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examples
01.HelloWorld
02.Quake3Map
03.CustomSceneNode
04.Movement
05.UserInterface
06.2DGraphics
07.Collision
08.SpecialFX
09.Meshviewer
10.Shaders
11.PerPixelLighting
12.TerrainRendering
13.RenderToTexture
14.Win32Window
15.LoadIrrFile
16.Quake3MapShader
17.HelloWorld_Mobile
18.SplitScreen
SplitScreen.xcodeproj
Makefile
SplitScreen.cbp
SplitScreen.vcproj
SplitScreen_vc10.vcxproj
SplitScreen_vc11.vcxproj
SplitScreen_vc12.vcxproj
SplitScreen_vc14.vcxproj
main.cpp
tutorial.html
19.MouseAndJoystick
20.ManagedLights
21.Quake3Explorer
22.MaterialViewer
23.SMeshHandling
24.CursorControl
25.XmlHandling
26.OcclusionQuery
27.PostProcessing
28.CubeMapping
29.HardwareSkinning
30.Profiling
BuildAllExamples.xcworkspace
Demo
BuildAllExamples.workspace
BuildAllExamples_vc10.sln
BuildAllExamples_vc11.sln
BuildAllExamples_vc12.sln
BuildAllExamples_vc14.sln
Makefile
buildAllExamples.sh
whereAreTheBinaries.txt
include
lib
media
scripts
source
tests
tools
changes.txt
readme.txt
Add some for newer examples which didn't have those so far. Only updating this once now as some were broken. Next time on release. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6204 dfc29bdd-3216-0410-991c-e03cc46cb475
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<div class="title">Tutorial 18: Splitscreen </div> </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="fragment"><div class="line"><span class="keywordtype">int</span> main()</div><div class="line">{</div><div class="line"> <span class="comment">// ask user for driver</span></div><div class="line"> video::E_DRIVER_TYPE driverType=driverChoiceConsole();</div><div class="line"> <span class="keywordflow">if</span> (driverType==video::EDT_COUNT)</div><div class="line"> <span class="keywordflow">return</span> 1;</div><div class="line"></div><div class="line"> <span class="comment">//Instance of the EventReceiver</span></div><div class="line"> MyEventReceiver receiver;</div><div class="line"></div><div class="line"> <span class="comment">//Initialise the engine</span></div><div class="line"> IrrlichtDevice *device = createDevice(driverType,</div><div class="line"> dimension2du(ResX,ResY), 32, fullScreen,</div><div class="line"> <span class="keyword">false</span>, <span class="keyword">false</span>, &receiver);</div><div class="line"> <span class="keywordflow">if</span> (!device)</div><div class="line"> <span class="keywordflow">return</span> 1;</div><div class="line"></div><div class="line"> ISceneManager *smgr = device->getSceneManager();</div><div class="line"> IVideoDriver *driver = device->getVideoDriver();</div><div class="line"></div><div class="line"> <span class="keyword">const</span> io::path mediaPath = getExampleMediaPath();</div><div class="line"></div><div class="line"> <span class="comment">//Load model</span></div><div class="line"> IAnimatedMesh *model = smgr->getMesh(mediaPath + <span class="stringliteral">"sydney.md2"</span>);</div><div class="line"> <span class="keywordflow">if</span> (!model)</div><div class="line"> <span class="keywordflow">return</span> 1;</div><div class="line"> IAnimatedMeshSceneNode *model_node = smgr->addAnimatedMeshSceneNode(model);</div><div class="line"> <span class="comment">//Load texture</span></div><div class="line"> <span class="keywordflow">if</span> (model_node)</div><div class="line"> {</div><div class="line"> ITexture *texture = driver->getTexture(mediaPath + <span class="stringliteral">"sydney.bmp"</span>);</div><div class="line"> model_node->setMaterialTexture(0,texture);</div><div class="line"> model_node->setMD2Animation(scene::EMAT_RUN);</div><div class="line"> <span class="comment">//Disable lighting (we've got no light)</span></div><div class="line"> model_node->setMaterialFlag(EMF_LIGHTING,<span class="keyword">false</span>);</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">//Load map</span></div><div class="line"> device->getFileSystem()->addFileArchive(mediaPath + <span class="stringliteral">"map-20kdm2.pk3"</span>);</div><div class="line"> IAnimatedMesh *map = smgr->getMesh(<span class="stringliteral">"20kdm2.bsp"</span>);</div><div class="line"> <span class="keywordflow">if</span> (map)</div><div class="line"> {</div><div class="line"> ISceneNode *map_node = smgr->addOctreeSceneNode(map->getMesh(0));</div><div class="line"> <span class="comment">//Set position</span></div><div class="line"> map_node->setPosition(vector3df(-850,-220,-850));</div><div class="line"> }</div></div><!-- fragment --><p> 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. </p><div class="fragment"><div class="line"><span class="comment">// Create 3 fixed and one user-controlled cameras</span></div><div class="line"><span class="comment">//Front</span></div><div class="line">camera[0] = smgr->addCameraSceneNode(0, vector3df(50,0,0), vector3df(0,0,0));</div><div class="line"><span class="comment">//Top</span></div><div class="line">camera[1] = smgr->addCameraSceneNode(0, vector3df(0,50,0), vector3df(0,0,0));</div><div class="line"><span class="comment">//Left</span></div><div class="line">camera[2] = smgr->addCameraSceneNode(0, vector3df(0,0,50), vector3df(0,0,0));</div><div class="line"><span class="comment">//User-controlled</span></div><div class="line">camera[3] = smgr->addCameraSceneNodeFPS();</div><div class="line"><span class="comment">// don't start at sydney's position</span></div><div class="line"><span class="keywordflow">if</span> (camera[3])</div><div class="line"> camera[3]->setPosition(core::vector3df(-50,0,-50));</div></div><!-- fragment --><p> Create a variable for counting the fps and hide the mouse: </p><div class="fragment"><div class="line"><span class="comment">//Hide mouse</span></div><div class="line">device->getCursorControl()->setVisible(<span class="keyword">false</span>);</div><div class="line"><span class="comment">//We want to count the fps</span></div><div class="line"><span class="keywordtype">int</span> lastFPS = -1;</div></div><!-- fragment --><p> There wasn't much new stuff - till now! Only by defining four cameras, the game won't be splitscreen. To do this you need several steps:</p><ul>
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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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<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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