Revert "[Tizen] fixed SVACE issue about Windows Backend" 05/182305/1
authorminho.sun <minho.sun@samsung.com>
Fri, 22 Jun 2018 01:05:40 +0000 (10:05 +0900)
committerminho.sun <minho.sun@samsung.com>
Fri, 22 Jun 2018 01:05:55 +0000 (10:05 +0900)
This reverts commit 2b09117e6a001897ef4c7fc58b335fd2ada3d085.

Change-Id: Ia1550bdc14ceee85beb398b4e7ee552728d0ecc7

dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.cpp
dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.h

index c1844f6..efac274 100755 (executable)
@@ -24,6 +24,8 @@
 #include <dali/public-api/rendering/texture.h>
 #include <dali/public-api/rendering/shader.h>
 
+#include <dali/public-api/math/random.h>
+
 // INTERNAL INCLUDES
 #include <dali-toolkit/internal/controls/bubble-effect/bubble-effect.h>
 #include <dali-toolkit/internal/controls/bubble-effect/bubble-renderer.h>
@@ -47,19 +49,6 @@ struct Vertex
   Dali::Vector2 textureCoord;
 };
 
-
-/**
-* Return a random value between the given interval.
-* @param[in] f0 The low bound
-* @param[in] f1 The up bound
-* @param[in] seed The seed to genergate random number
-* @return A random value between the given interval
-*/
-float RandomRange(float f0, float f1, unsigned int& seed)
-{
-    return f0 + (rand_r(&seed) & 0xfff) * (f1 - f0) * (1.0f / 4095.0f);
-}
-
 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
   attribute mediump vec2 aPosition;\n
   attribute mediump vec2 aTexCoord;\n
@@ -162,7 +151,6 @@ BubbleEmitter::BubbleEmitter( const Vector2& movementArea,
   mDensity( 5 ),
   mTotalNumOfBubble( maximumNumberOfBubble ),
   mCurrentBubble( 0 ),
-  mRandomSeed( 0 ),
   mRenderTaskRunning(false)
 {
   // Calculate how many shaders are required
@@ -182,8 +170,6 @@ BubbleEmitter::BubbleEmitter( const Vector2& movementArea,
     mNumBubblePerRenderer = mTotalNumOfBubble;
     mNumRenderer = 1;
   }
-
-  mRandomSeed = time(NULL);
 }
 
 BubbleEmitter::~BubbleEmitter()
@@ -368,7 +354,7 @@ Geometry BubbleEmitter::CreateGeometry( unsigned int numOfPatch )
 
   for(unsigned int i = 0; i < numOfPatch; i++)
   {
-    float halfSize = RandomRange(mBubbleSizeRange.x, mBubbleSizeRange.y, mRandomSeed) * 0.5f;
+    float halfSize = Random::Range( mBubbleSizeRange.x, mBubbleSizeRange.y ) * 0.5f;
 
     float index = static_cast<float>( i );
     vertexData.PushBack( Vertex( index, Vector2(-halfSize,-halfSize),Vector2(0.f,0.f) ) );
@@ -406,7 +392,7 @@ void BubbleEmitter::SetBubbleParameter( BubbleRenderer& bubbleRenderer, unsigned
 
   int halfRange = displacement.x / 2;
   // for the y coordinate, always negative, so bubbles always go upwards
-  Vector2 randomVec(rand_r(&mRandomSeed) % static_cast<int>(displacement.x) - halfRange, -rand_r(&mRandomSeed) % static_cast<int>(displacement.y));
+  Vector2 randomVec( rand() % static_cast<int>( displacement.x ) - halfRange, -rand() % static_cast<int>( displacement.y ) );
   dir.Normalize();
   randomVec.x -= dir.x*halfRange;
   randomVec.y *= 1.0f - fabsf(dir.x)*0.33f;
index e6879ae..8c04c6e 100755 (executable)
@@ -170,7 +170,6 @@ private:
   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