Fix compile error. Non initialized variable.
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / bubble-effect / bubble-emitter-impl.cpp
index 0661494..5ee9047 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
 #include "bubble-emitter-impl.h"
 
 // EXTERNAL INCLUDES
-#include <cmath>
 #include <dali/public-api/animation/animation.h>
 #include <dali/public-api/render-tasks/render-task-list.h>
-#include <dali/public-api/images/resource-image.h>
+#include <dali/public-api/rendering/texture.h>
+#include <dali/public-api/rendering/shader.h>
 
 // INTERNAL INCLUDES
-#include <dali-toolkit/public-api/shader-effects/bubble-effect/color-adjuster.h>
+#include <dali-toolkit/internal/controls/bubble-effect/bubble-effect.h>
+#include <dali-toolkit/internal/controls/bubble-effect/bubble-renderer.h>
+
+namespace
+{
+struct Vertex
+{
+  Vertex()
+  : index( 0.0f ), position(), textureCoord()
+  {
+  }
+
+  Vertex( float index, const Dali::Vector2& position, const Dali::Vector2& textureCoord )
+  : index( index ), position( position ), textureCoord( textureCoord )
+  {
+  }
+
+  float index;
+  Dali::Vector2 position;
+  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
+  uniform mediump vec3 uSize;\n
+  uniform mediump mat4 uMvpMatrix;\n
+  varying mediump vec2 vTexCoord;\n
+  \n
+
+  void main()\n
+  {\n
+    gl_Position = uMvpMatrix * vec4(aPosition*uSize.xy,0.0,1.0);
+    vTexCoord = aTexCoord;\n
+  }\n
+);
+
+const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
+    precision highp float;\n
+    uniform vec3 uHSVDelta;\n
+    varying mediump vec2 vTexCoord;\n
+    uniform sampler2D sTexture;\n
+    float rand(vec2 co) \n
+    {\n
+      return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); \n}
+    \n
+    vec3 rgb2hsv(vec3 c)\n
+    {\n
+      vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n
+      vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n
+      vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n
+      \n
+      float d = q.x - min(q.w, q.y);\n
+      float e = 1.0e-10;\n
+      return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n
+    }\n
+    vec3 hsv2rgb(vec3 c)\n
+    {\n
+      vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n
+      vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n
+      return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n
+    }\n
+    void main() {\n
+      vec4 color = texture2D(sTexture, vTexCoord); \n
+      vec3 hsvColor = rgb2hsv( color.rgb );\n
+      // modify the hsv Value
+      hsvColor += uHSVDelta * rand(vTexCoord); \n
+      // if the new vale exceeds one, then decrease it
+      hsvColor -= max(hsvColor*2.0 - vec3(2.0), 0.0);\n
+      // if the new vale drops below zero, then increase it
+      hsvColor -= min(hsvColor*2.0, 0.0);\n
+      color = vec4( hsv2rgb( hsvColor ), 1.0 ); \n
+      gl_FragColor = color; \n
+    }\n
+  );
+
+Dali::Geometry CreateTexturedQuad()
+{
+  struct Vertex
+  {
+    Dali::Vector2 position;
+    Dali::Vector2 texCoord;
+  };
+
+  static const Vertex data[] = {{ Dali::Vector2( -0.5f, -0.5f ), Dali::Vector2( 0.0f, 0.0f ) },
+                                { Dali::Vector2(  0.5f, -0.5f ), Dali::Vector2( 1.0f, 0.0f ) },
+                                { Dali::Vector2( -0.5f,  0.5f ), Dali::Vector2( 0.0f, 1.0f ) },
+                                { Dali::Vector2(  0.5f,  0.5f ), Dali::Vector2( 1.0f, 1.0f ) }};
+
+  // Create a vertex buffer for vertex positions and texture coordinates
+  Dali::VertexBuffer vertexBuffer = Dali::VertexBuffer::New( Dali::Property::Map()
+                                              .Add( "aPosition", Dali::Property::VECTOR2 )
+                                              .Add( "aTexCoord", Dali::Property::VECTOR2 ) );
+  vertexBuffer.SetData( data, 4u );
+
+  //Create the geometry
+  Dali::Geometry geometry = Dali::Geometry::New();
+  geometry.AddVertexBuffer( vertexBuffer );
+  geometry.SetType(Dali::Geometry::TRIANGLE_STRIP );
+
+  return geometry;
+}
+
+}
 
