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Merge "Fix overshoot issue - not to make an overshoot actor twice" into devel/master
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
internal
/
controls
/
bubble-effect
/
bubble-emitter-impl.cpp
diff --git
a/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.cpp
b/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.cpp
index
9fed7cc
..
8b248ce
100644
(file)
--- a/
dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.cpp
+++ b/
dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.cpp
@@
-32,16
+32,19
@@
namespace
{
struct Vertex
{
{
struct Vertex
{
- float index;
- Dali::Vector2 position;
- Dali::Vector2 textureCoord;
-
Vertex()
Vertex()
- {}
+ : index( 0.0f ), position(), textureCoord()
+ {
+ }
Vertex( float index, const Dali::Vector2& position, const Dali::Vector2& textureCoord )
: index( index ), position( position ), textureCoord( textureCoord )
Vertex( float index, const Dali::Vector2& position, const Dali::Vector2& textureCoord )
: index( index ), position( position ), textureCoord( textureCoord )
- {}
+ {
+ }
+
+ float index;
+ Dali::Vector2 position;
+ Dali::Vector2 textureCoord;
};
/**
};
/**
@@
-132,16
+135,14
@@
void BubbleEmitter::OnInitialize()
// Prepare the frame buffer to store the color adjusted background image
mEffectImage = FrameBufferImage::New( mMovementArea.width/4.f, mMovementArea.height/4.f, Pixel::RGBA8888, Dali::Image::UNUSED );
// Prepare the frame buffer to store the color adjusted background image
mEffectImage = FrameBufferImage::New( mMovementArea.width/4.f, mMovementArea.height/4.f, Pixel::RGBA8888, Dali::Image::UNUSED );
- // Generate the samplers and geometry, which is used by all bubbleActors
- mSamplerBackground = Sampler::New( mEffectImage, "sBackground" );
- mSamplerBubbleShape = Sampler::New( mShapeImage, "sBubbleShape" );
+ // Generate the geometry, which is used by all bubbleActors
mMeshGeometry = CreateGeometry( mNumBubblePerActor*mDensity );
Shader bubbleShader = CreateBubbleShader (mNumBubblePerActor );
mMaterial = Material::New( bubbleShader );
mMeshGeometry = CreateGeometry( mNumBubblePerActor*mDensity );
Shader bubbleShader = CreateBubbleShader (mNumBubblePerActor );
mMaterial = Material::New( bubbleShader );
- mMaterial.Add
Sampler( mSamplerBackground
);
- mMaterial.Add
Sampler( mSamplerBubbleShape
);
+ mMaterial.Add
Texture( mEffectImage, "sBackground"
);
+ mMaterial.Add
Texture( mShapeImage, "sBubbleShape"
);
mBubbleActors.resize( mNumActor );
mBubbleActors.resize( mNumActor );
@@
-195,7
+196,7
@@
void BubbleEmitter::SetBackground( Image bgImage, const Vector3& hsvDelta )
void BubbleEmitter::SetShapeImage( Image shapeImage )
{
void BubbleEmitter::SetShapeImage( Image shapeImage )
{
- m
SamplerBubbleShape.SetImage(
shapeImage );
+ m
Material.SetTextureImage( 1,
shapeImage );
}
void BubbleEmitter::SetBubbleScale( float scale )
}
void BubbleEmitter::SetBubbleScale( float scale )