diff --git a/examples/core/core_split_screen.c b/examples/core/core_split_screen.c index cf34a3ca6..0bfdb84ac 100644 --- a/examples/core/core_split_screen.c +++ b/examples/core/core_split_screen.c @@ -2,53 +2,42 @@ * * 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) +* Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5) +* +* Copyright (c) 2021 Jeffery Myers (@JeffM2501) * ********************************************************************************************/ #include "raylib.h" -Texture2D GridTexture; -Camera Player1Camera = { 0 }; -Camera Player2Camera = { 0 }; +Texture2D textureGrid = { 0 }; +Camera cameraPlayer1 = { 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; + 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 }; - - 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); + DrawCubeTexture(textureGrid, (Vector3) { x, 1.5f, z }, 1, 1, 1, GREEN); + DrawCubeTexture(textureGrid, (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); + // Draw a cube at each player's position + DrawCube(cameraPlayer1.position, 1, 1, 1, RED); + DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE); } int main(void) @@ -59,101 +48,106 @@ int main(void) 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 + // Generate a simple texture to use for trees Image img = GenImageChecked(256, 256, 32, 32, DARKGRAY, WHITE); - GridTexture = LoadTextureFromImage(img); + textureGrid = 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); + SetTextureFilter(textureGrid, TEXTURE_FILTER_ANISOTROPIC_16X); + 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; + + RenderTexture screenPlayer1 = 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; + + RenderTexture screenPlayer2 = 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 }; + // Build a flipped rectangle the size of the split view to use for drawing later + 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 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 - 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)) { - Player1Camera.position.z += offsetThisFrame; - Player1Camera.target.z += offsetThisFrame; + cameraPlayer1.position.z += offsetThisFrame; + cameraPlayer1.target.z += offsetThisFrame; } else if (IsKeyDown(KEY_S)) { - Player1Camera.position.z -= offsetThisFrame; - Player1Camera.target.z -= offsetThisFrame; + cameraPlayer1.position.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)) { - Player2Camera.position.x += offsetThisFrame; - Player2Camera.target.x += offsetThisFrame; + cameraPlayer2.position.x += offsetThisFrame; + cameraPlayer2.target.x += offsetThisFrame; } else if (IsKeyDown(KEY_DOWN)) { - Player2Camera.position.x -= offsetThisFrame; - Player2Camera.target.x -= offsetThisFrame; + cameraPlayer2.position.x -= offsetThisFrame; + cameraPlayer2.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); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + // Draw player 1's view to the render texture + BeginTextureMode(screenPlayer1); + ClearBackground(SKYBLUE); + BeginMode3D(cameraPlayer1); + 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); + // Draw player 2's view to the render texture + BeginTextureMode(screenPlayer2); + ClearBackground(SKYBLUE); + BeginMode3D(cameraPlayer2); + DrawScene(); + EndMode3D(); + DrawText("PLAYER2 UP/DOWN to move", 0, 0, 20, BLUE); EndTextureMode(); - // draw both view render textures to the screen side by side + // 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); + ClearBackground(BLACK); + DrawTextureRec(screenPlayer1.texture, splitScreenRect, (Vector2) { 0, 0 }, WHITE); + DrawTextureRec(screenPlayer2.texture, splitScreenRect, (Vector2) { screenWidth/2.0f, 0 }, WHITE); EndDrawing(); } - UnloadRenderTexture(player1Screen); - UnloadRenderTexture(player2Screen); - UnloadTexture(GridTexture); - // De-Initialization //-------------------------------------------------------------------------------------- + UnloadRenderTexture(screenPlayer1); + UnloadRenderTexture(screenPlayer2); + UnloadTexture(textureGrid); + CloseWindow(); // Close window and OpenGL context //--------------------------------------------------------------------------------------