 namespace Dali
 {
@@ -36,29 +151,38 @@ namespace Toolkit
 namespace Internal
 {
 BubbleEmitter::BubbleEmitter( const Vector2& movementArea,
-                              Image shapeImage,
+                              Texture shapeTexture,
                               unsigned int maximumNumberOfBubble,
                               const Vector2& bubbleSizeRange )
-: Control( ControlBehaviour( REQUIRES_TOUCH_EVENTS ) ),
+: Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) ),
+  mShapeTexture( shapeTexture ),
   mMovementArea( movementArea ),
-  mShapeImage( shapeImage ),
-  mTotalNumOfBubble( maximumNumberOfBubble ),
-  mRenderTaskRunning(false),
   mBubbleSizeRange( bubbleSizeRange ),
-  mCurrentUniform( 0 ),
-  mDensity( 5 )
+  mDensity( 5 ),
+  mTotalNumOfBubble( maximumNumberOfBubble ),
+  mCurrentBubble( 0 ),
+  mRandomSeed( 0 ),
+  mRenderTaskRunning(false)
 {
-  // Calculate how many BubbleEffect shaders are required
+  // Calculate how many shaders are required
   if( mTotalNumOfBubble>100 )
   {
-    mNumBubblePerShader = 100;
-    mNumShader = mTotalNumOfBubble / 100;
+    mNumBubblePerRenderer = 100;
+    mNumRenderer = mTotalNumOfBubble / 100;
+    if( mNumRenderer*mNumBubblePerRenderer < mTotalNumOfBubble )
+    {
+      mNumRenderer++;
+      mNumBubblePerRenderer =  mTotalNumOfBubble / mNumRenderer+1;
+      mTotalNumOfBubble = mNumRenderer * mNumBubblePerRenderer;
+    }
   }
   else
   {
-    mNumBubblePerShader = mTotalNumOfBubble;
-    mNumShader = 1;
+    mNumBubblePerRenderer = mTotalNumOfBubble;
+    mNumRenderer = 1;
   }
+
+  mRandomSeed = time( NULL );
 }
 
 BubbleEmitter::~BubbleEmitter()
@@ -66,12 +190,12 @@ BubbleEmitter::~BubbleEmitter()
 }
 
 Toolkit::BubbleEmitter BubbleEmitter::New( const Vector2& winSize,
-                                           Image shapeImage,
+                                           Texture shapeTexture,
                                            unsigned int maximumNumberOfBubble,
                                            const Vector2& bubbleSizeRange )
 {
   // Create the implementation
-   IntrusivePtr<BubbleEmitter> internalBubbleEmitter ( new BubbleEmitter( winSize, shapeImage,
+   IntrusivePtr<BubbleEmitter> internalBubbleEmitter ( new BubbleEmitter( winSize, shapeTexture,
                                                             maximumNumberOfBubble,bubbleSizeRange ) );
 
   // Pass ownership to Toolkit::BubbleEmitter handle
@@ -87,47 +211,34 @@ void BubbleEmitter::OnInitialize()
 {
   // Create the root actor, all the meshActor should be its children
   mBubbleRoot = Actor::New();
-  mBubbleRoot.SetSize(mMovementArea);
+  mBubbleRoot.SetProperty( Actor::Property::SIZE, mMovementArea );
+
+  // Prepare the frame buffer to store the color adjusted background texture
+  Vector2 imageSize = Vector2( mMovementArea.width/4.f, mMovementArea.height/4.f );
+  mFrameBuffer = FrameBuffer::New( imageSize.x, imageSize.y, FrameBuffer::Attachment::NONE );
+  mEffectTexture = Texture::New( TextureType::TEXTURE_2D, Pixel::RGBA8888, imageSize.x, imageSize.y );
+  mFrameBuffer.AttachColorTexture( mEffectTexture );
 
