Reviewed example: core_split_screen

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Ray 2021-06-03 19:35:36 +02:00
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commit 2370af598e

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@ -2,53 +2,42 @@
* *
* raylib [core] example - split screen * raylib [core] example - split screen
* *
* Welcome to raylib!
*
* To test examples, just press F6 and execute raylib_compile_execute script
* Note that compiled executable is placed in the same folder as .c file
*
* You can find all basic examples on C:\raylib\raylib\examples folder or
* raylib official webpage: www.raylib.com
*
* Enjoy using raylib. :)
*
* This example has been created using raylib 3.7 (www.raylib.com) * This example has been created using raylib 3.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5) * Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2021 Jeffery Myers (@JeffM2501)
* *
********************************************************************************************/ ********************************************************************************************/
#include "raylib.h" #include "raylib.h"
Texture2D GridTexture; Texture2D textureGrid = { 0 };
Camera Player1Camera = { 0 }; Camera cameraPlayer1 = { 0 };
Camera Player2Camera = { 0 }; Camera cameraPlayer2 = { 0 };
void DrawScene() // Scene drawing
void DrawScene(void)
{ {
// grid of cube trees on a plane to make a "world"
DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // simple world plane
float spacing = 4;
int count = 5; int count = 5;
float spacing = 4;
// Grid of cube trees on a plane to make a "world"
DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane
for (float x = -count * spacing; x <= count * spacing; x += spacing) for (float x = -count*spacing; x <= count*spacing; x += spacing)
{ {
for (float z = -count * spacing; z <= count * spacing; z += spacing) for (float z = -count*spacing; z <= count*spacing; z += spacing)
{ {
Vector3 pos = { x, 0.5f, z }; DrawCubeTexture(textureGrid, (Vector3) { x, 1.5f, z }, 1, 1, 1, GREEN);
DrawCubeTexture(textureGrid, (Vector3) { x, 0.5f, z }, 0.25f, 1, 0.25f, BROWN);
Vector3 min = { x - 0.5f,0,z - 0.5f };
Vector3 max = { x + 0.5f,1,z + 0.5f };
DrawCubeTexture(GridTexture, (Vector3) { x, 1.5f, z }, 1, 1, 1, GREEN);
DrawCubeTexture(GridTexture, (Vector3) { x, 0.5f, z }, 0.25f, 1, 0.25f, BROWN);
} }
} }
// draw a cube at each player's position // Draw a cube at each player's position
DrawCube(Player1Camera.position, 1, 1, 1, RED); DrawCube(cameraPlayer1.position, 1, 1, 1, RED);
DrawCube(Player2Camera.position, 1, 1, 1, BLUE); DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE);
} }
int main(void) int main(void)
@ -59,101 +48,106 @@ int main(void)
const int screenHeight = 450; const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - split screen"); InitWindow(screenWidth, screenHeight, "raylib [core] example - split screen");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
// generate a simple texture to use for trees // Generate a simple texture to use for trees
Image img = GenImageChecked(256, 256, 32, 32, DARKGRAY, WHITE); Image img = GenImageChecked(256, 256, 32, 32, DARKGRAY, WHITE);
GridTexture = LoadTextureFromImage(img); textureGrid = LoadTextureFromImage(img);
UnloadImage(img); UnloadImage(img);
SetTextureFilter(GridTexture, TEXTURE_FILTER_ANISOTROPIC_16X); SetTextureFilter(textureGrid, TEXTURE_FILTER_ANISOTROPIC_16X);
SetTextureWrap(GridTexture, TEXTURE_WRAP_CLAMP); SetTextureWrap(textureGrid, TEXTURE_WRAP_CLAMP);
// Setup player 1 camera and screen
cameraPlayer1.fovy = 45.0f;
cameraPlayer1.up.y = 1.0f;
cameraPlayer1.target.y = 1.0f;
cameraPlayer1.position.z = -3.0f;
cameraPlayer1.position.y = 1.0f;
// setup player 1 camera and screen RenderTexture screenPlayer1 = LoadRenderTexture(screenWidth/2, screenHeight);
Player1Camera.fovy = 45;
Player1Camera.up.y = 1;
Player1Camera.target.y = 1;
Player1Camera.position.z = -3;
Player1Camera.position.y = 1;
RenderTexture player1Screen = LoadRenderTexture(screenWidth / 2, screenHeight); // Setup player two camera and screen
cameraPlayer2.fovy = 45.0f;
cameraPlayer2.up.y = 1.0f;
cameraPlayer2.target.y = 3.0f;
cameraPlayer2.position.x = -3.0f;
cameraPlayer2.position.y = 3.0f;
// setup player two camera and screen RenderTexture screenPlayer2 = LoadRenderTexture(screenWidth / 2, screenHeight);
Player2Camera.fovy = 45;
Player2Camera.up.y = 1;
