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Reviewed example: core_split_screen

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1 zmenil súbory, kde vykonal 86 pridanie a 92 odobranie
  1. 86 92
      examples/core/core_split_screen.c

+ 86 - 92
examples/core/core_split_screen.c

@@ -2,53 +2,42 @@
 *
 *   raylib [core] example - split screen
 *
-*   Welcome to raylib!
-*
-*   To test examples, just press F6 and execute raylib_compile_execute script
-*   Note that compiled executable is placed in the same folder as .c file
-*
-*   You can find all basic examples on C:\raylib\raylib\examples folder or
-*   raylib official webpage: www.raylib.com
-*
-*   Enjoy using raylib. :)
-*
 *   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)
 *
-*   Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
+*   Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5)
+*
+*   Copyright (c) 2021 Jeffery Myers (@JeffM2501)
 *
 ********************************************************************************************/
 
 #include "raylib.h"
 
-Texture2D GridTexture;
-Camera Player1Camera = { 0 };
-Camera Player2Camera = { 0 };
+Texture2D textureGrid = { 0 };
+Camera cameraPlayer1 = { 0 };
+Camera cameraPlayer2 = { 0 };
 
-void DrawScene()
+// Scene drawing
+void DrawScene(void)
 {
-    // grid of cube trees on a plane to make a "world"
-    DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // simple world plane
-    float spacing = 4;
     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 x = -count*spacing; x <= count*spacing; x += spacing)
     {
-        for (float z = -count * spacing; z <= count * spacing; z += spacing)
+        for (float z = -count*spacing; z <= count*spacing; z += spacing)
         {
-            Vector3 pos = { x, 0.5f, z };
-
-            Vector3 min = { x - 0.5f,0,z - 0.5f };
-            Vector3 max = { x + 0.5f,1,z + 0.5f };
- 
-            DrawCubeTexture(GridTexture, (Vector3) { x, 1.5f, z }, 1, 1, 1, GREEN);
-            DrawCubeTexture(GridTexture, (Vector3) { x, 0.5f, z }, 0.25f, 1, 0.25f, BROWN);
+            DrawCubeTexture(textureGrid, (Vector3) { x, 1.5f, z }, 1, 1, 1, GREEN);
+            DrawCubeTexture(textureGrid, (Vector3) { x, 0.5f, z }, 0.25f, 1, 0.25f, BROWN);
         }
     }
 
-    // draw a cube at each player's position
-    DrawCube(Player1Camera.position, 1, 1, 1, RED);
-    DrawCube(Player2Camera.position, 1, 1, 1, BLUE);
+    // Draw a cube at each player's position
+    DrawCube(cameraPlayer1.position, 1, 1, 1, RED);
+    DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE);
 }
 
 int main(void)
@@ -59,101 +48,106 @@ int main(void)
     const int screenHeight = 450;
 
     InitWindow(screenWidth, screenHeight, "raylib [core] example - split screen");
-    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
 
-    // generate a simple texture to use for trees
+    // Generate a simple texture to use for trees
     Image img = GenImageChecked(256, 256, 32, 32, DARKGRAY, WHITE);
-    GridTexture = LoadTextureFromImage(img);
+    textureGrid = LoadTextureFromImage(img);
     UnloadImage(img);
-    SetTextureFilter(GridTexture, TEXTURE_FILTER_ANISOTROPIC_16X);
-    SetTextureWrap(GridTexture, TEXTURE_WRAP_CLAMP);
-
-
-    // setup player 1 camera and screen
-    Player1Camera.fovy = 45;
-    Player1Camera.up.y = 1;
-    Player1Camera.target.y = 1;
-    Player1Camera.position.z = -3;
-    Player1Camera.position.y = 1;
-
-    RenderTexture player1Screen = LoadRenderTexture(screenWidth / 2, screenHeight);
-
-    // setup player two camera and screen
-    Player2Camera.fovy = 45;
-    Player2Camera.up.y = 1;
-    Player2Camera.target.y =3;
-    Player2Camera.position.x = -3;
-    Player2Camera.position.y = 3;
-
-    RenderTexture player2Screen = LoadRenderTexture(screenWidth / 2, screenHeight);
+    SetTextureFilter(textureGrid, TEXTURE_FILTER_ANISOTROPIC_16X);
+    SetTextureWrap(textureGrid, TEXTURE_WRAP_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;
+
+    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 = { 0,0, (float)player1Screen.texture.width, (float)-player1Screen.texture.height };
+    // 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
     {
-        // if anyone moves this frame, how far will they move based on the time since the last frame
+        // 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 * GetFrameTime();
-
+        float offsetThisFrame = 10.0f*GetFrameTime();
 
