- static Toolkit::BubbleEmitter New( const Vector2& winSize,
- Texture shapeTexture,
- unsigned int maximumNumberOfBubble,
- const Vector2& bubbleSizeRange );
+ static Toolkit::BubbleEmitter New(const Vector2& winSize,
+ Texture shapeTexture,
+ unsigned int maximumNumberOfBubble,
+ const Vector2& bubbleSizeRange);
- BubbleEmitter( const Vector2& movementArea,
- Texture shapeTexture,
- unsigned int maximumNumberOfBubble,
- const Vector2& bubbleSizeRange );
+ BubbleEmitter(const Vector2& movementArea,
+ Texture shapeTexture,
+ unsigned int maximumNumberOfBubble,
+ const Vector2& bubbleSizeRange);
- void SetBubbleParameter( BubbleRenderer& bubbleRenderer, unsigned int curUniform,
- const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement );
+ void SetBubbleParameter(BubbleRenderer& bubbleRenderer, unsigned int curUniform, const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement);
-
- Actor mBubbleRoot; ///<The bubble root actor. Need to add it to stage to get the bubbles rendered.
- Texture mShapeTexture; ///< The alpha channnel of this texture defines the bubble shape.
- Texture mBackgroundTexture; ///< The original background texture
- Texture mEffectTexture; ///< Texture which stores the adjusted color of the background image.The bubbles pick color from this image.
- FrameBuffer mFrameBuffer; ///< FrameBuffer used for offscreen rendering
- CameraActor mCameraActor; ///< The render task views the scene from the perspective of this actor.
-
- Geometry mMeshGeometry; ///< The mesh geometry which contains the vertices and indices data
- TextureSet mTextureSet; ///< The texture set which controls the bubble display
- std::vector<BubbleRenderer> mBubbleRenderers; ///< The BubbleRenderer vector, its size is mNumShader.
-
- Vector2 mMovementArea; ///< The size of the bubble moving area, usually the same size as the background.
- Vector2 mBubbleSizeRange; ///< The size range of the bubbles; x component is the low bound, and y component is the up bound.
- Vector3 mHSVDelta; ///< The HSV difference used to adjust the background image color.
-
- unsigned int mNumBubblePerRenderer; ///< How many bubbles for each BubbleRenderer.
- unsigned int mNumRenderer; ///< How many BubbleRenderers are used.
- unsigned int mDensity; ///< How many bubbles will emit at each time, they are controlled by same uniforms in the shader.
- unsigned int mTotalNumOfBubble; ///< mNumBubblePerShader*mNumShader.
- unsigned int mCurrentBubble; ///< Keep track of the index for the newly emitted bubble
- unsigned int mRandomSeed; ///< Seed to generate random number.
-
- bool mRenderTaskRunning; ///< If the background render task is currently running
-
+ Actor mBubbleRoot; ///<The bubble root actor. Need to add it to stage to get the bubbles rendered.
+ Texture mShapeTexture; ///< The alpha channnel of this texture defines the bubble shape.
+ Texture mBackgroundTexture; ///< The original background texture
+ Texture mEffectTexture; ///< Texture which stores the adjusted color of the background image.The bubbles pick color from this image.
+ FrameBuffer mFrameBuffer; ///< FrameBuffer used for offscreen rendering
+ CameraActor mCameraActor; ///< The render task views the scene from the perspective of this actor.
+
+ Geometry mMeshGeometry; ///< The mesh geometry which contains the vertices and indices data
+ TextureSet mTextureSet; ///< The texture set which controls the bubble display
+ std::vector<BubbleRenderer> mBubbleRenderers; ///< The BubbleRenderer vector, its size is mNumShader.
+
+ Vector2 mMovementArea; ///< The size of the bubble moving area, usually the same size as the background.
+ Vector2 mBubbleSizeRange; ///< The size range of the bubbles; x component is the low bound, and y component is the up bound.
+ Vector3 mHSVDelta; ///< The HSV difference used to adjust the background image color.
+
+ unsigned int mNumBubblePerRenderer; ///< How many bubbles for each BubbleRenderer.
+ unsigned int mNumRenderer; ///< How many BubbleRenderers are used.
+ unsigned int mDensity; ///< How many bubbles will emit at each time, they are controlled by same uniforms in the shader.
+ unsigned int mTotalNumOfBubble; ///< mNumBubblePerShader*mNumShader.
+ unsigned int mCurrentBubble; ///< Keep track of the index for the newly emitted bubble
+ unsigned int mRandomSeed; ///< Seed to generate random number.
+
+ bool mRenderTaskRunning; ///< If the background render task is currently running