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- Actor mBubbleRoot; ///<The bubble root actor. Need to add it to stage to get the bubbles rendered.
- Image mShapeImage; ///< The alpha channnel of this texture defines the bubble shape.
- Image mBackgroundImage; ///< The original background image
- FrameBufferImage mEffectImage; ///< The image stores the adjusted color of the background image.The bubbles pick color from this image.
- CameraActor mCameraActor; ///< The render task views the scene from the perspective of this actor.
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- Geometry mMeshGeometry; ///< The mesh geometry which contains the vertices and indices data
- Material mMaterial; ///< The material which controls the bubble display
- std::vector<BubbleActorPtr> mBubbleActors; ///< The meshActor vector, its size is mNumShader.
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- Vector2 mMovementArea; ///< The size of the bubble moving area, usually the same size as the background image actor.
- 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.
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- unsigned int mNumBubblePerActor; ///< How many bubbles for each BubbleActor.
- unsigned int mNumActor; ///< How many BubbleActors 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.
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- 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