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#include <stdio.h>
//C++ source file - Open Producer - Copyright (C) 2002 Don Burns
//Distributed under the terms of the GNU LIBRARY GENERAL PUBLIC LICENSE (LGPL)
//as published by the Free Software Foundation.
// Simple example of use of Producer::RenderSurface
// The myGraphics class is a simple sample of how one would implement
// graphics drawing with Producer::RenderSurface
#include <Producer/Camera>
#include <Producer/CameraGroup>
#include <Producer/InputArea>
#include <Producer/KeyboardMouse>
#include <Producer/Trackball>
#include "MySceneHandler2"
#include "MyKeyboardMouseCallback"
int main()
{
// Set up camera 1 with its own redners surface
Producer::ref_ptr<Producer::Camera> camera1 = new Producer::Camera;
Producer::ref_ptr<Producer::RenderSurface> rs1 = camera1->getRenderSurface();
rs1->setWindowRectangle(10,10,620,480);
rs1->setInputRectangle( Producer::RenderSurface::InputRectangle(0.0,0.5,0.0,1.0));
// Use Shear offsets
camera1->setOffset( 1.0, 0.0 );
camera1->setSceneHandler(new MySceneHandler);
// Set up camera 2 with its own redners surface
Producer::ref_ptr<Producer::Camera> camera2 = new Producer::Camera;
Producer::ref_ptr<Producer::RenderSurface> rs2 = camera2->getRenderSurface();
rs2->setWindowRectangle(650,10,620,480);
rs2->setInputRectangle( Producer::RenderSurface::InputRectangle(0.5,1.0,0.0,1.0));
// Use Shear offsets
camera2->setOffset( -1.0, 0.0 );
camera2->setSceneHandler(new MySceneHandler);
Producer::ref_ptr<Producer::InputArea> ia = new Producer::InputArea;
ia->addRenderSurface( rs1.get() );
ia->addRenderSurface( rs2.get() );
Producer::ref_ptr<Producer::CameraConfig> cfg = new Producer::CameraConfig;
cfg->addCamera("Camera 1", camera1.get());
cfg->addCamera("Camera 2", camera2.get());
Producer::ref_ptr<Producer::CameraGroup> cg = new Producer::CameraGroup(cfg.get());
Producer::ref_ptr<Producer::KeyboardMouse> kbm = new Producer::KeyboardMouse(ia.get());
bool done = false;
Producer::ref_ptr<MyKeyboardMouseCallback> kbmcb = new MyKeyboardMouseCallback(done);
kbm->setCallback( kbmcb.get() );
kbm->startThread();
Producer::ref_ptr<Producer::Trackball> tb = new Producer::Trackball;
tb->setOrientation( Producer::Trackball::Y_UP );
cg->realize(Producer::CameraGroup::ThreadPerCamera);
//cg->realize(Producer::CameraGroup::SingleThreaded);
while( !done )
{
tb->input( kbmcb->mx(), kbmcb->my(), kbmcb->mbutton() );
for( unsigned int i = 0; i < cg->getNumberOfCameras(); i++ )
{
MySceneHandler *sh = dynamic_cast<MySceneHandler *>(cg->getCamera(i)->getSceneHandler());
sh->setMatrix( tb->getMatrix().ptr() );
}
// Place the Camera into the world
cg->setViewByLookat(
0.0f, 0.0f, 4.0f, /// Position of the eye
0.0f, 0.0f, 0.0f, /// Point the eye is looking at
0.0f, 1.0f, 0.0f ); /// Up
cg->frame();
}
return 0;
}
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