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2d camera split screen

★★★★by Gabriel dos Santos Sanches (@gabrielssanches)

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//! raylib [core] example - 2d camera split screen
//!
//! Zig-API translation of examples/core/core_2d_camera_split_screen.c (raylib 6.2).
//! Example contributed by Gabriel dos Santos Sanches (@gabrielssanches) and reviewed by Ramon Santamaria (@raysan5)
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2023-2025 Gabriel dos Santos Sanches (@gabrielssanches)

const rl = @import("raylib");

const player_size = 40;

const screen_width = 800;
const screen_height = 440;

pub fn main() !void {
    // Initialization
    rl.initWindow(screen_width, screen_height, "raylib [core] example - 2d camera split screen");
    defer rl.closeWindow(); // Close window and OpenGL context

    var player1: rl.Rectangle = .{ .x = 200, .y = 200, .width = player_size, .height = player_size };
    var player2: rl.Rectangle = .{ .x = 250, .y = 200, .width = player_size, .height = player_size };

    var camera1: rl.Camera2D = .{
        .target = .{ .x = player1.x, .y = player1.y },
        .offset = rl.math.vector2Multiply(.{ .x = 200.0, .y = 200.0 }, rl.getWindowScaleDPI()),
        .rotation = 0.0,
        .zoom = 1.0,
    };

    var camera2: rl.Camera2D = .{
        .target = .{ .x = player2.x, .y = player2.y },
        .offset = rl.math.vector2Multiply(.{ .x = 200.0, .y = 200.0 }, rl.getWindowScaleDPI()),
        .rotation = 0.0,
        .zoom = 1.0,
    };

    const screen_camera1 = try rl.loadRenderTexture(screen_width / 2, screen_height);
    defer rl.unloadRenderTexture(screen_camera1); // Unload render texture
    const screen_camera2 = try rl.loadRenderTexture(screen_width / 2, screen_height);
    defer rl.unloadRenderTexture(screen_camera2); // Unload render texture

    // Build a flipped rectangle the size of the split view to use for drawing later
    const split_screen_rect: rl.Rectangle = .{
        .x = 0.0,
        .y = 0.0,
        .width = @floatFromInt(screen_camera1.texture.width),
        .height = @floatFromInt(-screen_camera1.texture.height),
    };

    rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second

    // Main game loop
    while (!rl.windowShouldClose()) { // Detect window close button or ESC key
        // Update
        if (rl.isKeyDown(.s)) {
            player1.y += 3.0;
        } else if (rl.isKeyDown(.w)) {
            player1.y -= 3.0;
        }
        if (rl.isKeyDown(.d)) {
            player1.x += 3.0;
        } else if (rl.isKeyDown(.a)) {
            player1.x -= 3.0;
        }

        if (rl.isKeyDown(.up)) {
            player2.y -= 3.0;
        } else if (rl.isKeyDown(.down)) {
            player2.y += 3.0;
        }
        if (rl.isKeyDown(.right)) {
            player2.x += 3.0;
        } else if (rl.isKeyDown(.left)) {
            player2.x -= 3.0;
        }

        camera1.target = .{ .x = player1.x, .y = player1.y };
        camera2.target = .{ .x = player2.x, .y = player2.y };

        // Draw
        {
            rl.beginTextureMode(screen_camera1);
            defer rl.endTextureMode();

            rl.clearBackground(.ray_white);

            // Draw full scene with first camera
            drawScene(camera1, player1, player2);

            rl.drawRectangle(0, 0, @divTrunc(rl.getScreenWidth(), 2), 30, rl.fade(.ray_white, 0.6));
            rl.drawText("PLAYER1: W/S/A/D to move", 10, 10, 10, .maroon);
        }

        {
            rl.beginTextureMode(screen_camera2);
            defer rl.endTextureMode();

            rl.clearBackground(.ray_white);

            // Draw full scene with second camera
            drawScene(camera2, player1, player2);

            rl.drawRectangle(0, 0, @divTrunc(rl.getScreenWidth(), 2), 30, rl.fade(.ray_white, 0.6));
            rl.drawText("PLAYER2: UP/DOWN/LEFT/RIGHT to move", 10, 10, 10, .dark_blue);
        }

        // Draw both views render textures to the screen side by side
        rl.beginDrawing();
        defer rl.endDrawing();

        rl.clearBackground(.black);

        rl.drawTextureRec(screen_camera1.texture, split_screen_rect, .{ .x = 0, .y = 0 }, .white);
        rl.drawTextureRec(screen_camera2.texture, split_screen_rect, .{ .x = screen_width / 2.0, .y = 0 }, .white);

        rl.drawRectangle(@divTrunc(rl.getScreenWidth(), 2) - 2, 0, 4, rl.getScreenHeight(), .light_gray);
    }
}

/// Draw the grid, its cell coordinates and both players, seen through `camera`.
fn drawScene(camera: rl.Camera2D, player1: rl.Rectangle, player2: rl.Rectangle) void {
    rl.beginMode2D(camera);
    defer rl.endMode2D();

    for (0..screen_width / player_size + 1) |i| {
        const x: f32 = @floatFromInt(player_size * i);
        rl.drawLineV(.{ .x = x, .y = 0 }, .{ .x = x, .y = screen_height }, .light_gray);
    }

    for (0..screen_height / player_size + 1) |i| {
        const y: f32 = @floatFromInt(player_size * i);
        rl.drawLineV(.{ .x = 0, .y = y }, .{ .x = screen_width, .y = y }, .light_gray);
    }

    for (0..screen_width / player_size) |i| {
        for (0..screen_height / player_size) |j| {
            const x: i32 = @intCast(10 + player_size * i);
            const y: i32 = @intCast(15 + player_size * j);
            rl.drawText(rl.textFormat("[{d},{d}]", .{ i, j }), x, y, 10, .light_gray);
        }
    }

    rl.drawRectangleRec(player1, .red);
    rl.drawRectangleRec(player2, .blue);
}
/*******************************************************************************************
*
*   raylib [core] example - 2d camera split screen
*
*   Example complexity rating: [★★★★] 4/4
*
*   Addapted from the core_3d_camera_split_screen example:
*       https://github.com/raysan5/raylib/blob/master/examples/core/core_3d_camera_split_screen.c
*
*   Example originally created with raylib 4.5, last time updated with raylib 4.5
*
*   Example contributed by Gabriel dos Santos Sanches (@gabrielssanches) and reviewed by Ramon Santamaria (@raysan5)
*
*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
*   BSD-like license that allows static linking with closed source software
*
*   Copyright (c) 2023-2025 Gabriel dos Santos Sanches (@gabrielssanches)
*
********************************************************************************************/

#include "raylib.h"
#include "raymath.h"

#define PLAYER_SIZE 40

//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 440;

    InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera split screen");

    Rectangle player1 = { 200, 200, PLAYER_SIZE, PLAYER_SIZE };
    Rectangle player2 = { 250, 200, PLAYER_SIZE, PLAYER_SIZE };

    Camera2D camera1 = { 0 };
    camera1.target = (Vector2){ player1.x, player1.y };
    camera1.offset = Vector2Multiply((Vector2){ 200.0f, 200.0f }, GetWindowScaleDPI());
    camera1.rotation = 0.0f;
    camera1.zoom = 1.0f;

    Camera2D camera2 = { 0 };
    camera2.target = (Vector2){ player2.x, player2.y };
    camera2.offset = Vector2Multiply((Vector2){ 200.0f, 200.0f }, GetWindowScaleDPI());
    camera2.rotation = 0.0f;
    camera2.zoom = 1.0f;

    RenderTexture screenCamera1 = LoadRenderTexture(screenWidth/2, screenHeight);
    RenderTexture screenCamera2 = LoadRenderTexture(screenWidth/2, screenHeight);

    // Build a flipped rectangle the size of the split view to use for drawing later
    Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenCamera1.texture.width, (float)-screenCamera1.texture.height };

