irrlicht/examples/18.SplitScreen/main.cpp
cutealien 2d63fdba3d Merging r6288 through r6336 from trunk to ogl-es branch
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6337 dfc29bdd-3216-0410-991c-e03cc46cb475
2022-04-15 18:51:09 +00:00

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7.4 KiB
C++

/** Example 018 Splitscreen
A tutorial by Max Winkel.
In this tutorial we'll learn how to use split screen (e.g. for racing-games)
with Irrlicht. We'll create a viewport divided into 4 parts, with 3 fixed
cameras and one user-controlled.
OK, let's start with the headers (I think there's
nothing to say about it)
*/
#include <irrlicht.h>
#include "driverChoice.h"
#include "exampleHelper.h"
#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#endif
//Namespaces for the engine
using namespace irr;
using namespace core;
using namespace video;
using namespace scene;
using namespace gui;
/*
Now we'll define the resolution in a constant for use in
initializing the device and setting up the viewport.
*/
//Resolution
const int ResX=800;
const int ResY=600;
//Use SplitScreen?
bool SplitScreen=true;
// We allow quitting the with the ESC key
bool Quit = false;
/*
We need four pointers to our cameras which are created later:
*/
ICameraSceneNode *Camera[4]={0,0,0,0};
/*
In our event-receiver we switch the SplitScreen-variable,
whenever the user press the S-key.
We also allow quitting the application with ESC.
*/
class MyEventReceiver : public IEventReceiver
{
public:
virtual bool OnEvent(const SEvent& event)
{
//Key S enables/disables SplitScreen
if (event.EventType == irr::EET_KEY_INPUT_EVENT && event.KeyInput.PressedDown )
{
if ( event.KeyInput.Key == KEY_KEY_S )
{
SplitScreen = !SplitScreen;
return true;
}
if (event.KeyInput.Key == KEY_ESCAPE )
{
Quit = true;
return true;
}
}
return false;
}
};
/*
The main-function:
First, we initialize the device, get some useful variables,
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.
*/
int main()
{
// ask user for driver
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
if (driverType==video::EDT_COUNT)
return 1;
//Instance of the EventReceiver
MyEventReceiver receiver;
//Initialize the engine
const bool fullScreen=false;
IrrlichtDevice *device = createDevice(driverType,
dimension2du(ResX,ResY), 32, fullScreen,
false, false, &receiver);
if (!device)
return 1;
ISceneManager *smgr = device->getSceneManager();
IVideoDriver *driver = device->getVideoDriver();
IGUIEnvironment* guienv = device->getGUIEnvironment();
const io::path mediaPath = getExampleMediaPath();
//Load model
IAnimatedMesh *model = smgr->getMesh(mediaPath + "sydney.md2");
if (!model)
return 1;
IAnimatedMeshSceneNode *model_node = smgr->addAnimatedMeshSceneNode(model);
//Load texture
if (model_node)
{
ITexture *texture = driver->getTexture(mediaPath + "sydney.bmp");
model_node->setMaterialTexture(0,texture);
model_node->setMD2Animation(scene::EMAT_RUN);
//Disable lighting (we've got no light)
model_node->setMaterialFlag(EMF_LIGHTING,false);
}
//Load map
device->getFileSystem()->addFileArchive(mediaPath + "map-20kdm2.pk3");
IAnimatedMesh *map = smgr->getMesh("20kdm2.bsp");
if (map)
{
ISceneNode *map_node = smgr->addOctreeSceneNode(map->getMesh(0));
//Set position
map_node->setPosition(vector3df(-850,-220,-850));
}
// Add some static text gui element, to give users information and how to show how using the UI works.
guienv->addStaticText(L"<S> to switch split screen.\n<ESC> to quit", recti(5,5, 100, 30), false, true, 0, -1, true);
/*
Now we create our four cameras. One is looking at the model
from the front, one from the top and one from the side. In
addition there's a FPS-camera which can be controlled by the
user.
