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chore: clean recommit

This commit is contained in:
tiger tiger tiger 2026-07-07 23:29:25 +02:00
commit 8739e3b347
134 changed files with 15442 additions and 10648 deletions

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@ -1,13 +1,17 @@
/*******************************************************************************************
*
* raylib [core] example - split screen
* raylib [core] example - 3d camera split screen
*
* 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)
* Example complexity rating: [] 3/4
*
* 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)
*
* Copyright (c) 2021 Jeffery Myers (@JeffM2501)
* 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) 2021-2025 Jeffery Myers (@JeffM2501)
*
********************************************************************************************/
@ -16,25 +20,34 @@ using static Raylib_cs.Raylib;
namespace Examples.Core;
public unsafe class SplitScreen
public partial class SplitScreen : IExample
{
static Texture2D TextureGrid;
static Camera3D CameraPlayer1;
static Camera3D CameraPlayer2;
private const int screenWidth = 800;
private const int screenHeight = 450;
private Camera3D CameraPlayer1;
private Camera3D CameraPlayer2;
private RenderTexture2D screenPlayer1;
private RenderTexture2D screenPlayer2;
private Rectangle splitScreenRect;
public string Name => "Core / Split Screen";
public string Title => "raylib [core] example - 3d camera split screen";
// Scene drawing
static void DrawScene()
private void DrawScene()
{
int count = 5;
var count = 5;
float spacing = 4;
// Grid of cube trees on a plane to make a "world"
// Simple world plane
DrawPlane(new Vector3(0, 0, 0), new Vector2(50, 50), Color.Beige);
// Draw scene: grid of cube trees on a plane to make a "world"
DrawPlane(new Vector3(0, 0, 0), new Vector2(50, 50), Color.Beige); // Simple world plane
for (float x = -count * spacing; x <= count * spacing; x += spacing)
for (var x = -count * spacing; x <= count * spacing; x += spacing)
{
for (float z = -count * spacing; z <= count * spacing; z += spacing)
for (var z = -count * spacing; z <= count * spacing; z += spacing)
{
DrawCube(new Vector3(x, 1.5f, z), 1, 1, 1, Color.Lime);
DrawCube(new Vector3(x, 0.5f, z), 0.25f, 1, 0.25f, Color.Brown);
@ -46,22 +59,8 @@ public unsafe class SplitScreen
DrawCube(CameraPlayer2.Position, 1, 1, 1, Color.Blue);
}
public static int Main()
public void Init()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - split screen");
// Generate a simple texture to use for trees
Image img = GenImageChecked(256, 256, 32, 32, Color.DarkGray, Color.White);
TextureGrid = LoadTextureFromImage(img);
UnloadImage(img);
SetTextureFilter(TextureGrid, TextureFilter.Anisotropic16X);
SetTextureWrap(TextureGrid, TextureWrap.Clamp);
// Setup player 1 camera and screen
CameraPlayer1.FovY = 45.0f;
CameraPlayer1.Up.Y = 1.0f;
@ -69,7 +68,7 @@ public unsafe class SplitScreen
CameraPlayer1.Position.Z = -3.0f;
CameraPlayer1.Position.Y = 1.0f;
RenderTexture2D screenPlayer1 = LoadRenderTexture(screenWidth / 2, screenHeight);
screenPlayer1 = LoadRenderTexture(screenWidth / 2, screenHeight);
// Setup player two camera and screen
CameraPlayer2.FovY = 45.0f;
@ -78,97 +77,119 @@ public unsafe class SplitScreen
CameraPlayer2.Position.X = -3.0f;
CameraPlayer2.Position.Y = 3.0f;
RenderTexture2D screenPlayer2 = LoadRenderTexture(screenWidth / 2, screenHeight);
screenPlayer2 = LoadRenderTexture(screenWidth / 2, screenHeight);
// Build a flipped rectangle the size of the split view to use for drawing later
Rectangle splitScreenRect = new(
splitScreenRect = new(
0.0f,
0.0f,
(float)screenPlayer1.Texture.Width,
(float)-screenPlayer1.Texture.Height
);
}
SetTargetFPS(60);
public void Update()
{
// Update
//----------------------------------------------------------------------------------