-        // move player 1 forward and backwards (no turning)
+        // Move player 1 forward and backwards (no turning)
         if (IsKeyDown(KEY_W))
         {
-            Player1Camera.position.z += offsetThisFrame;
-            Player1Camera.target.z += offsetThisFrame;
+            cameraPlayer1.position.z += offsetThisFrame;
+            cameraPlayer1.target.z += offsetThisFrame;
         }
         else if (IsKeyDown(KEY_S))
         {
-            Player1Camera.position.z -= offsetThisFrame;
-            Player1Camera.target.z -= offsetThisFrame;
+            cameraPlayer1.position.z -= offsetThisFrame;
+            cameraPlayer1.target.z -= offsetThisFrame;
         }
 
-        // move player 2 forward and backwards (no turning)
+        // Move player 2 forward and backwards (no turning)
         if (IsKeyDown(KEY_UP))
         {
-            Player2Camera.position.x += offsetThisFrame;
-            Player2Camera.target.x += offsetThisFrame;
+            cameraPlayer2.position.x += offsetThisFrame;
+            cameraPlayer2.target.x += offsetThisFrame;
         }
         else if (IsKeyDown(KEY_DOWN))
         {
-            Player2Camera.position.x -= offsetThisFrame;
-            Player2Camera.target.x -= offsetThisFrame;
+            cameraPlayer2.position.x -= offsetThisFrame;
+            cameraPlayer2.target.x -= offsetThisFrame;
         }
-
-        // draw player 1's view to the render texture
-        BeginTextureMode(player1Screen);
-        ClearBackground(SKYBLUE);
-        BeginMode3D(Player1Camera);
-        DrawScene();
-        EndMode3D();
-        DrawText("PLAYER1 W/S to move", 0, 0, 20, RED);
+        //----------------------------------------------------------------------------------
+
+        // Draw
+        //----------------------------------------------------------------------------------
+        // Draw player 1's view to the render texture
+        BeginTextureMode(screenPlayer1);
+            ClearBackground(SKYBLUE);
+            BeginMode3D(cameraPlayer1);
+                DrawScene();
+            EndMode3D();
+            DrawText("PLAYER1 W/S to move", 0, 0, 20, RED);
         EndTextureMode();
 
-        // draw player 2's view to the render texture
-        BeginTextureMode(player2Screen);
-        ClearBackground(SKYBLUE);
-        BeginMode3D(Player2Camera);
-        DrawScene();
-        EndMode3D();
-        DrawText("PLAYER2 UP/DOWN to move", 0, 0, 20, BLUE);
+        // Draw player 2's view to the render texture
+        BeginTextureMode(screenPlayer2);
+            ClearBackground(SKYBLUE);
+            BeginMode3D(cameraPlayer2);
+                DrawScene();
+            EndMode3D();
+            DrawText("PLAYER2 UP/DOWN to move", 0, 0, 20, BLUE);
         EndTextureMode();
 
-        // draw both view render textures to the screen side by side
+        // Draw both view render textures to the screen side by side
         BeginDrawing();
-        ClearBackground(BLACK);
-        DrawTextureRec(player1Screen.texture, splitScreenRect, (Vector2) { 0, 0 }, WHITE);
-        DrawTextureRec(player2Screen.texture, splitScreenRect, (Vector2) { screenWidth/2.0f, 0 }, WHITE);
+            ClearBackground(BLACK);
+            DrawTextureRec(screenPlayer1.texture, splitScreenRect, (Vector2) { 0, 0 }, WHITE);
+            DrawTextureRec(screenPlayer2.texture, splitScreenRect, (Vector2) { screenWidth/2.0f, 0 }, WHITE);
         EndDrawing();
     }
 
-    UnloadRenderTexture(player1Screen);
-    UnloadRenderTexture(player2Screen);
-    UnloadTexture(GridTexture);
-
     // De-Initialization
     //--------------------------------------------------------------------------------------
+    UnloadRenderTexture(screenPlayer1);
+    UnloadRenderTexture(screenPlayer2);
+    UnloadTexture(textureGrid);
+    
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------