raylib/examples/core/core_split_screen.c
Jeffery Myers deaa84d28d
Add a split screen example showing render texture use and multiple cameras. (#1806)
Co-authored-by: Jeffery Myers <JefMyers@blizzard.com>
2021-06-03 19:09:43 +02:00

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5.5 KiB
C

/*******************************************************************************************
*
* 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;
}