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#include <Producer/CameraConfig>
#include <Producer/CameraGroup>
#include "MySceneHandler"
Producer::ref_ptr<Producer::CameraConfig> BuildConfig(void)
{
Producer::ref_ptr<Producer::RenderSurface> rs1 = new Producer::RenderSurface;
rs1->setScreenNum(0);
rs1->useBorder(false);
rs1->setWindowRectangle(0,0,640,480);
Producer::ref_ptr<Producer::Camera> camera1 = new Producer::Camera;
camera1->setRenderSurface(rs1.get());
camera1->setOffset( 1.0, 0.0 );
Producer::ref_ptr<Producer::RenderSurface> rs2 = new Producer::RenderSurface;
rs2->setScreenNum(0);
rs2->useBorder(false);
rs2->setWindowRectangle(640,0,640,480);
Producer::ref_ptr<Producer::Camera> camera2 = new Producer::Camera;
camera2->setRenderSurface(rs2.get());
camera2->setOffset( -1.0, 0.0 );
Producer::ref_ptr<Producer::CameraConfig> cfg = new Producer::CameraConfig;
cfg->addCamera("Camera 1", camera1.get());
cfg->addCamera("Camera 2", camera2.get());
return cfg;
}
int main( int argc, char **argv )
{
Producer::ref_ptr<Producer::CameraConfig> cfg = BuildConfig();
Producer::ref_ptr<Producer::CameraGroup> cg = new Producer::CameraGroup( cfg.get() );
for( int i = 0; i < cg->getNumberOfCameras(); i++ )
cg->getCamera(i)->setSceneHandler( new MySceneHandler );
cg->realize( Producer::CameraGroup::ThreadPerCamera );
while( cg->validForRendering() )
{
cg->frame();
}
return 0;
}
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