-  // Prepare the frame buffer to store the color adjusted background image
-  mEffectImage = FrameBufferImage::New( mMovementArea.width/4.f, mMovementArea.height/4.f, Pixel::RGBA8888, Dali::Image::UNUSED );
+  // Generate the geometry, which is used by all bubbleActors
+  mMeshGeometry =  CreateGeometry( mNumBubblePerRenderer*mDensity );
 
-  // Generate the material object, which is used by all meshActors
-  GenMaterial();
+  Shader bubbleShader = CreateBubbleShader( mNumBubblePerRenderer );
 
-  mMesh.resize( mNumShader );
-  mMeshActor.resize( mNumShader );
-  mEffect.resize( mNumShader );
+  mTextureSet = TextureSet::New();
+  mTextureSet.SetTexture( 0u, mEffectTexture );
+  mTextureSet.SetTexture( 1u, mShapeTexture );
 
-  // Create the meshActor group and bubbleEffect group to emit bubbles following the given track, such as finger touch track.
-  MeshData meshData;
-  ConstructBubbleMesh( meshData, mNumBubblePerShader*mDensity);
-  for(unsigned int i=0; i < mNumShader; i++ )
+  // Create the renderers to render the bubbles
+  mBubbleRenderers.resize( mNumRenderer );
+  for(unsigned int i=0; i < mNumRenderer; i++ )
   {
-    mMesh[i] = Mesh::New( meshData );
-    mMeshActor[i] = MeshActor::New( mMesh[i] );
-    mMeshActor[i].SetParentOrigin(ParentOrigin::TOP_LEFT);
-    mEffect[i] = BubbleEffect::New( mNumBubblePerShader );
-    mEffect[i].SetEffectImage( mEffectImage );
-    mEffect[i].SetMovementArea( mMovementArea );
-    mMeshActor[i].SetShaderEffect( mEffect[i] );
-    mBubbleRoot.Add( mMeshActor[i] );
+    mBubbleRenderers[i].Initialize( mNumBubblePerRenderer, mMovementArea, mMeshGeometry, mTextureSet, bubbleShader );
+    mBubbleRoot.AddRenderer( mBubbleRenderers[i].GetRenderer() );
   }
 
-  // Create the extra meshActor and bubbleEffect to emit bubbles in totally random angle.
-  MeshData meshDataForNoise;
-  ConstructBubbleMesh( meshDataForNoise, mNumBubblePerShader);
-  mMeshActorForNoise = MeshActor::New( Mesh::New(meshDataForNoise) );
-  mMeshActorForNoise.SetParentOrigin(ParentOrigin::TOP_LEFT);
-  mEffectForNoise = BubbleEffect::New( mNumBubblePerShader );
-  mEffectForNoise.SetMovementArea( mMovementArea );
-  mEffectForNoise.SetEffectImage( mEffectImage );
-  mMeshActorForNoise.SetShaderEffect( mEffectForNoise );
-  mBubbleRoot.Add( mMeshActorForNoise );
-
   // Create a cameraActor for the off screen render task.
   mCameraActor = CameraActor::New(mMovementArea);
-  mCameraActor.SetParentOrigin(ParentOrigin::CENTER);
+  mCameraActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
   Stage stage = Stage::GetCurrent();
 
@@ -140,18 +251,26 @@ Actor BubbleEmitter::GetRootActor()
   return mBubbleRoot;
 }
 
-void BubbleEmitter::SetBackground( Image bgImage, const Vector3& hsvDelta )
+void BubbleEmitter::SetBackground( Texture bgTexture, const Vector3& hsvDelta )
 {
-  mBackgroundImage = bgImage;
+  mBackgroundTexture = bgTexture;
   mHSVDelta = hsvDelta;
 
-  ImageActor sourceActor = ImageActor::New( bgImage );
-  sourceActor.SetSize( mMovementArea );
-  sourceActor.SetParentOrigin(ParentOrigin::CENTER);
+  //Create RenderTask source actor
+  Actor sourceActor = Actor::New();
+  sourceActor.SetProperty( Actor::Property::SIZE, mMovementArea );
+  sourceActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  sourceActor.RegisterProperty( "uHSVDelta", hsvDelta );
   Stage::GetCurrent().Add( sourceActor );
 
-  ColorAdjuster colorAdjuster = ColorAdjuster::New( hsvDelta, true /*ignore alpha to make bubble color always*/ );
-  sourceActor.SetShaderEffect( colorAdjuster );
+  //Create renderer
+  Dali::Geometry geometry = CreateTexturedQuad();
+  Shader shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
+  Renderer renderer = Renderer::New( geometry, shader );
+  TextureSet textureSet = TextureSet::New();
+  textureSet.SetTexture(0u, bgTexture );
+  renderer.SetTextures( textureSet );
+  sourceActor.AddRenderer( renderer );
 
   RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
   RenderTask task = taskList.CreateTask();
@@ -160,23 +279,22 @@ void BubbleEmitter::SetBackground( Image bgImage, const Vector3& hsvDelta )
   task.SetExclusive(true);
   task.SetCameraActor(mCameraActor);
   task.GetCameraActor().SetInvertYAxis(true);
-  task.SetTargetFrameBuffer( mEffectImage );
+  task.SetFrameBuffer( mFrameBuffer );
   task.FinishedSignal().Connect(this, &BubbleEmitter::OnRenderFinished);
   mRenderTaskRunning = true;
 }
 
-void BubbleEmitter::SetShapeImage( Image shapeImage )
+void BubbleEmitter::SetBubbleShape( Texture shapeTexture )
 {
-  mCustomMaterial.SetDiffuseTexture( shapeImage );
+  mTextureSet.SetTexture( 1, shapeTexture );
 }
 
 void BubbleEmitter::SetBubbleScale( float scale )
 {
-  for(unsigned int i=0; i < mNumShader; i++ )
+  for(unsigned int i=0; i < mNumRenderer; i++ )
   {
-    mEffect[i].SetDynamicScale( scale );
+    mBubbleRenderers[i].SetDynamicScale( scale );
   }
-  mEffectForNoise.SetDynamicScale( scale );
 }
 
