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