A tutorial by Max Winkel.
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.
Ok, let's start with the headers (I think there's nothing to say about it)
#include <irrlicht.h> #include "driverChoice.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;
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.
//Resolution const int ResX=800; const int ResY=600; const bool fullScreen=false; //Use SplitScreen? bool SplitScreen=true;
Now we need four pointers to our cameras which are created later:
//cameras
ICameraSceneNode *camera[4]={0,0,0,0};
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.
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.Key == KEY_KEY_S && event.KeyInput.PressedDown) { SplitScreen = !SplitScreen; return true; } //Send all other events to camera4 if (camera[3]) return camera[3]->OnEvent(event); return false; } };
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.
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; //Initialise the engine IrrlichtDevice *device = createDevice(driverType, dimension2du(ResX,ResY), 32, fullScreen, false, false, &receiver); if (!device) return 1; ISceneManager *smgr = device->getSceneManager(); IVideoDriver *driver = device->getVideoDriver(); //Load model IAnimatedMesh *model = smgr->getMesh("../../media/sydney.md2"); if (!model) return 1; IAnimatedMeshSceneNode *model_node = smgr->addAnimatedMeshSceneNode(model); //Load texture if (model_node) { ITexture *texture = driver->getTexture("../../media/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("../../media/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)); }
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));
Create a variable for counting the fps and hide the mouse:
//Hide mouse device->getCursorControl()->setVisible(false); //We want to count the fps int lastFPS = -1;
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:
Sounds a little complicated, but you'll see it isn't:
while(device->run()) { //Set the viewpoint to the whole screen and begin scene driver->setViewPort(rect<s32>(0,0,ResX,ResY)); driver->beginScene(true,true,SColor(255,100,100,100)); //If SplitScreen 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(); 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:
That means, if you want to split the screen into 2 viewports you would give the following coordinates:
If you didn't fully understand, just play around with the example to check out what happens.
Now we just view the current fps and shut down the engine, when the user wants to:
//Get and show 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. Note: With the S-Key you can switch between using splitscreen and not.