* chg: New build system that uses the officially distributed binaries, bumped version to 8.0.0, simplified git workflow, removed deprecated OpenGL 1.1 functionality. * chg: Modernize CI workflow, enable SourceLink - Bump workflow actions to latest majors (Node 24); drop deprecated softprops/action-gh-release@v1 - Trigger push builds on main instead of master - Create local nuget feed dir before pack (fixes NU1301) - Enable Microsoft.SourceLink.GitHub for debugging symbols (ref PR #340) * fix: centralized version data in Directory.build.props, and fixed various interop details that had incorrect function signatures * chore: updated readme * fix: version the native extract marker and chain download via DependsOnTargets The .extracted marker now includes the raylib package name, so bumping TargetRaylibTag re-extracts the new archive instead of silently keeping (and packing/copying) the previous version's files. _PrepareNativeLibrary and _StageWasmNative now depend directly on _DownloadAndExtractInternal instead of CallTarget-ing it; dependency targets run in the same project instance, so the resolved properties (RaylibPackageName etc.) propagate naturally. * fix: let the binding build for browser-wasm on both net8.0 and net10.0 The net8-era wasm workload (Microsoft.NET.Runtime.WebAssembly.Sdk 8.0.x, auto-imported for RID browser-wasm) treats every browser-wasm project as a wasm app: it forces OutputType=Exe after project evaluation (CS5001 for a classlib) and hooks its app-bundle build after Build, which errors because a library has no assemblies to bundle. Opt Raylib-cs out via DisableAutoWasmBuildApp (props time, before the workload defaults its trigger) and pin OutputType back to Library in Directory.Build.targets (evaluated after the workload props, so the assignment wins). net10's wasm SDK needs neither workaround. * chore: readme updated * chg: simplifying build logic - a simple line in the documentation should save us the code here * fix: Wrong signature of FrameBufferComplete * chore: readme update * feat: samples default to local project reference, and can optionally use the nuget package * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * fix: Examples.csproj runs the download task when building locally * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * chore: clean up linter warnings * feat: html harness focuses the example and allows quick navigation with J/K instead. * chore: readme mentions the property to use nuget vs. the local project reference * feat: replaced the J/K navigation with good old HTML buttons * chore: run dotnet format scoped default (was previously scoped to just 'style')
192 lines
6.7 KiB
C#
192 lines
6.7 KiB
C#
/*******************************************************************************************
|
|
*
|
|
* 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)
|
|
*
|
|
********************************************************************************************/
|
|
|
|
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;
|
|
}
|
|
}
|