*/
// Create 3 fixed and one user-controlled cameras
//Front
Camera[0] = smgr->addCameraSceneNode(0, vector3df(50,0,0), vector3df(0,0,0));
//Top
Camera[1] = smgr->addCameraSceneNode(0, vector3df(0,50,0), vector3df(0,0,0));
//Left
Camera[2] = smgr->addCameraSceneNode(0, vector3df(0,0,50), vector3df(0,0,0));
//User-controlled
Camera[3] = smgr->addCameraSceneNodeFPS();
// don't start at Sydney's position
if (Camera[3])
Camera[3]->setPosition(core::vector3df(-50,0,-50));
/*
Hide the mouse and create a variable for counting the fps:
*/
//Hide mouse
device->getCursorControl()->setVisible(false);
//We want to count the fps
int lastFPS = -1;
/*
There wasn't much new stuff - till now!
The game won't be split the screen just by defining four cameras.
To do this several steps are needed:
- Set the viewport to the whole screen
- Begin a new scene (Clear screen)
- The following 3 steps are repeated for every viewport in the split screen
- Set the viewport to the area you wish
- Activate the camera which should be "linked" with the viewport
- Render all objects
- If you have a GUI:
- Set the viewport the whole screen
- Display the GUI
- End scene
Sounds a little complicated, but you'll see it isn't:
*/
while(!Quit && device->run())
{
// Don't reset mouse cursor when window is not active
Camera[3]->setInputReceiverEnabled(device->isWindowActive());
//Set the viewpoint to the whole screen and begin scene
driver->setViewPort(rect<s32>(0,0,ResX,ResY));
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(255,100,100,100));
//If split screen is used
if (SplitScreen)
{
//Activate camera1
smgr->setActiveCamera(Camera[0]);
//Set viewpoint to the first quarter (left top)
driver->setViewPort(rect<s32>(0,0,ResX/2,ResY/2));
//Draw scene
smgr->drawAll();
//Activate camera2
smgr->setActiveCamera(Camera[1]);
//Set viewpoint to the second quarter (right top)
driver->setViewPort(rect<s32>(ResX/2,0,ResX,ResY/2));
//Draw scene
smgr->drawAll();
//Activate camera3
smgr->setActiveCamera(Camera[2]);
//Set viewpoint to the third quarter (left bottom)
driver->setViewPort(rect<s32>(0,ResY/2,ResX/2,ResY));
//Draw scene
smgr->drawAll();
//Set viewport the last quarter (right bottom)
driver->setViewPort(rect<s32>(ResX/2,ResY/2,ResX,ResY));
}
//Activate camera4
smgr->setActiveCamera(Camera[3]);
//Draw scene
smgr->drawAll();
// Back to whole screen for the UI
if (SplitScreen)
driver->setViewPort(rect<s32>(0,0,ResX,ResY));
guienv->drawAll();
driver->endScene();
/*
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
to get this or that screen?", don't panic. It's really
easy: In the rect-function you define 4 coordinates:
- X-coordinate of the corner left top
- Y-coordinate of the corner left top
- X-coordinate of the corner right bottom
- Y-coordinate of the corner right bottom
That means, if you want to split the screen into 2 viewports
you would give the following coordinates:
- 1st viewport: 0,0,ResX/2,ResY
- 2nd viewport: ResX/2,0,ResX,ResY
If you didn't fully understand, just play around with the example
to check out what happens.
Last we show the current fps.
*/
if (driver->getFPS() != lastFPS)
{
lastFPS = driver->getFPS();
core::stringw tmp = L"Irrlicht SplitScreen-Example (FPS: ";
tmp += lastFPS;
tmp += ")";
device->setWindowCaption(tmp.c_str());
}
}
//Delete device
device->drop();
return 0;
}
/*
That's it! Just compile and play around with the program.
**/