forked from Mirrorlandia_minetest/irrlicht
237 lines
19 KiB
HTML
237 lines
19 KiB
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<title>Tutorial 18: Splitscreen</title>
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Target was having a single html in each example folder which is created from the main.cpp files and needs no files besides some images below media folder.
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<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
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<!--END TITLEAREA-->
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<!-- end header part -->
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<!-- Generated by Doxygen 1.8.13 -->
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</div><!-- top -->
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<div class="header">
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<div class="headertitle">
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<div class="title">Tutorial 18: Splitscreen </div> </div>
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</div><!--header-->
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<div class="contents">
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<div class="textblock"><div class="image">
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<img src="../../media/example_screenshots/018shot.jpg" alt="018shot.jpg"/>
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</div>
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<p>A tutorial by Max Winkel.</p>
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<p>In this tutorial we'll learn how to use splitscreen (e.g. for racing-games) with Irrlicht. We'll create a viewport divided into 4 parts, with 3 fixed cameras and one user-controlled.</p>
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<p>Ok, let's start with the headers (I think there's nothing to say about it) </p><div class="fragment"><div class="line"><span class="preprocessor">#include <irrlicht.h></span></div><div class="line"><span class="preprocessor">#include "driverChoice.h"</span></div><div class="line"><span class="preprocessor">#include "exampleHelper.h"</span></div><div class="line"></div><div class="line"><span class="preprocessor">#ifdef _MSC_VER</span></div><div class="line"><span class="preprocessor">#pragma comment(lib, "Irrlicht.lib")</span></div><div class="line"><span class="preprocessor">#endif</span></div><div class="line"></div><div class="line"><span class="comment">//Namespaces for the engine</span></div><div class="line"><span class="keyword">using namespace </span>irr;</div><div class="line"><span class="keyword">using namespace </span>core;</div><div class="line"><span class="keyword">using namespace </span>video;</div><div class="line"><span class="keyword">using namespace </span>scene;</div></div><!-- fragment --><p> Now we'll define the resolution in a constant for use in initializing the device and setting up the viewport. In addition we set up a global variable saying splitscreen is active or not. </p><div class="fragment"><div class="line"><span class="comment">//Resolution</span></div><div class="line"><span class="keyword">const</span> <span class="keywordtype">int</span> ResX=800;</div><div class="line"><span class="keyword">const</span> <span class="keywordtype">int</span> ResY=600;</div><div class="line"><span class="keyword">const</span> <span class="keywordtype">bool</span> fullScreen=<span class="keyword">false</span>;</div><div class="line"></div><div class="line"><span class="comment">//Use SplitScreen?</span></div><div class="line"><span class="keywordtype">bool</span> SplitScreen=<span class="keyword">true</span>;</div></div><!-- fragment --><p> Now we need four pointers to our cameras which are created later: </p><div class="fragment"><div class="line"><span class="comment">//cameras</span></div><div class="line">ICameraSceneNode *camera[4]={0,0,0,0};</div></div><!-- fragment --><p> In our event-receiver we switch the SplitScreen-variable, whenever the user press the S-key. All other events are sent to the FPS camera. </p><div class="fragment"><div class="line"><span class="keyword">class </span>MyEventReceiver : <span class="keyword">public</span> IEventReceiver</div><div class="line">{</div><div class="line"> <span class="keyword">public</span>:</div><div class="line"> <span class="keyword">virtual</span> <span class="keywordtype">bool</span> OnEvent(<span class="keyword">const</span> SEvent& event)</div><div class="line"> {</div><div class="line"> <span class="comment">//Key S enables/disables SplitScreen</span></div><div class="line"> <span class="keywordflow">if</span> (event.EventType == irr::EET_KEY_INPUT_EVENT &&</div><div class="line"> event.KeyInput.Key == KEY_KEY_S && event.KeyInput.PressedDown)</div><div class="line"> {</div><div class="line"> SplitScreen = !SplitScreen;</div><div class="line"> <span class="keywordflow">return</span> <span class="keyword">true</span>;</div><div class="line"> }</div><div class="line"> <span class="comment">//Send all other events to camera4</span></div><div class="line"> <span class="keywordflow">if</span> (camera[3])</div><div class="line"> <span class="keywordflow">return</span> camera[3]->OnEvent(event);</div><div class="line"> <span class="keywordflow">return</span> <span class="keyword">false</span>;</div><div class="line"> }</div><div class="line">};</div></div><!-- fragment --><p> Ok, now the main-function: First, we initialize the device, get the SourceManager and VideoDriver, load an animated mesh from .md2 and a map from .pk3. Because that's old stuff, I won't explain every step. Just take care of the maps position. </p><div class="f
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<li>Set the viewport to the whole screen</li>
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<li>Begin a new scene (Clear screen)</li>
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<li>The following 3 steps are repeated for every viewport in the splitscreen<ul>
