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GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
248 lines
7.0 KiB
C++
248 lines
7.0 KiB
C++
/** Example 018 Splitscreen
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A tutorial by Max Winkel.
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In this tutorial we'll learn how to use splitscreen (e.g. for racing-games)
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with Irrlicht. We'll create a viewport divided
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into 4 parts, with 3 fixed cameras and one user-controlled.
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Ok, let's start with the headers (I think there's
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nothing to say about it)
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*/
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#include <irrlicht.h>
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#include "driverChoice.h"
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#include "exampleHelper.h"
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#ifdef _MSC_VER
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#pragma comment(lib, "Irrlicht.lib")
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#endif
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//Namespaces for the engine
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using namespace irr;
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using namespace core;
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using namespace video;
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using namespace scene;
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/*
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Now we'll define the resolution in a constant for use in
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initializing the device and setting up the viewport. In addition
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we set up a global variable saying splitscreen is active or not.
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*/
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//Resolution
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const int ResX=800;
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const int ResY=600;
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const bool fullScreen=false;
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//Use SplitScreen?
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bool SplitScreen=true;
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/*
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Now we need four pointers to our cameras which are created later:
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*/
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//cameras
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ICameraSceneNode *camera[4]={0,0,0,0};
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/*
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In our event-receiver we switch the SplitScreen-variable,
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whenever the user press the S-key. All other events are sent
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to the FPS camera.
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*/
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class MyEventReceiver : public IEventReceiver
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{
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public:
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virtual bool OnEvent(const SEvent& event)
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{
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//Key S enables/disables SplitScreen
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if (event.EventType == irr::EET_KEY_INPUT_EVENT &&
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event.KeyInput.Key == KEY_KEY_S && event.KeyInput.PressedDown)
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{
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SplitScreen = !SplitScreen;
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return true;
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}
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//Send all other events to camera4
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if (camera[3])
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return camera[3]->OnEvent(event);
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return false;
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}
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};
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/*
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Ok, now the main-function:
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First, we initialize the device, get the SourceManager and
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VideoDriver, load an animated mesh from .md2 and a map from
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.pk3. Because that's old stuff, I won't explain every step.
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Just take care of the maps position.
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*/
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int main()
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{
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// ask user for driver
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video::E_DRIVER_TYPE driverType=driverChoiceConsole();
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if (driverType==video::EDT_COUNT)
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return 1;
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//Instance of the EventReceiver
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MyEventReceiver receiver;
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//Initialise the engine
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IrrlichtDevice *device = createDevice(driverType,
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dimension2du(ResX,ResY), 32, fullScreen,
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false, false, &receiver);
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if (!device)
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return 1;
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ISceneManager *smgr = device->getSceneManager();
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IVideoDriver *driver = device->getVideoDriver();
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const io::path mediaPath = getExampleMediaPath();
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//Load model
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IAnimatedMesh *model = smgr->getMesh(mediaPath + "sydney.md2");
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if (!model)
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return 1;
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IAnimatedMeshSceneNode *model_node = smgr->addAnimatedMeshSceneNode(model);
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//Load texture
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if (model_node)
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{
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ITexture *texture = driver->getTexture(mediaPath + "sydney.bmp");
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model_node->setMaterialTexture(0,texture);
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model_node->setMD2Animation(scene::EMAT_RUN);
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//Disable lighting (we've got no light)
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model_node->setMaterialFlag(EMF_LIGHTING,false);
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}
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//Load map
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device->getFileSystem()->addFileArchive(mediaPath + "map-20kdm2.pk3");
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IAnimatedMesh *map = smgr->getMesh("20kdm2.bsp");
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if (map)
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{
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ISceneNode *map_node = smgr->addOctreeSceneNode(map->getMesh(0));
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//Set position
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map_node->setPosition(vector3df(-850,-220,-850));
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}
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/*
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Now we create our four cameras. One is looking at the model
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from the front, one from the top and one from the side. In
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addition there's a FPS-camera which can be controlled by the
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user.