Player2Camera.target.y =3;
Player2Camera.position.x = -3;
Player2Camera.position.y = 3;
RenderTexture player2Screen = LoadRenderTexture(screenWidth / 2, screenHeight);
// build a flipped rectangle the size of the split view to use for drawing later // Build a flipped rectangle the size of the split view to use for drawing later
Rectangle splitScreenRect = { 0,0, (float)player1Screen.texture.width, (float)-player1Screen.texture.height }; Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenPlayer1.texture.width, (float)-screenPlayer1.texture.height };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop // Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key while (!WindowShouldClose()) // Detect window close button or ESC key
{ {
// if anyone moves this frame, how far will they move based on the time since the last frame // Update
//----------------------------------------------------------------------------------
// If anyone moves this frame, how far will they move based on the time since the last frame
// this moves thigns at 10 world units per second, regardless of the actual FPS // this moves thigns at 10 world units per second, regardless of the actual FPS
float offsetThisFrame = 10 * GetFrameTime(); float offsetThisFrame = 10.0f*GetFrameTime();
// Move player 1 forward and backwards (no turning)
// move player 1 forward and backwards (no turning)
if (IsKeyDown(KEY_W)) if (IsKeyDown(KEY_W))
{ {
Player1Camera.position.z += offsetThisFrame; cameraPlayer1.position.z += offsetThisFrame;
Player1Camera.target.z += offsetThisFrame; cameraPlayer1.target.z += offsetThisFrame;
} }
else if (IsKeyDown(KEY_S)) else if (IsKeyDown(KEY_S))
{ {
Player1Camera.position.z -= offsetThisFrame; cameraPlayer1.position.z -= offsetThisFrame;
Player1Camera.target.z -= offsetThisFrame; cameraPlayer1.target.z -= offsetThisFrame;
} }
// move player 2 forward and backwards (no turning) // Move player 2 forward and backwards (no turning)
if (IsKeyDown(KEY_UP)) if (IsKeyDown(KEY_UP))
{ {
Player2Camera.position.x += offsetThisFrame; cameraPlayer2.position.x += offsetThisFrame;
Player2Camera.target.x += offsetThisFrame; cameraPlayer2.target.x += offsetThisFrame;
} }
else if (IsKeyDown(KEY_DOWN)) else if (IsKeyDown(KEY_DOWN))
{ {
Player2Camera.position.x -= offsetThisFrame; cameraPlayer2.position.x -= offsetThisFrame;
Player2Camera.target.x -= offsetThisFrame; cameraPlayer2.target.x -= offsetThisFrame;
} }
//----------------------------------------------------------------------------------
// draw player 1's view to the render texture // Draw
BeginTextureMode(player1Screen); //----------------------------------------------------------------------------------
ClearBackground(SKYBLUE); // Draw player 1's view to the render texture
BeginMode3D(Player1Camera); BeginTextureMode(screenPlayer1);
DrawScene(); ClearBackground(SKYBLUE);
EndMode3D(); BeginMode3D(cameraPlayer1);
DrawText("PLAYER1 W/S to move", 0, 0, 20, RED); DrawScene();
EndMode3D();
DrawText("PLAYER1 W/S to move", 0, 0, 20, RED);
EndTextureMode(); EndTextureMode();
// draw player 2's view to the render texture // Draw player 2's view to the render texture
BeginTextureMode(player2Screen); BeginTextureMode(screenPlayer2);
ClearBackground(SKYBLUE); ClearBackground(SKYBLUE);
BeginMode3D(Player2Camera); BeginMode3D(cameraPlayer2);
DrawScene(); DrawScene();
EndMode3D(); EndMode3D();
DrawText("PLAYER2 UP/DOWN to move", 0, 0, 20, BLUE); DrawText("PLAYER2 UP/DOWN to move", 0, 0, 20, BLUE);
EndTextureMode(); EndTextureMode();
// draw both view render textures to the screen side by side // Draw both view render textures to the screen side by side
BeginDrawing(); BeginDrawing();
ClearBackground(BLACK); ClearBackground(BLACK);
DrawTextureRec(player1Screen.texture, splitScreenRect, (Vector2) { 0, 0 }, WHITE); DrawTextureRec(screenPlayer1.texture, splitScreenRect, (Vector2) { 0, 0 }, WHITE);
DrawTextureRec(player2Screen.texture, splitScreenRect, (Vector2) { screenWidth/2.0f, 0 }, WHITE); DrawTextureRec(screenPlayer2.texture, splitScreenRect, (Vector2) { screenWidth/2.0f, 0 }, WHITE);
EndDrawing(); EndDrawing();
} }
UnloadRenderTexture(player1Screen);
UnloadRenderTexture(player2Screen);
UnloadTexture(GridTexture);
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
UnloadRenderTexture(screenPlayer1);
UnloadRenderTexture(screenPlayer2);
UnloadTexture(textureGrid);
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------