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# Tutorial 18: Splitscreen

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, wtih 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 <iostream>

    #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()
    {
            video::E_DRIVER_TYPE driverType;

            printf("Please select the driver you want for this example:\n"\
                    " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\
                    " (d) Software Renderer\n (e) Burning's Software Renderer\n"\
                    " (f) NullDevice\n (otherKey) exit\n\n");

            char i;
            std::cin >> i;

            switch(i)
            {
                    case 'a': driverType = video::EDT_DIRECT3D9;break;
                    case 'b': driverType = video::EDT_DIRECT3D8;break;
                    case 'c': driverType = video::EDT_OPENGL;   break;
                    case 'd': driverType = video::EDT_SOFTWARE; break;
                    case 'e': driverType = video::EDT_BURNINGSVIDEO;break;
                    case 'f': driverType = video::EDT_NULL;     break;
                    default: 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()->addZipFileArchive("../../media/map-20kdm2.pk3");
            IAnimatedMesh *map = smgr->getMesh("20kdm2.bsp");
            if (map)
            {
                    ISceneNode *map_node = smgr->addOctTreeSceneNode(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:

- Set the viewport to the whole screen
- Begin a new scene (Clear screen)

- The following 3 steps are repeated for every viewport in the splitscreen
  - 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 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 seperately. That means, that you'll loose much performance. Ok, if you're aksing "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 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();
                            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.

| The Irrlicht Engine Documentation © 2003-2009 by Nikolaus Gebhardt. Generated on Sun Jan 10 09:24:07 2010 by Doxygen (1.5.6)