/******************************************************************************************* * * 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) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2013-2016 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" Texture2D GridTexture; Camera Player1Camera = { 0 }; Camera Player2Camera = { 0 }; void DrawScene() { // 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; for (float x = -count * spacing; x <= count * spacing; x += spacing) { for (float z = -count * spacing; z <= count * spacing; z += spacing) { Vector3 pos = { x, 0.5f, z }; 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 DrawCube(Player1Camera.position, 1, 1, 1, RED); DrawCube(Player2Camera.position, 1, 1, 1, BLUE); } int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; 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 Image img = GenImageChecked(256, 256, 32, 32, DARKGRAY, WHITE); GridTexture = LoadTextureFromImage(img); UnloadImage(img); SetTextureFilter(GridTexture, TEXTURE_FILTER_ANISOTROPIC_16X); SetTextureWrap(GridTexture, TEXTURE_WRAP_CLAMP); // setup player 1 camera and screen 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 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 Rectangle splitScreenRect = { 0,0, (float)player1Screen.texture.width, (float)-player1Screen.texture.height }; // Main game loop 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 // this moves thigns at 10 world units per second, regardless of the actual FPS float offsetThisFrame = 10 * GetFrameTime(); // move player 1 forward and backwards (no turning) if (IsKeyDown(KEY_W)) { Player1Camera.position.z += offsetThisFrame; Player1Camera.target.z += offsetThisFrame; } else if (IsKeyDown(KEY_S)) { Player1Camera.position.z -= offsetThisFrame; Player1Camera.target.z -= offsetThisFrame; } // move player 2 forward and backwards (no turning) if (IsKeyDown(KEY_UP)) { Player2Camera.position.x += offsetThisFrame; Player2Camera.target.x += offsetThisFrame; } else if (IsKeyDown(KEY_DOWN)) { Player2Camera.position.x -= offsetThisFrame; Player2Camera.target.x -= offsetThisFrame; } // draw player 1's view to the render texture BeginTextureMode(player1Screen); ClearBackground(SKYBLUE); BeginMode3D(Player1Camera); DrawScene(); EndMode3D(); DrawText("PLAYER1 W/S to move", 0, 0, 20, RED); EndTextureMode(); // draw player 2's view to the render texture BeginTextureMode(player2Screen); ClearBackground(SKYBLUE); BeginMode3D(Player2Camera); DrawScene(); EndMode3D(); DrawText("PLAYER2 UP/DOWN to move", 0, 0, 20, BLUE); EndTextureMode(); // draw both view render textures to the screen side by side BeginDrawing(); ClearBackground(BLACK); DrawTextureRec(player1Screen.texture, splitScreenRect, (Vector2) { 0, 0 }, WHITE); DrawTextureRec(player2Screen.texture, splitScreenRect, (Vector2) { screenWidth/2.0f, 0 }, WHITE); EndDrawing(); } UnloadRenderTexture(player1Screen); UnloadRenderTexture(player2Screen); UnloadTexture(GridTexture); // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }