3d camera split screen
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//! raylib [core] example - 3d camera split screen
//!
//! Zig-API translation of examples/core/core_3d_camera_split_screen.c (raylib 6.2).
//! Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5)
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2021-2025 Jeffery Myers (@JeffM2501)
const rl = @import("raylib");
// Grid data
const count = 5;
const spacing: f32 = 4;
pub fn main() !void {
// Initialization
const screen_width = 800;
const screen_height = 450;
rl.initWindow(screen_width, screen_height, "raylib [core] example - 3d camera split screen");
defer rl.closeWindow(); // Close window and OpenGL context
// Setup player 1 camera and screen
var camera_player1: rl.Camera = .{
.position = .{ .x = 0, .y = 1.0, .z = -3.0 },
.target = .{ .x = 0, .y = 1.0, .z = 0 },
.up = .{ .x = 0, .y = 1.0, .z = 0 },
.fovy = 45.0,
.projection = .perspective,
};
const screen_player1 = try rl.loadRenderTexture(screen_width / 2, screen_height);
defer rl.unloadRenderTexture(screen_player1); // Unload render texture
// Setup player two camera and screen
var camera_player2: rl.Camera = .{
.position = .{ .x = -3.0, .y = 3.0, .z = 0 },
.target = .{ .x = 0, .y = 3.0, .z = 0 },
.up = .{ .x = 0, .y = 1.0, .z = 0 },
.fovy = 45.0,
.projection = .perspective,
};
const screen_player2 = try rl.loadRenderTexture(screen_width / 2, screen_height);
defer rl.unloadRenderTexture(screen_player2); // 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_player1.texture.width),
.height = @floatFromInt(-screen_player1.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 anyone moves this frame, how far will they move based on the time since the last frame
// this moves things at 10 world units per second, regardless of the actual FPS
const offset_this_frame = 10.0 * rl.getFrameTime();
// Move Player1 forward and backwards (no turning)
if (rl.isKeyDown(.w)) {
camera_player1.position.z += offset_this_frame;
camera_player1.target.z += offset_this_frame;
} else if (rl.isKeyDown(.s)) {
camera_player1.position.z -= offset_this_frame;
camera_player1.target.z -= offset_this_frame;
}
// Move Player2 forward and backwards (no turning)
if (rl.isKeyDown(.up)) {
camera_player2.position.x += offset_this_frame;
camera_player2.target.x += offset_this_frame;
} else if (rl.isKeyDown(.down)) {
camera_player2.position.x -= offset_this_frame;
camera_player2.target.x -= offset_this_frame;
}
// Draw
// Draw Player1 view to the render texture
{
rl.beginTextureMode(screen_player1);
defer rl.endTextureMode();
rl.clearBackground(.sky_blue);
drawScene(camera_player1, camera_player1.position, camera_player2.position);
rl.drawRectangle(0, 0, @divTrunc(rl.getScreenWidth(), 2), 40, rl.fade(.ray_white, 0.8));
rl.drawText("PLAYER1: W/S to move", 10, 10, 20, .maroon);
}
// Draw Player2 view to the render texture
{
rl.beginTextureMode(screen_player2);
defer rl.endTextureMode();
rl.clearBackground(.sky_blue);
drawScene(camera_player2, camera_player1.position, camera_player2.position);
rl.drawRectangle(0, 0, @divTrunc(rl.getScreenWidth(), 2), 40, rl.fade(.ray_white, 0.8));
rl.drawText("PLAYER2: UP/DOWN to move", 10, 10, 20, .dark_blue);
}
// Draw both views render textures to the screen side by side
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.black);
rl.drawTextureRec(screen_player1.texture, split_screen_rect, .{ .x = 0, .y = 0 }, .white);
rl.drawTextureRec(screen_player2.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 scene: grid of cube trees on a plane to make a "world", plus a cube at each player's position
fn drawScene(camera: rl.Camera, player1: rl.Vector3, player2: rl.Vector3) void {
rl.beginMode3D(camera);
defer rl.endMode3D();
rl.drawPlane(.{ .x = 0, .y = 0, .z = 0 }, .{ .x = 50, .y = 50 }, .beige); // Simple world plane
const extent = count * spacing;
var x: f32 = -extent;
while (x <= extent) : (x += spacing) {
var z: f32 = -extent;
while (z <= extent) : (z += spacing) {
rl.drawCube(.{ .x = x, .y = 1.5, .z = z }, 1, 1, 1, .lime);
rl.drawCube(.{ .x = x, .y = 0.5, .z = z }, 0.25, 1, 0.25, .brown);
}
}
// Draw a cube at each player's position
rl.drawCube(player1, 1, 1, 1, .red);
rl.drawCube(player2, 1, 1, 1, .blue);