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*/
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// Create 3 fixed and one user-controlled cameras
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//Front
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camera[0] = smgr->addCameraSceneNode(0, vector3df(50,0,0), vector3df(0,0,0));
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//Top
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camera[1] = smgr->addCameraSceneNode(0, vector3df(0,50,0), vector3df(0,0,0));
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//Left
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camera[2] = smgr->addCameraSceneNode(0, vector3df(0,0,50), vector3df(0,0,0));
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//User-controlled
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camera[3] = smgr->addCameraSceneNodeFPS();
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// don't start at sydney's position
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if (camera[3])
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camera[3]->setPosition(core::vector3df(-50,0,-50));
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/*
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Create a variable for counting the fps and hide the mouse:
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*/
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//Hide mouse
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device->getCursorControl()->setVisible(false);
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//We want to count the fps
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int lastFPS = -1;
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/*
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There wasn't much new stuff - till now!
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Only by defining four cameras, the game won't be splitscreen.
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To do this you need several steps:
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- Set the viewport to the whole screen
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- Begin a new scene (Clear screen)
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- The following 3 steps are repeated for every viewport in the splitscreen
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- Set the viewport to the area you wish
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- Activate the camera which should be "linked" with the viewport
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- Render all objects
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- If you have a GUI:
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- Set the viewport the whole screen
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- Display the GUI
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- End scene
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Sounds a little complicated, but you'll see it isn't:
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*/
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while(device->run())
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{
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//Set the viewpoint to the whole screen and begin scene
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driver->setViewPort(rect<s32>(0,0,ResX,ResY));
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(255,100,100,100));
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//If SplitScreen is used
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if (SplitScreen)
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{
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//Activate camera1
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smgr->setActiveCamera(camera[0]);
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//Set viewpoint to the first quarter (left top)
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driver->setViewPort(rect<s32>(0,0,ResX/2,ResY/2));
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//Draw scene
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smgr->drawAll();
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//Activate camera2
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smgr->setActiveCamera(camera[1]);
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//Set viewpoint to the second quarter (right top)
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driver->setViewPort(rect<s32>(ResX/2,0,ResX,ResY/2));
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//Draw scene
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smgr->drawAll();
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//Activate camera3
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smgr->setActiveCamera(camera[2]);
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//Set viewpoint to the third quarter (left bottom)
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driver->setViewPort(rect<s32>(0,ResY/2,ResX/2,ResY));
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//Draw scene
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smgr->drawAll();
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//Set viewport the last quarter (right bottom)
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driver->setViewPort(rect<s32>(ResX/2,ResY/2,ResX,ResY));
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}
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//Activate camera4
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smgr->setActiveCamera(camera[3]);
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//Draw scene
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smgr->drawAll();
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driver->endScene();
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/*
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As you can probably see, the image is rendered for every
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viewport separately. That means, that you'll loose much performance.
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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
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easy: In the rect-function you define 4 coordinates:
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- X-coordinate of the corner left top
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- Y-coordinate of the corner left top
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- X-coordinate of the corner right bottom
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- Y-coordinate of the corner right bottom
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That means, if you want to split the screen into 2 viewports
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you would give the following coordinates:
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- 1st viewport: 0,0,ResX/2,ResY
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- 2nd viewport: ResX/2,0,ResX,ResY
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If you didn't fully understand, just play around with the example
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to check out what happens.
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Now we just view the current fps and shut down the engine,
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when the user wants to:
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*/
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//Get and show fps
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if (driver->getFPS() != lastFPS)
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{
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lastFPS = driver->getFPS();
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core::stringw tmp = L"Irrlicht SplitScreen-Example (FPS: ";
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tmp += lastFPS;
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tmp += ")";
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device->setWindowCaption(tmp.c_str());
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}
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}
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//Delete device
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device->drop();
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return 0;
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}
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/*
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That's it! Just compile and play around with the program.
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Note: With the S-Key you can switch between using splitscreen
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and not.
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**/
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