/******************************************************************************************* * * raylib [core] example - 3d camera split screen * * 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) * * 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) * ********************************************************************************************/ using System.Numerics; using static Raylib_cs.Raylib; namespace Examples.Core; public partial class SplitScreen : IExample { 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 private void DrawScene() { var count = 5; float spacing = 4; // 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 (var x = -count * spacing; x <= count * spacing; x += 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); } } // Draw a cube at each player's position DrawCube(CameraPlayer1.Position, 1, 1, 1, Color.Red); DrawCube(CameraPlayer2.Position, 1, 1, 1, Color.Blue); } public void Init() { // 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; 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; screenPlayer2 = LoadRenderTexture(screenWidth / 2, screenHeight); // Build a flipped rectangle the size of the split view to use for drawing later splitScreenRect = new( 0.0f, 0.0f, (float)screenPlayer1.Texture.Width, (float)-screenPlayer1.Texture.Height ); } 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()) // Detect window close button or ESC key { game.Update(); } game.Unload(); // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } }