// EXTERNAL INCLUDES
#include <dali/public-api/actors/camera-actor.h>
#include <dali/public-api/common/stage.h>
-#include <dali/public-api/images/frame-buffer-image.h>
+#include <dali/public-api/rendering/frame-buffer.h>
#include <dali/public-api/render-tasks/render-task.h>
#include <dali/public-api/rendering/geometry.h>
#include <dali/public-api/rendering/property-buffer.h>
namespace Internal
{
-class BubbleActor;
-typedef IntrusivePtr<BubbleActor> BubbleActorPtr;
+class BubbleRenderer;
/**
* BubbleEmitter implementation class.
* @copydoc Toolkit::BubbleEmitter::New
*/
static Toolkit::BubbleEmitter New( const Vector2& winSize,
- Image shapeImage,
+ Texture shapeTexture,
unsigned int maximumNumberOfBubble,
const Vector2& bubbleSizeRange );
/**
* @copydoc Toolkit::BubbleEmitter::SetBackground
*/
- void SetBackground( Image bgImage, const Vector3& hsvDelta );
+ void SetBackground( Texture bgTexture, const Vector3& hsvDelta );
/**
- * @copydoc Toolkit::BubbleEmitter::SetShapeImage
+ * @copydoc Toolkit::BubbleEmitter::SetShape
*/
- void SetShapeImage( Image shapeImage );
+ void SetBubbleShape( Texture shapeTexture );
/**
* @copydoc Toolkit::BubbleEmiter::SetBubbleScale
/**
* Construct a new BubbleEmitter object.
* @param[in] movementArea The size of the bubble moving area
- * @param[in] shapeImage The alpha channnel of this texture defines the bubble shape.
+ * @param[in] shapeTexture The alpha channnel of this texture defines the bubble shape.
* @param[in] maximumNumberOfBubble The maximum number of bubble needed.
* @param[in] bubbleSizeRange The size range of the bubbles; x component is the minimal size, and y component is the maximum size.
*/
BubbleEmitter( const Vector2& movementArea,
- Image shapeImage,
+ Texture shapeTexture,
unsigned int maximumNumberOfBubble,
const Vector2& bubbleSizeRange );
/**
* Callback function of the finished signal of off-screen render task.
- * @param[in] source The render task used to create the color adjusted background image.
+ * @param[in] source The render task used to create the color adjusted background texture.
*/
void OnRenderFinished(RenderTask& source);
/**
* Set the uniform values to the shader effect to emit a bubble
- * @param[in] bubbleActor The BubbleActor to render the current bubble
+ * @param[in] bubbleRenderer The BubbleRenderer
* @param[in] curUniform The index of the uniform array in the shader
* @param[in] emitPosition The start position of the bubble movement.
* @param[in] direction The direction used to constrain the bubble to move in an adjacent direction around it.
* @param[in] displacement The displacement used to bound the moving distance of the bubble.
*/
- void SetBubbleParameter( BubbleActorPtr bubbleActor, unsigned int curUniform,
+ void SetBubbleParameter( BubbleRenderer& bubbleRenderer, unsigned int curUniform,
const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement );
private:
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.
+ 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<BubbleActorPtr> mBubbleActors; ///< The meshActor vector, its size is mNumShader.
+ 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 mNumBubblePerActor; ///< How many bubbles for each BubbleActor.
- unsigned int mNumActor; ///< How many BubbleActors are used.
+ 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