#include <dali/public-api/actors/camera-actor.h>
#include <dali/public-api/actors/image-actor.h>
#include <dali/public-api/common/stage.h>
-#include <dali/public-api/geometry/geometry.h>
#include <dali/public-api/images/frame-buffer-image.h>
#include <dali/public-api/render-tasks/render-task.h>
-#include <dali/public-api/shader-effects/sampler.h>
-#include <dali/public-api/shader-effects/material.h>
+#include <dali/devel-api/object/property-buffer.h>
+#include <dali/devel-api/rendering/geometry.h>
+#include <dali/devel-api/rendering/renderer.h>
+#include <dali/devel-api/rendering/sampler.h>
+#include <dali/devel-api/rendering/shader.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/control-impl.h>
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.
- Sampler mSamplerBackground; ///< The sampler which provides the background image to material
- Sampler mSamplerBubbleShape; ///< The sampler which provides the bubble shape image to material
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.
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