Image shapeImage,
unsigned int maximumNumberOfBubble,
const Vector2& bubbleSizeRange )
-: Control( ControlBehaviour( REQUIRES_TOUCH_EVENTS ) ),
+: Control( ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ),
mShapeImage( shapeImage ),
mMovementArea( movementArea ),
mBubbleSizeRange( bubbleSizeRange ),
Shader bubbleShader = CreateBubbleShader (mNumBubblePerActor );
- mMaterial = Material::New( bubbleShader );
- mMaterial.AddTexture( mEffectImage, "sBackground" );
- mMaterial.AddTexture( mShapeImage, "sBubbleShape" );
+ mTextureSet = TextureSet::New();
+ mTextureSet.SetImage( 0u, mEffectImage );
+ mTextureSet.SetImage( 1u, mShapeImage );
mBubbleActors.resize( mNumActor );
for(unsigned int i=0; i < mNumActor; i++ )
{
mBubbleActors[i] = new BubbleActor( mNumBubblePerActor, mMovementArea );
- (mBubbleActors[i])->MakeRenderable( mMeshGeometry, mMaterial );
+ (mBubbleActors[i])->MakeRenderable( mMeshGeometry, mTextureSet, bubbleShader );
mBubbleRoot.Add( (mBubbleActors[i])->GetMeshActor() );
}
mBackgroundImage = bgImage;
mHSVDelta = hsvDelta;
- Toolkit::ImageView sourceActor = Toolkit::ImageView::New( bgImage );
+ Toolkit::ImageView sourceActor = Toolkit::ImageView::New(bgImage);
sourceActor.SetSize( mMovementArea );
sourceActor.SetParentOrigin(ParentOrigin::CENTER);
void BubbleEmitter::SetShapeImage( Image shapeImage )
{
- mMaterial.SetTextureImage( 1, shapeImage );
+ mTextureSet.SetImage( 1, shapeImage );
}
void BubbleEmitter::SetBubbleScale( float scale )
vertexData.reserve( numVertex );
unsigned int numIndex = numOfPatch*6u;
- Vector<unsigned int> indexData;
+ Vector<unsigned short> indexData;
indexData.Reserve( numIndex );
for(unsigned int i = 0; i < numOfPatch; i++)
vertexData.push_back( Vertex( index, Vector2(curSize,curSize), Vector2(1.f,1.f) ) );
vertexData.push_back( Vertex( index, Vector2(curSize,0.f), Vector2(1.f,0.f) ) );
- unsigned int idx = index * 4;
+ unsigned short idx = index * 4;
indexData.PushBack( idx );
indexData.PushBack( idx+1 );
indexData.PushBack( idx+2 );
PropertyBuffer vertices = PropertyBuffer::New( vertexFormat );
vertices.SetData( &vertexData[0], numVertex );
- Property::Map indexFormat;
- indexFormat["indices"] = Property::INTEGER;
- PropertyBuffer indices = PropertyBuffer::New( indexFormat );
- indices.SetData( &indexData[0], numIndex );
-
Geometry geometry = Geometry::New();
geometry.AddVertexBuffer( vertices );
- geometry.SetIndexBuffer( indices );
+ geometry.SetIndexBuffer( &indexData[0], numIndex );
return geometry;
}