/******************************************************************************************* * * raylib [core] example - 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 contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5) * * Copyright (c) 2021 Jeffery Myers (@JeffM2501) * ********************************************************************************************/ using System.Numerics; using static Raylib_cs.Raylib; namespace Examples.Core; public unsafe class SplitScreen { static Texture2D TextureGrid; static Camera3D CameraPlayer1; static Camera3D CameraPlayer2; // Scene drawing static void DrawScene() { int 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); for (float x = -count * spacing; x <= count * spacing; x += spacing) { for (float 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 static int Main() { // 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; CameraPlayer1.Target.Y = 1.0f; CameraPlayer1.Position.Z = -3.0f; CameraPlayer1.Position.Y = 1.0f; RenderTexture2D 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; RenderTexture2D screenPlayer2 = LoadRenderTexture(screenWidth / 2, screenHeight); // Build a flipped rectangle the size of the split view to use for drawing later Rectangle splitScreenRect = new( 0.0f, 0.0f, (float)screenPlayer1.Texture.Width, (float)-screenPlayer1.Texture.Height ); SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) { // 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(); } // De-Initialization //-------------------------------------------------------------------------------------- UnloadRenderTexture(screenPlayer1); UnloadRenderTexture(screenPlayer2); UnloadTexture(TextureGrid); CloseWindow(); //-------------------------------------------------------------------------------------- return 0; } }