    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        if (IsKeyDown(KEY_S)) player1.y += 3.0f;
        else if (IsKeyDown(KEY_W)) player1.y -= 3.0f;
        if (IsKeyDown(KEY_D)) player1.x += 3.0f;
        else if (IsKeyDown(KEY_A)) player1.x -= 3.0f;

        if (IsKeyDown(KEY_UP)) player2.y -= 3.0f;
        else if (IsKeyDown(KEY_DOWN)) player2.y += 3.0f;
        if (IsKeyDown(KEY_RIGHT)) player2.x += 3.0f;
        else if (IsKeyDown(KEY_LEFT)) player2.x -= 3.0f;

        camera1.target = (Vector2){ player1.x, player1.y };
        camera2.target = (Vector2){ player2.x, player2.y };
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginTextureMode(screenCamera1);
            ClearBackground(RAYWHITE);

            BeginMode2D(camera1);

                // Draw full scene with first camera
                for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++)
                {
                    DrawLineV((Vector2){(float)PLAYER_SIZE*i, 0}, (Vector2){ (float)PLAYER_SIZE*i, (float)screenHeight}, LIGHTGRAY);
                }

                for (int i = 0; i < screenHeight/PLAYER_SIZE + 1; i++)
                {
                    DrawLineV((Vector2){0, (float)PLAYER_SIZE*i}, (Vector2){ (float)screenWidth, (float)PLAYER_SIZE*i}, LIGHTGRAY);
                }

                for (int i = 0; i < screenWidth/PLAYER_SIZE; i++)
                {
                    for (int j = 0; j < screenHeight/PLAYER_SIZE; j++)
                    {
                        DrawText(TextFormat("[%i,%i]", i, j), 10 + PLAYER_SIZE*i, 15 + PLAYER_SIZE*j, 10, LIGHTGRAY);
                    }
                }

                DrawRectangleRec(player1, RED);
                DrawRectangleRec(player2, BLUE);
            EndMode2D();

            DrawRectangle(0, 0, GetScreenWidth()/2, 30, Fade(RAYWHITE, 0.6f));
            DrawText("PLAYER1: W/S/A/D to move", 10, 10, 10, MAROON);

        EndTextureMode();

        BeginTextureMode(screenCamera2);
            ClearBackground(RAYWHITE);

            BeginMode2D(camera2);

                // Draw full scene with second camera
                for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++)
                {
                    DrawLineV((Vector2){ (float)PLAYER_SIZE*i, 0}, (Vector2){ (float)PLAYER_SIZE*i, (float)screenHeight}, LIGHTGRAY);
                }

                for (int i = 0; i < screenHeight/PLAYER_SIZE + 1; i++)
                {
                    DrawLineV((Vector2){0, (float)PLAYER_SIZE*i}, (Vector2){ (float)screenWidth, (float)PLAYER_SIZE*i}, LIGHTGRAY);
                }

                for (int i = 0; i < screenWidth/PLAYER_SIZE; i++)
                {
                    for (int j = 0; j < screenHeight/PLAYER_SIZE; j++)
                    {
                        DrawText(TextFormat("[%i,%i]", i, j), 10 + PLAYER_SIZE*i, 15 + PLAYER_SIZE*j, 10, LIGHTGRAY);
                    }
                }

                DrawRectangleRec(player1, RED);
                DrawRectangleRec(player2, BLUE);

            EndMode2D();

            DrawRectangle(0, 0, GetScreenWidth()/2, 30, Fade(RAYWHITE, 0.6f));
            DrawText("PLAYER2: UP/DOWN/LEFT/RIGHT to move", 10, 10, 10, DARKBLUE);

        EndTextureMode();

        // Draw both views render textures to the screen side by side
        BeginDrawing();
            ClearBackground(BLACK);

            DrawTextureRec(screenCamera1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE);
            DrawTextureRec(screenCamera2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE);

            DrawRectangle(GetScreenWidth()/2 - 2, 0, 4, GetScreenHeight(), LIGHTGRAY);
        EndDrawing();
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadRenderTexture(screenCamera1); // Unload render texture
    UnloadRenderTexture(screenCamera2); // Unload render texture

    CloseWindow();                      // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}

From raylib 6.2. The original on GitHub.