Tutorial: Splitscreen
by Max Winkel
In this tutorial you'll lern to use splitscreen (e.g. for racing-games)
with Irrlicht. In this example you'll create a viewport divided
into 4 quarters. There'll be 3 fixed viewports and one user-controlled.
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| Lets start! |
Ok, let's start with the headers (I think there's
nothing to say about it):
#include <irrlicht.h>
#include <stdio.h>
#include <wchar.h> //To compile
with DevCPP, delete the following line and add -lirrlicht
to the linker-options instead #pragma comment(lib,
"Irrlicht.lib") //Namespaces for the
engine using namespace irr; using
namespace video; using namespace core;
using namespace scene; using namespace
io; using namespace gui; |
Now we'll define the resolution in a constant for using in
initializing the device and setting up the viewport. In addition
we set up a global variable saying splitscreen is wished,
or not.
| //Resolution
#define ResX 800
#define ResY 600
#define 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};
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In our event-receiver we switch the SplitScreen-variable,
when ever the user press the S-key. All other events are sent
to the FPS camera:
//Eventreceiver class
MyEventReceiver : public IEventReceiver {
public: virtual bool OnEvent(SEvent
event) { //Key
S enables/disables SplitScreen if
(event.KeyInput.Key == KEY_KEY_S && event.KeyInput.PressedDown)
{ SplitScreen
= !SplitScreen; return
true; } //Send
all other events to camera4 if
(camera[3]) camera[3]->OnEvent(event);
return false;
}
}; |
Ok, now the main-function:
First, we initialize the device, get the SourceManger and
VideoDriver, load an animated mesh from .md2 and a map from
.pk3. Because that's old stuff, I won't explaine everey step.
Just take care of the maps position:
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int main() {
//Instance of the EventReceiver
MyEventReceiver receiver;
//Initialise the engine
IrrlichtDevice *device = createDevice(
DT_DIRECT3D8,
dimension2d<s32>(ResX,ResY),
32,
fullScreen,
false,
&receiver);
ISceneManager *smgr = device->getSceneManager();
IVideoDriver *driver = device->getVideoDriver();
//Load model
IAnimatedMesh *model = smgr->getMesh("sydney.md2");
IAnimatedMeshSceneNode *model_node =
smgr->addAnimatedMeshSceneNode(model);
//Load texture
ITexture *texture = driver->getTexture("sydney.bmp");
model_node->setMaterialTexture(0,texture);
//Disable lighting (we've got no light)
model_node->setMaterialFlag(EMF_LIGHTING,false);
//Load map
device->getFileSystem()->addZipFileArchive("map-20kdm2.pk3");
IAnimatedMesh *map = smgr->getMesh("20kdm2.bsp");
ISceneNode *map_node = smgr->addOctTreeSceneNode(map->getMesh(0));
//Set position
map_node->setPosition(vector3df(-850,-220,-850));
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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(); |
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:
- Set the viewport to the whole screen
- Begin a new scene (Clear screen)
The following 3 steps are repeated for every vieport in
the splitted 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(device->run())
{ //Set the viewpoint
the the whole screen and begin scene driver->setViewPort(rect<s32>(0,0,ResX,ResY));
driver->beginScene(true,true,SColor(0,100,100,100));
//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 everey
viewport seperatly. That means, that you'll loose much performance.
Ok, if you're aksing "e;How I have to set the vieport,
to get this or that screen?"e;, 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 arround 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(); wchar_t
tmp[1024]; swprintf(
tmp,
1024,
L"Irrlicht
SplitScreen-Example (FPS: %d)", lastFPS);
device->setWindowCaption(tmp);
} }
//Delete device device->drop();
return 0;
} |
That's it! Just compile and play arround with the programm.
Note: With the S-Key you can switch between using splitscreen
and not.
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