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<li>Set the viewport to the area you wish</li>
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<li>Activate the camera which should be "linked" with the viewport</li>
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<li>Render all objects</li>
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</ul>
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</li>
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<li>If you have a GUI:<ul>
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<li>Set the viewport the whole screen</li>
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<li>Display the GUI</li>
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</ul>
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</li>
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<li>End scene</li>
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</ul>
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<p>Sounds a little complicated, but you'll see it isn't: </p><div class="fragment"><div class="line"><span class="keywordflow">while</span>(device->run())</div><div class="line">{</div><div class="line"> <span class="comment">//Set the viewpoint to the whole screen and begin scene</span></div><div class="line"> driver->setViewPort(rect<s32>(0,0,ResX,ResY));</div><div class="line"> driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(255,100,100,100));</div><div class="line"> <span class="comment">//If SplitScreen is used</span></div><div class="line"> <span class="keywordflow">if</span> (SplitScreen)</div><div class="line"> {</div><div class="line"> <span class="comment">//Activate camera1</span></div><div class="line"> smgr->setActiveCamera(camera[0]);</div><div class="line"> <span class="comment">//Set viewpoint to the first quarter (left top)</span></div><div class="line"> driver->setViewPort(rect<s32>(0,0,ResX/2,ResY/2));</div><div class="line"> <span class="comment">//Draw scene</span></div><div class="line"> smgr->drawAll();</div><div class="line"> <span class="comment">//Activate camera2</span></div><div class="line"> smgr->setActiveCamera(camera[1]);</div><div class="line"> <span class="comment">//Set viewpoint to the second quarter (right top)</span></div><div class="line"> driver->setViewPort(rect<s32>(ResX/2,0,ResX,ResY/2));</div><div class="line"> <span class="comment">//Draw scene</span></div><div class="line"> smgr->drawAll();</div><div class="line"> <span class="comment">//Activate camera3</span></div><div class="line"> smgr->setActiveCamera(camera[2]);</div><div class="line"> <span class="comment">//Set viewpoint to the third quarter (left bottom)</span></div><div class="line"> driver->setViewPort(rect<s32>(0,ResY/2,ResX/2,ResY));</div><div class="line"> <span class="comment">//Draw scene</span></div><div class="line"> smgr->drawAll();</div><div class="line"> <span class="comment">//Set viewport the last quarter (right bottom)</span></div><div class="line"> driver->setViewPort(rect<s32>(ResX/2,ResY/2,ResX,ResY));</div><div class="line"> }</div><div class="line"> <span class="comment">//Activate camera4</span></div><div class="line"> smgr->setActiveCamera(camera[3]);</div><div class="line"> <span class="comment">//Draw scene</span></div><div class="line"> smgr->drawAll();</div><div class="line"> driver->endScene();</div></div><!-- fragment --><p> As you can probably see, the image is rendered for every viewport separately. That means, that you'll loose much performance. Ok, if you're asking "How do I have to set the viewport
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to get this or that screen?", don't panic. It's really easy: In the rect-function you define 4 coordinates:</p><ul>
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<li>X-coordinate of the corner left top</li>
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<li>Y-coordinate of the corner left top</li>
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<li>X-coordinate of the corner right bottom</li>
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<li>Y-coordinate of the corner right bottom</li>
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</ul>
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<p>That means, if you want to split the screen into 2 viewports you would give the following coordinates:</p><ul>
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<li>1st viewport: 0,0,ResX/2,ResY</li>
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<li>2nd viewport: ResX/2,0,ResX,ResY</li>
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</ul>
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<p>If you didn't fully understand, just play around with the example to check out what happens.</p>
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<p>Now we just view the current fps and shut down the engine, when the user wants to: </p><div class="fragment"><div class="line"> <span class="comment">//Get and show fps</span></div><div class="line"> <span class="keywordflow">if</span> (driver->getFPS() != lastFPS)</div><div class="line"> {</div><div class="line"> lastFPS = driver->getFPS();</div><div class="line"> core::stringw tmp = L<span class="stringliteral">"Irrlicht SplitScreen-Example (FPS: "</span>;</div><div class="line"> tmp += lastFPS;</div><div class="line"> tmp += <span class="stringliteral">")"</span>;</div><div class="line"> device->setWindowCaption(tmp.c_str());</div><div class="line"> }</div><div class="line"> }</div><div class="line"> <span class="comment">//Delete device</span></div><div class="line"> device->drop();</div><div class="line"> <span class="keywordflow">return</span> 0;</div><div class="line">}</div></div><!-- fragment --><p> That's it! Just compile and play around with the program. Note: With the S-Key you can switch between using splitscreen and not. </p>
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</div></div><!-- contents -->
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