package main import ( rl "git.terah.dev/UnrealXR/raylib-go/raylib" ) var ( screenW = int32(800) screenH = int32(450) cam1, cam2 rl.Camera3D ) func main() { rl.InitWindow(screenW, screenH, "raylib [core] example - 3d camera split screen") // Setup player 1 camera and screen cam1.Fovy = 45 cam1.Up.Y = 1 cam1.Target.Y = 1 cam1.Position.Z = -3 cam1.Position.Y = 1 // Setup player two camera and screen cam2.Fovy = 45 cam2.Up.Y = 1 cam2.Target.Y = 3 cam2.Position.X = -3 cam2.Position.Y = 3 screenCam1 := rl.LoadRenderTexture(screenW/2, screenH) screenCam2 := rl.LoadRenderTexture(screenW/2, screenH) splitScreenRec := rl.NewRectangle(0, 0, float32(screenCam1.Texture.Width), -float32(screenCam1.Texture.Height)) count := float32(5) spacing := float32(4) rl.SetTargetFPS(60) for !rl.WindowShouldClose() { // If anyone moves this frame, how far will they move based on the time // since the last frame this moves things at 10 world units per second, // regardless of the actual FPS frameOffset := 10 * rl.GetFrameTime() // Move Player1 forward and backwards (no turning) if rl.IsKeyDown(rl.KeyW) { cam1.Position.Z += frameOffset cam1.Target.Z += frameOffset } else if rl.IsKeyDown(rl.KeyS) { cam1.Position.Z -= frameOffset cam1.Target.Z -= frameOffset } // Move Player2 forward and backwards (no turning) if rl.IsKeyDown(rl.KeyUp) { cam2.Position.X += frameOffset cam2.Target.X += frameOffset } else if rl.IsKeyDown(rl.KeyDown) { cam2.Position.X -= frameOffset cam2.Target.X -= frameOffset } // Draw Player1 view to the render texture rl.BeginTextureMode(screenCam1) rl.ClearBackground(rl.SkyBlue) rl.BeginMode3D(cam1) rl.DrawPlane(rl.Vector3Zero(), rl.NewVector2(50, 50), rl.Beige) for x := -count * spacing; x <= count*spacing; x += spacing { for z := -count * spacing; z <= count*spacing; z += spacing { rl.DrawCube(rl.NewVector3(x-0.5, 1.5, z), 1, 1, 1, rl.Lime) rl.DrawCube(rl.NewVector3(x-0.5, 0.5, z), 0.25, 1, 0.25, rl.Brown) } } rl.DrawCube(cam1.Position, 1, 1, 1, rl.Red) rl.DrawCube(cam2.Position, 1, 1, 1, rl.Blue) rl.EndMode3D() rl.DrawRectangle(0, 0, screenW/2, 40, rl.Fade(rl.RayWhite, 0.8)) rl.DrawText("PLAYER1: W/S to move", 10, 10, 20, rl.Maroon) rl.EndTextureMode() // Draw Player2 view to the render texture rl.BeginTextureMode(screenCam2) rl.ClearBackground(rl.SkyBlue) rl.BeginMode3D(cam2) rl.DrawPlane(rl.Vector3Zero(), rl.NewVector2(50, 50), rl.Beige) for x := -count * spacing; x <= count*spacing; x += spacing { for z := -count * spacing; z <= count*spacing; z += spacing { rl.DrawCube(rl.NewVector3(x, 1.5, z), 1, 1, 1, rl.Lime) rl.DrawCube(rl.NewVector3(x, 0.5, z), 0.25, 1, 0.25, rl.Brown) } } rl.DrawCube(cam1.Position, 1, 1, 1, rl.Red) rl.DrawCube(cam2.Position, 1, 1, 1, rl.Blue) rl.EndMode3D() rl.DrawRectangle(0, 0, screenW/2, 40, rl.Fade(rl.RayWhite, 0.8)) rl.DrawText("PLAYER2: UP/DOWN to move", 10, 10, 20, rl.Maroon) rl.EndTextureMode() // Draw both views render textures to the screen side by side rl.BeginDrawing() rl.ClearBackground(rl.Black) rl.DrawTextureRec(screenCam1.Texture, splitScreenRec, rl.NewVector2(0, 0), rl.White) rl.DrawTextureRec(screenCam2.Texture, splitScreenRec, rl.NewVector2(float32(screenW/2), 0), rl.White) rl.DrawRectangle((screenW/2)-2, 0, 4, screenH, rl.LightGray) rl.EndDrawing() } rl.UnloadRenderTexture(screenCam1) rl.UnloadRenderTexture(screenCam2) rl.CloseWindow() }