|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   raylib [core] example - split screen | 
						
						
							|  | * | 
						
						
							|  | *   Example originally created with raylib 3.7, last time updated with raylib 4.0 | 
						
						
							|  | * | 
						
						
							|  | *   Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5) | 
						
						
							|  | * | 
						
						
							|  | *   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, | 
						
						
							|  | *   BSD-like license that allows static linking with closed source software | 
						
						
							|  | * | 
						
						
							|  | *   Copyright (c) 2021-2023 Jeffery Myers (@JeffM2501) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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							|  | #include "raylib.h" | 
						
						
							|  |  | 
						
						
							|  | Camera cameraPlayer1 = { 0 }; | 
						
						
							|  | Camera cameraPlayer2 = { 0 }; | 
						
						
							|  | 
 | 
						
						
							|  | // Scene drawing | 
						
						
							|  | void DrawScene(void) | 
						
						
							|  | { | 
						
						
							|  |     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 z = -count*spacing; z <= count*spacing; z += spacing) | 
						
						
							|  |         { | 
						
						
							|  |             DrawCube((Vector3) { x, 1.5f, z }, 1, 1, 1, LIME); | 
						
						
							|  |             DrawCube((Vector3) { x, 0.5f, z }, 0.25f, 1, 0.25f, BROWN); | 
						
						
							|  |         } | 
						
						
							|  |     } | 
						
						
							|  | 
 | 
						
						
							|  |     // Draw a cube at each player's position | 
						
						
							|  |     DrawCube(cameraPlayer1.position, 1, 1, 1, RED); | 
						
						
							|  |     DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE); | 
						
						
							|  | } | 
						
						
							|  | 
 | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | // Program main entry point | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | int main(void) | 
						
						
							|  | { | 
						
						
							|  |     // Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     const int screenWidth = 800; | 
						
						
							|  |     const int screenHeight = 450; | 
						
						
							|  | 
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							|  |     InitWindow(screenWidth, screenHeight, "raylib [core] example - split screen"); | 
						
						
							|  | 
 | 
						
						
							|  |     // 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; | 
						
						
							|  | 
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							|  |     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 = { 0.0f, 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 | 
						
						
							|  |     { | 
						
						
							|  |         // 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 = 10.0f*GetFrameTime(); | 
						
						
							|  | 
 | 
						
						
							|  |         // Move Player1 forward and backwards (no turning) | 
						
						
							|  |         if (IsKeyDown(KEY_W)) | 
						
						
							|  |         { | 
						
						
							|  |             cameraPlayer1.position.z += offsetThisFrame; | 
						
						
							|  |             cameraPlayer1.target.z += offsetThisFrame; | 
						
						
							|  |         } | 
						
						
							|  |         else if (IsKeyDown(KEY_S)) | 
						
						
							|  |         { | 
						
						
							|  |             cameraPlayer1.position.z -= offsetThisFrame; | 
						
						
							|  |             cameraPlayer1.target.z -= offsetThisFrame; | 
						
						
							|  |         } | 
						
						
							|  | 
 | 
						
						
							|  |         // Move Player2 forward and backwards (no turning) | 
						
						
							|  |         if (IsKeyDown(KEY_UP)) | 
						
						
							|  |         { | 
						
						
							|  |             cameraPlayer2.position.x += offsetThisFrame; | 
						
						
							|  |             cameraPlayer2.target.x += offsetThisFrame; | 
						
						
							|  |         } | 
						
						
							|  |         else if (IsKeyDown(KEY_DOWN)) | 
						
						
							|  |         { | 
						
						
							|  |             cameraPlayer2.position.x -= offsetThisFrame; | 
						
						
							|  |             cameraPlayer2.target.x -= offsetThisFrame; | 
						
						
							|  |         } | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |         // Draw | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         // Draw Player1 view to the render texture | 
						
						
							|  |         BeginTextureMode(screenPlayer1); | 
						
						
							|  |             ClearBackground(SKYBLUE); | 
						
						
							|  |             BeginMode3D(cameraPlayer1); | 
						
						
							|  |                 DrawScene(); | 
						
						
							|  |             EndMode3D(); | 
						
						
							|  |             DrawText("PLAYER1 W/S to move", 10, 10, 20, RED); | 
						
						
							|  |         EndTextureMode(); | 
						
						
							|  | 
 | 
						
						
							|  |         // Draw Player2 view to the render texture | 
						
						
							|  |         BeginTextureMode(screenPlayer2); | 
						
						
							|  |             ClearBackground(SKYBLUE); | 
						
						
							|  |             BeginMode3D(cameraPlayer2); | 
						
						
							|  |                 DrawScene(); | 
						
						
							|  |             EndMode3D(); | 
						
						
							|  |             DrawText("PLAYER2 UP/DOWN to move", 10, 10, 20, BLUE); | 
						
						
							|  |         EndTextureMode(); | 
						
						
							|  | 
 | 
						
						
							|  |         // Draw both views render textures to the screen side by side | 
						
						
							|  |         BeginDrawing(); | 
						
						
							|  |             ClearBackground(BLACK); | 
						
						
							|  |             DrawTextureRec(screenPlayer1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE); | 
						
						
							|  |             DrawTextureRec(screenPlayer2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE); | 
						
						
							|  |         EndDrawing(); | 
						
						
							|  |     } | 
						
						
							|  | 
 | 
						
						
							|  |     // De-Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     UnloadRenderTexture(screenPlayer1); // Unload render texture | 
						
						
							|  |     UnloadRenderTexture(screenPlayer2); // Unload render texture | 
						
						
							|  |  | 
						
						
							|  |     CloseWindow();                      // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | } |