldest bunnies, shifting them back in the span
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if (bunniesCount > BunnyDecrement)
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{
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bunnies[BunnyDecrement..bunniesCount].CopyTo(bunnies);
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}
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bunniesCount = Math.Max(0, bunniesCount - BunnyDecrement);
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}
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// Update bunnies
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foreach (ref var bunny in bunnies[..bunniesCount])
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{
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// Integrate position
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bunny.Position += bunny.Speed;
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// Bounce bunnies off the screen borders
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bunny.Speed *= (bunny.Position + halfSize) switch
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{
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{ X: < 0 or > screenWidth, Y: < 40 or > screenHeight } => new(-1, -1),
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{ X: < 0 or > screenWidth } => new(-1, 1),
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{ Y: < 40 or > screenHeight } => new(1, -1),
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_ => Vector2.One,
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};
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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foreach (var bunny in bunnies[..bunniesCount])
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{
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// NOTE: When internal batch buffer limit is reached (MAX_BATCH_ELEMENTS),
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// a draw call is launched and buffer starts being filled again;
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// before issuing a draw call, updated vertex data from internal CPU buffer is send to GPU...
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// Process of sending data is costly, and it could happen that GPU data has not been completely
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// processed for drawing while new data is tried to be sent (updating current in-use buffers)
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// it could generate a stall and consequently a frame drop, limiting the number of drawn bunnies
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DrawTexture(texBunny, (int)bunny.Position.X, (int)bunny.Position.Y, bunny.Color);
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}
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DrawRectangle(0, 0, screenWidth, 40, Color.Black);
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DrawText($"bunnies: {bunniesCount}", 120, 10, 20, Color.Green);
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DrawText($"batched draw calls: {1 + bunniesCount / MAX_BATCH_ELEMENTS}", 320, 10, 20, Color.Maroon);
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DrawText("Left Mouse: Add Bunnies!!! :D", 10, 400, 20, Color.LightGray);
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DrawText("Right Mouse: Remove Bunnies", 10, 420, 20, Color.LightGray);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(texBunny);
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CloseWindow();
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//--------------------------------------------------------------------------------------
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