 void BubbleEmitter::SetBubbleDensity( unsigned int density )
@@ -190,11 +308,10 @@ void BubbleEmitter::SetBubbleDensity( unsigned int density )
   else
   {
     mDensity = density;
-    MeshData meshData;
-    ConstructBubbleMesh( meshData, mNumBubblePerShader*mDensity);
-    for(unsigned int i=0; i < mNumShader; i++ )
+    mMeshGeometry =  CreateGeometry( mNumBubblePerRenderer*mDensity );
+    for(unsigned int i=0; i < mNumRenderer; i++ )
     {
-      mMesh[i].UpdateMeshData(meshData);
+      mBubbleRenderers[i].SetGeometry( mMeshGeometry );
     }
   }
 }
@@ -204,15 +321,6 @@ void BubbleEmitter::OnRenderFinished(RenderTask& source)
 {
   mRenderTaskRunning = false;
   Actor sourceActor = source.GetSourceActor();
-  if( sourceActor )
-  {
-    RenderableActor renderable = RenderableActor::DownCast( sourceActor );
-    if( renderable )
-    {
-      renderable.RemoveShaderEffect();
-    }
-  }
-
   Stage stage = Stage::GetCurrent();
   stage.Remove(sourceActor);
   stage.GetRenderTaskList().RemoveTask(source);
@@ -224,163 +332,80 @@ void BubbleEmitter::OnContextRegained()
   // and trigger re-draw if not already running
   if( ! mRenderTaskRunning )
   {
-    SetBackground( mBackgroundImage, mHSVDelta );
-  }
-}
-
-void BubbleEmitter::SetBlendMode( bool enable )
-{
-  if(enable)
-  {
-    for(unsigned int i=0; i < mNumShader; i++ )
-    {
-      // linear overlay
-      // TODO: if BlendColor would be public api from renderable actor, then can optimize the constant color
-      mMeshActor[i].SetBlendFunc(BlendingFactor::SRC_ALPHA, BlendingFactor::ONE,
-                                 BlendingFactor::ZERO, BlendingFactor::ONE);
-    }
-    mMeshActorForNoise.SetBlendFunc(BlendingFactor::SRC_ALPHA, BlendingFactor::ONE,
-                                    BlendingFactor::ZERO, BlendingFactor::ONE);
-  }
-  else
-  {
-    for(unsigned int i=0; i < mNumShader; i++ )
-    {
-      // using default blend func
-      mMeshActor[i].SetBlendFunc( BlendingFactor::SRC_ALPHA,   BlendingFactor::ONE_MINUS_SRC_ALPHA,
-                                  BlendingFactor::ONE, BlendingFactor::ONE_MINUS_SRC_ALPHA );
-    }
-    mMeshActorForNoise.SetBlendFunc( BlendingFactor::SRC_ALPHA,   BlendingFactor::ONE_MINUS_SRC_ALPHA,
-                                     BlendingFactor::ONE, BlendingFactor::ONE_MINUS_SRC_ALPHA );
+    SetBackground( mBackgroundTexture, mHSVDelta );
   }
 }
 
 void BubbleEmitter::EmitBubble( Animation& animation, const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement )
 {
-  unsigned int curUniform = mCurrentUniform  % mNumBubblePerShader;
-  unsigned int groupIdx = mCurrentUniform / mNumBubblePerShader;
-  SetBubbleParameter( mEffect[groupIdx], curUniform, emitPosition, direction, displacement);
-  animation.AnimateTo( Property( mEffect[groupIdx], mEffect[groupIdx].GetPercentagePropertyName(curUniform) ),
-                       1.f, AlphaFunctions::Linear );
-
-  if( mCurrentUniform % mNumShader == 0 )
-  {
-    unsigned int uniform = mCurrentUniform / mNumShader;
-    SetBubbleParameter(mEffectForNoise, uniform, emitPosition, displacement);
-    animation.AnimateTo( Property( mEffectForNoise, mEffectForNoise.GetPercentagePropertyName(uniform) ),
-                         1.f, AlphaFunctions::Linear );
-  }
+  unsigned int curUniform = mCurrentBubble  % mNumBubblePerRenderer;
+  unsigned int groupIdx = mCurrentBubble / mNumBubblePerRenderer;
+  SetBubbleParameter( mBubbleRenderers[groupIdx], curUniform, emitPosition - Vector2(mMovementArea.x*0.5f,mMovementArea.y*0.5f), direction, displacement);
+  animation.AnimateTo( mBubbleRenderers[groupIdx].GetPercentageProperty(curUniform),
+                       1.f, AlphaFunction::LINEAR );
 
-  mCurrentUniform = (mCurrentUniform + 1) % mTotalNumOfBubble;
-}
-
-void BubbleEmitter::StartExplosion( float duration, float multiple )
-{
-  Animation animation = Animation::New( duration );
-  for(unsigned int i=0; i < mNumShader; i++ )
-  {
-    animation.AnimateTo( Property( mEffect[i], mEffect[i].GetMagnificationPropertyName() ),
-                         multiple, AlphaFunctions::EaseOut);
-  }
-  animation.AnimateTo( Property( mEffectForNoise, mEffectForNoise.GetMagnificationPropertyName() ),
-                       multiple, AlphaFunctions::EaseOut);
-  animation.Play();
-
-  animation.FinishedSignal().Connect(this, &BubbleEmitter::OnExplosionFinished);
+  mCurrentBubble = (mCurrentBubble + 1) % mTotalNumOfBubble;
 }
 
