-#ifndef __DALI_TOOLKIT_INTERNAL_BUBBLE_EMITTER_IMPL_H__
-#define __DALI_TOOLKIT_INTERNAL_BUBBLE_EMITTER_IMPL_H__
+#ifndef DALI_TOOLKIT_INTERNAL_BUBBLE_EMITTER_IMPL_H
+#define DALI_TOOLKIT_INTERNAL_BUBBLE_EMITTER_IMPL_H
/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
*/
// EXTERNAL INCLUDES
+#include <dali/devel-api/common/stage.h>
#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/images/frame-buffer-image.h>
#include <dali/public-api/render-tasks/render-task.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>
+#include <dali/public-api/rendering/frame-buffer.h>
+#include <dali/public-api/rendering/geometry.h>
+#include <dali/public-api/rendering/renderer.h>
+#include <dali/public-api/rendering/sampler.h>
+#include <dali/public-api/rendering/shader.h>
+#include <dali/public-api/rendering/vertex-buffer.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/controls/control-impl.h>
#include <dali-toolkit/devel-api/controls/bubble-effect/bubble-emitter.h>
+#include <dali-toolkit/public-api/controls/control-impl.h>
namespace Dali
{
-
namespace Toolkit
{
-
namespace Internal
{
-
-class BubbleActor;
-typedef IntrusivePtr<BubbleActor> BubbleActorPtr;
+class BubbleRenderer;
/**
* BubbleEmitter implementation class.
class BubbleEmitter : public Control
{
public:
-
/**
* Destructor
*/
/**
* @copydoc Toolkit::BubbleEmitter::New
*/
- static Toolkit::BubbleEmitter New( const Vector2& winSize,
- Image shapeImage,
- unsigned int maximumNumberOfBubble,
- const Vector2& bubbleSizeRange );
+ static Toolkit::BubbleEmitter New(const Vector2& winSize,
+ Texture shapeTexture,
+ unsigned int maximumNumberOfBubble,
+ const Vector2& bubbleSizeRange);
/**
* @copydoc Toolkit::BubbleEmitter::GetRootActor
/**
* @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
*/
- void SetBubbleScale( float scale );
+ void SetBubbleScale(float scale);
/**
* @copydoc Toolkit::BubbleEmitter::SetBubbleDensity
*/
- void SetBubbleDensity( unsigned int density );
+ void SetBubbleDensity(unsigned int density);
/**
* @copydoc Toolkit::BubbleEmitter::EmitBubble
*/
- void EmitBubble( Animation& animation, const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement );
+ void EmitBubble(Animation& animation, const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement);
/**
* @copydoc Toolkit::BubbleEmitter::Restore
void Restore();
private:
-
/**
* 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,
- unsigned int maximumNumberOfBubble,
- const Vector2& bubbleSizeRange );
+ BubbleEmitter(const Vector2& movementArea,
+ Texture shapeTexture,
+ unsigned int maximumNumberOfBubble,
+ const Vector2& bubbleSizeRange);
/**
* This method is called after the CubeTransitionEffect has been initialized.
* @param[in] numOfPatch The triangle number in the mesh is 2*numOfPatch; two triangles for each bubble.
* @return The mesh geometry.
*/
- Geometry CreateGeometry( unsigned int numOfPatch );
+ Geometry CreateGeometry(unsigned int numOfPatch);
/**
* 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,
- 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);
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.
- 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
- Material mMaterial; ///< The material which controls the bubble display
- std::vector<BubbleActorPtr> mBubbleActors; ///< The meshActor vector, its size is mNumShader.
-
- 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.
-
- 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.
-
- 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
};
} // namespace Internal
} // namespace Dali
-#endif /* __DALI_TOOLKIT_INTERNAL_BUBBLE_EMITTER_IMPL_H__ */
+#endif // DALI_TOOLKIT_INTERNAL_BUBBLE_EMITTER_IMPL_H