// If anyone moves this frame, how far will they move based on the time since the last frame
// this moves things at 10 world units per second, regardless of the actual FPS
var offsetThisFrame = 10.0f * GetFrameTime();
// Move Player1 forward and backwards (no turning)
if (IsKeyDown(KeyboardKey.W))
{
CameraPlayer1.Position.Z += offsetThisFrame;
CameraPlayer1.Target.Z += offsetThisFrame;
}
else if (IsKeyDown(KeyboardKey.S))
{
CameraPlayer1.Position.Z -= offsetThisFrame;
CameraPlayer1.Target.Z -= offsetThisFrame;
}
// Move Player2 forward and backwards (no turning)
if (IsKeyDown(KeyboardKey.Up))
{
CameraPlayer2.Position.X += offsetThisFrame;
CameraPlayer2.Target.X += offsetThisFrame;
}
else if (IsKeyDown(KeyboardKey.Down))
{
CameraPlayer2.Position.X -= offsetThisFrame;
CameraPlayer2.Target.X -= offsetThisFrame;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
// Draw Player1 view to the render texture
BeginTextureMode(screenPlayer1);
ClearBackground(Color.SkyBlue);
BeginMode3D(CameraPlayer1);
DrawScene();
EndMode3D();
DrawRectangle(0, 0, GetScreenWidth() / 2, 40, Fade(Color.RayWhite, 0.8f));
DrawText("PLAYER1: W/S to move", 10, 10, 20, Color.Maroon);
EndTextureMode();
// Draw Player2 view to the render texture
BeginTextureMode(screenPlayer2);
ClearBackground(Color.SkyBlue);
BeginMode3D(CameraPlayer2);
DrawScene();
EndMode3D();
DrawRectangle(0, 0, GetScreenWidth() / 2, 40, Fade(Color.RayWhite, 0.8f));
DrawText("PLAYER2: UP/DOWN to move", 10, 10, 20, Color.DarkBlue);
EndTextureMode();
// Draw both views render textures to the screen side by side
BeginDrawing();
ClearBackground(Color.Black);
DrawTextureRec(screenPlayer1.Texture, splitScreenRect, new Vector2(0, 0), Color.White);
DrawTextureRec(screenPlayer2.Texture, splitScreenRect, new Vector2(screenWidth / 2.0f, 0), Color.White);
DrawRectangle(GetScreenWidth() / 2 - 2, 0, 4, GetScreenHeight(), Color.LightGray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadRenderTexture(screenPlayer1); // Unload render texture
UnloadRenderTexture(screenPlayer2); // Unload render texture
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera split screen");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new SplitScreen();
game.Init();
// Main game loop
while (!WindowShouldClose())
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(KeyboardKey.W))
{
CameraPlayer1.Position.Z += offsetThisFrame;
CameraPlayer1.Target.Z += offsetThisFrame;
}
else if (IsKeyDown(KeyboardKey.S))
{
CameraPlayer1.Position.Z -= offsetThisFrame;
CameraPlayer1.Target.Z -= offsetThisFrame;
}
// Move Player2 forward and backwards (no turning)
if (IsKeyDown(KeyboardKey.Up))
{
CameraPlayer2.Position.X += offsetThisFrame;
CameraPlayer2.Target.X += offsetThisFrame;
}
else if (IsKeyDown(KeyboardKey.Down))
{
CameraPlayer2.Position.X -= offsetThisFrame;
CameraPlayer2.Target.X -= offsetThisFrame;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
// Draw Player1 view to the render texture
BeginTextureMode(screenPlayer1);
ClearBackground(Color.SkyBlue);
BeginMode3D(CameraPlayer1);
DrawScene();
EndMode3D();
DrawText("PLAYER 1 W/S to move", 10, 10, 20, Color.Red);
EndTextureMode();
// Draw Player2 view to the render texture
BeginTextureMode(screenPlayer2);
ClearBackground(Color.SkyBlue);
BeginMode3D(CameraPlayer2);
DrawScene();
EndMode3D();
DrawText("PLAYER 2 UP/DOWN to move", 10, 10, 20, Color.Blue);
EndTextureMode();
// Draw both views render textures to the screen side by side
BeginDrawing();
ClearBackground(Color.Black);
DrawTextureRec(screenPlayer1.Texture, splitScreenRect, new Vector2(0, 0), Color.White);
DrawTextureRec(screenPlayer2.Texture, splitScreenRect, new Vector2(screenWidth / 2.0f, 0), Color.White);
EndDrawing();
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadRenderTexture(screenPlayer1);
UnloadRenderTexture(screenPlayer2);
UnloadTexture(TextureGrid);
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}