 void BubbleEmitter::Restore()
 {
-  for(unsigned int i=0; i < mNumShader; i++ )
+  for(unsigned int i=0; i < mNumRenderer; i++ )
   {
-    mEffect[i].ResetParameters();
+    mBubbleRenderers[i].ResetProperties();
   }
-  mEffectForNoise.ResetParameters();
-}
-
-void BubbleEmitter::GenMaterial()
-{
-  mCustomMaterial = Material::New("CustomMaterial");
-  mCustomMaterial.SetOpacity(1.0f);
-  mCustomMaterial.SetDiffuseColor(Color::WHITE);
-  mCustomMaterial.SetAmbientColor(Vector4(0.0, 0.1, 0.1, 1.0));
-  mCustomMaterial.SetMapU( Material::MAPPING_MODE_WRAP );
-  mCustomMaterial.SetMapV( Material::MAPPING_MODE_WRAP );
-  mCustomMaterial.SetDiffuseTexture( mShapeImage );
-}
-
-void BubbleEmitter::AddVertex(MeshData::VertexContainer& vertices, Vector3 XYZ, Vector2 UV)
-{
-  MeshData::Vertex meshVertex;
-  meshVertex.x = XYZ.x;
-  meshVertex.y = XYZ.y;
-  meshVertex.z = XYZ.z;
-  meshVertex.u = UV.x;
-  meshVertex.v = UV.y;
-  vertices.push_back(meshVertex);
 }
 
-void BubbleEmitter::AddTriangle(MeshData::FaceIndices& faces,
-size_t v0, size_t v1, size_t v2)
+Geometry BubbleEmitter::CreateGeometry( unsigned int numOfPatch )
 {
-  faces.push_back(v0);
-  faces.push_back(v1);
-  faces.push_back(v2);
-}
+  unsigned int numVertex = numOfPatch*4u;
+  Vector<Vertex> vertexData;
+  vertexData.Reserve( numVertex );
 
-void BubbleEmitter::ConstructBubbleMesh( MeshData& meshData, unsigned int numOfBubble)
-{
-  MeshData::VertexContainer    vertices;
-  MeshData::FaceIndices        faces;
-  BoneContainer                bones(0);
+  unsigned int numIndex = numOfPatch*6u;
+  Vector<unsigned short> indexData;
+  indexData.Reserve( numIndex );
 
-  for(unsigned int index = 0; index < numOfBubble; index ++)
+  for(unsigned int i = 0; i < numOfPatch; i++)
   {
-    float curSize = RandomRange(mBubbleSizeRange.x, mBubbleSizeRange.y);
-    if(rand()%100 < 1)
-    {
-      curSize *= 2.f;
-    }
-    float depth = static_cast<float>( index );
-    AddVertex( vertices, Vector3(0.f,0.f,depth), Vector2(0.f,0.f) );
-    AddVertex( vertices, Vector3(0.f,curSize,depth), Vector2( 0.f,1.f ));
-    AddVertex( vertices, Vector3(curSize,curSize,depth), Vector2(1.f,1.f) );
-    AddVertex( vertices, Vector3(curSize,0.f,depth), Vector2(1.f,0.f) );
-
-    unsigned int idx = index * 4;
-    AddTriangle( faces, idx, idx+1, idx+2);
-    AddTriangle( faces, idx, idx+2, idx+3);
+    float halfSize = RandomRange(mBubbleSizeRange.x, mBubbleSizeRange.y, mRandomSeed) * 0.5f;
+
+    float index = static_cast<float>( i );
+    vertexData.PushBack( Vertex( index, Vector2(-halfSize,-halfSize),Vector2(0.f,0.f) ) );
+    vertexData.PushBack( Vertex( index, Vector2(-halfSize, halfSize), Vector2(0.f,1.f) ) );
+    vertexData.PushBack( Vertex( index, Vector2( halfSize, halfSize),  Vector2(1.f,1.f) ) );
+    vertexData.PushBack( Vertex( index, Vector2( halfSize,-halfSize), Vector2(1.f,0.f) ) );
+
+    unsigned short idx = index * 4;
+    indexData.PushBack( idx );
+    indexData.PushBack( idx+1 );
+    indexData.PushBack( idx+2 );
+    indexData.PushBack( idx );
+    indexData.PushBack( idx+2 );
+    indexData.PushBack( idx+3 );
   }
 