}/*******************************************************************************************
*
* raylib [core] example - 3d camera split screen
*
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 3.7, last time updated with raylib 4.0
*
* Example contributed by Jeffery Myers (@JeffM2501) 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) 2021-2025 Jeffery Myers (@JeffM2501)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera split screen");
// Setup player 1 camera and screen
Camera cameraPlayer1 = { 0 };
cameraPlayer1.fovy = 45.0f;
cameraPlayer1.up.y = 1.0f;
cameraPlayer1.target.y = 1.0f;
cameraPlayer1.position.z = -3.0f;
cameraPlayer1.position.y = 1.0f;
RenderTexture screenPlayer1 = LoadRenderTexture(screenWidth/2, screenHeight);
// Setup player two camera and screen
Camera cameraPlayer2 = { 0 };
cameraPlayer2.fovy = 45.0f;
cameraPlayer2.up.y = 1.0f;
cameraPlayer2.target.y = 3.0f;
cameraPlayer2.position.x = -3.0f;
cameraPlayer2.position.y = 3.0f;
RenderTexture screenPlayer2 = 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)screenPlayer1.texture.width, (float)-screenPlayer1.texture.height };
// Grid data
int count = 5;
float spacing = 4;
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 anyone moves this frame, how far will they move based on the time since the last frame
// this moves things at 10 world units per second, regardless of the actual FPS
float offsetThisFrame = 10.0f*GetFrameTime();
// Move Player1 forward and backwards (no turning)
if (IsKeyDown(KEY_W))
{
cameraPlayer1.position.z += offsetThisFrame;
cameraPlayer1.target.z += offsetThisFrame;
}
else if (IsKeyDown(KEY_S))
{
cameraPlayer1.position.z -= offsetThisFrame;
cameraPlayer1.target.z -= offsetThisFrame;
}
// Move Player2 forward and backwards (no turning)
if (IsKeyDown(KEY_UP))
{
cameraPlayer2.position.x += offsetThisFrame;
cameraPlayer2.target.x += offsetThisFrame;
}
else if (IsKeyDown(KEY_DOWN))
{
cameraPlayer2.position.x -= offsetThisFrame;
cameraPlayer2.target.x -= offsetThisFrame;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
// Draw Player1 view to the render texture
BeginTextureMode(screenPlayer1);
ClearBackground(SKYBLUE);
BeginMode3D(cameraPlayer1);
// Draw scene: grid of cube trees on a plane to make a "world"
DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane
for (float x = -count*spacing; x <= count*spacing; x += spacing)
{
for (float z = -count*spacing; z <= count*spacing; z += spacing)
{
DrawCube((Vector3) { x, 1.5f, z }, 1, 1, 1, LIME);
DrawCube((Vector3) { x, 0.5f, z }, 0.25f, 1, 0.25f, BROWN);
}
}
// Draw a cube at each player's position
DrawCube(cameraPlayer1.position, 1, 1, 1, RED);
DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE);
EndMode3D();
DrawRectangle(0, 0, GetScreenWidth()/2, 40, Fade(RAYWHITE, 0.8f));
DrawText("PLAYER1: W/S to move", 10, 10, 20, MAROON);
EndTextureMode();
// Draw Player2 view to the render texture
BeginTextureMode(screenPlayer2);
ClearBackground(SKYBLUE);
BeginMode3D(cameraPlayer2);
// Draw scene: grid of cube trees on a plane to make a "world"
DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane
for (float x = -count*spacing; x <= count*spacing; x += spacing)
{
for (float z = -count*spacing; z <= count*spacing; z += spacing)
{
DrawCube((Vector3) { x, 1.5f, z }, 1, 1, 1, LIME);
DrawCube((Vector3) { x, 0.5f, z }, 0.25f, 1, 0.25f, BROWN);
}
}
// Draw a cube at each player's position
DrawCube(cameraPlayer1.position, 1, 1, 1, RED);
DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE);
EndMode3D();
DrawRectangle(0, 0, GetScreenWidth()/2, 40, Fade(RAYWHITE, 0.8f));
DrawText("PLAYER2: UP/DOWN to move", 10, 10, 20, DARKBLUE);
EndTextureMode();
// Draw both views render textures to the screen side by side
BeginDrawing();
ClearBackground(BLACK);
DrawTextureRec(screenPlayer1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE);
DrawTextureRec(screenPlayer2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE);
DrawRectangle(GetScreenWidth()/2 - 2, 0, 4, GetScreenHeight(), LIGHTGRAY);
EndDrawing();
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadRenderTexture(screenPlayer1); // Unload render texture
UnloadRenderTexture(screenPlayer2); // Unload render texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}From raylib 6.2. The original on GitHub.