-  meshData.SetData(vertices, faces, bones, mCustomMaterial);
-  meshData.SetHasColor(false);
-  meshData.SetHasTextureCoords(true);
-}
+  Property::Map vertexFormat;
+  vertexFormat["aIndex"] = Property::FLOAT;
+  vertexFormat["aPosition"] = Property::VECTOR2;
+  vertexFormat["aTexCoord"] = Property::VECTOR2;
+  VertexBuffer vertices = VertexBuffer::New( vertexFormat );
+  vertices.SetData( &vertexData[0], numVertex );
 
-void BubbleEmitter::SetBubbleParameter( BubbleEffect& effect, unsigned int curUniform,
-                                        const Vector2& emitPosition, const Vector2& displacement )
-{
-  int halfRange = displacement.x / 2;
-  Vector2 randomVec(rand()%static_cast<int>(displacement.x) - halfRange, rand()%static_cast<int>(displacement.y) - halfRange);
-  if(randomVec.y > 0.0f)
-  {
-    randomVec.y *= 0.33f;
-  }
-
-  Vector4 startAndEndPos( emitPosition.x, emitPosition.y, emitPosition.x+randomVec.x, emitPosition.y+randomVec.y );
-  effect.SetStartAndEndPosition( curUniform, startAndEndPos );
+  Geometry geometry = Geometry::New();
+  geometry.AddVertexBuffer( vertices );
+  geometry.SetIndexBuffer( &indexData[0], numIndex );
 
-  effect.SetPercentage( curUniform, 0.f);
+  return geometry;
 }
 
-void BubbleEmitter::SetBubbleParameter( BubbleEffect& effect, unsigned int curUniform,
+void BubbleEmitter::SetBubbleParameter( BubbleRenderer& bubbleRenderer, unsigned int curUniform,
                                         const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement )
 {
   Vector2 dir(direction);
 
   int halfRange = displacement.x / 2;
   // for the y coordinate, always negative, so bubbles always go upwards
-  Vector2 randomVec(rand()%static_cast<int>(displacement.x) - halfRange, -rand()%static_cast<int>(displacement.y));
+  Vector2 randomVec( rand_r( &mRandomSeed ) % static_cast<int>(displacement.x) - halfRange, -rand_r( &mRandomSeed ) % static_cast<int>(displacement.y) );
   dir.Normalize();
   randomVec.x -= dir.x*halfRange;
   randomVec.y *= 1.0f - fabsf(dir.x)*0.33f;
@@ -390,19 +415,9 @@ void BubbleEmitter::SetBubbleParameter( BubbleEffect& effect, unsigned int curUn
     randomVec.y *= 0.33f;
   }
   Vector4 startAndEndPos( emitPosition.x, emitPosition.y, emitPosition.x+randomVec.x, emitPosition.y+randomVec.y );
-  effect.SetStartAndEndPosition( curUniform, startAndEndPos );
-
-  effect.SetPercentage( curUniform, 0.f);
-}
+  bubbleRenderer.SetStartAndEndPosition( curUniform, startAndEndPos );
 
-void BubbleEmitter::OnExplosionFinished( Animation& source )
-{
-  Restore();
-}
-
-float BubbleEmitter::RandomRange(float f0, float f1)
-{
-  return f0 + (rand() & 0xfff) * (f1-f0) * (1.0f/4095.0f);
+  bubbleRenderer.SetPercentage( curUniform, 0.f);
 }
 
 } // namespace Internal