[dali_2.3.22] Merge branch 'devel/master'
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / bubble-effect / bubble-emitter-impl.cpp
index a9b9aa9..12b7a13 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2024 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/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/shader.h>
+#include <dali/public-api/rendering/texture.h>
 
 // INTERNAL INCLUDES
-#include <dali-toolkit/internal/controls/bubble-effect/bubble-actor.h>
-#include <dali-toolkit/internal/controls/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>
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
 
 namespace
 {
 struct Vertex
 {
-  float index;
-  Dali::Vector2 position;
-  Dali::Vector2 textureCoord;
-
   Vertex()
-  {}
+  : index(0.0f),
+    position(),
+    textureCoord()
+  {
+  }
 
-  Vertex( float index, const Dali::Vector2& position, const Dali::Vector2& textureCoord )
-  : index( index ), position( position ), textureCoord( 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)
+float RandomRange(float f0, float f1, unsigned int& seed)
 {
-  return f0 + (rand() & 0xfff) * (f1-f0) * (1.0f/4095.0f);
+  return f0 + (rand_r(&seed) & 0xfff) * (f1 - f0) * (1.0f / 4095.0f);
 }
 
+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
+
 namespace Dali
 {
-
 namespace Toolkit
 {
-
 namespace Internal
 {
-BubbleEmitter::BubbleEmitter( const Vector2& movementArea,
-                              Image shapeImage,
-                              unsigned int maximumNumberOfBubble,
-                              const Vector2& bubbleSizeRange )
-: Control( ControlBehaviour( REQUIRES_TOUCH_EVENTS ) ),
-  mShapeImage( shapeImage ),
-  mMovementArea( movementArea ),
-  mBubbleSizeRange( bubbleSizeRange ),
-  mDensity( 5 ),
-  mTotalNumOfBubble( maximumNumberOfBubble ),
-  mCurrentBubble( 0 ),
+BubbleEmitter::BubbleEmitter(const Vector2& movementArea,
+                             Texture        shapeTexture,
+                             unsigned int   maximumNumberOfBubble,
+                             const Vector2& bubbleSizeRange)
+: Control(ControlBehaviour(CONTROL_BEHAVIOUR_DEFAULT)),
+  mShapeTexture(shapeTexture),
+  mMovementArea(movementArea),
+  mBubbleSizeRange(bubbleSizeRange),
+  mDensity(5),
+  mTotalNumOfBubble(maximumNumberOfBubble),
+  mCurrentBubble(0),
+  mRandomSeed(0),
   mRenderTaskRunning(false)
 {
   // Calculate how many shaders are required
-  if( mTotalNumOfBubble>100 )
+  if(mTotalNumOfBubble > 100)
   {
-    mNumBubblePerActor = 100;
-    mNumActor = mTotalNumOfBubble / 100;
-    if( mNumActor*mNumBubblePerActor < mTotalNumOfBubble )
+    mNumBubblePerRenderer = 100;
+    mNumRenderer          = mTotalNumOfBubble / 100;
+    if(mNumRenderer * mNumBubblePerRenderer < mTotalNumOfBubble)
     {
-      mNumActor++;
-      mNumBubblePerActor =  mTotalNumOfBubble / mNumActor+1;
-      mTotalNumOfBubble = mNumActor * mNumBubblePerActor;
+      mNumRenderer++;
+      mNumBubblePerRenderer = mTotalNumOfBubble / mNumRenderer + 1;
+      mTotalNumOfBubble     = mNumRenderer * mNumBubblePerRenderer;
     }
   }
   else
   {
-    mNumBubblePerActor = mTotalNumOfBubble;
-    mNumActor = 1;
+    mNumBubblePerRenderer = mTotalNumOfBubble;
+    mNumRenderer          = 1;
   }
+
+  mRandomSeed = static_cast<uint32_t>(time(NULL));
 }
 
 BubbleEmitter::~BubbleEmitter()
 {
 }
 
-Toolkit::BubbleEmitter BubbleEmitter::New( const Vector2& winSize,
-                                           Image shapeImage,
-                                           unsigned int maximumNumberOfBubble,
-                                           const Vector2& bubbleSizeRange )
+Toolkit::BubbleEmitter BubbleEmitter::New(const Vector2& winSize,
+                                          Texture        shapeTexture,
+                                          unsigned int   maximumNumberOfBubble,
+                                          const Vector2& bubbleSizeRange)
 {
   // Create the implementation
-   IntrusivePtr<BubbleEmitter> internalBubbleEmitter ( new BubbleEmitter( winSize, shapeImage,
-                                                            maximumNumberOfBubble,bubbleSizeRange ) );
+  IntrusivePtr<BubbleEmitter> internalBubbleEmitter(new BubbleEmitter(winSize, shapeTexture, maximumNumberOfBubble, bubbleSizeRange));
 
   // Pass ownership to Toolkit::BubbleEmitter handle
-  Toolkit::BubbleEmitter bubbleEmitter( *internalBubbleEmitter );
+  Toolkit::BubbleEmitter bubbleEmitter(*internalBubbleEmitter);
 
   //Second phase of implementeation : Initialization
   internalBubbleEmitter->OnInitialize();
@@ -123,35 +159,34 @@ void BubbleEmitter::OnInitialize()
 {
   // Create the root actor, all the meshActor should be its children
   mBubbleRoot = Actor::New();
-  mBubbleRoot.SetSize(mMovementArea);
-
-  // 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 );
+  mBubbleRoot.SetProperty(Actor::Property::SIZE, mMovementArea);
 
-  // Generate the samplers and geometry, which is used by all bubbleActors
-  mSamplerBackground = Sampler::New( mEffectImage, "sBackground" );
-  mSamplerBubbleShape = Sampler::New( mShapeImage, "sBubbleShape" );
-  mMeshGeometry =  CreateGeometry( mNumBubblePerActor*mDensity );
+  // 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);
 
-  Shader bubbleShader = CreateBubbleShader (mNumBubblePerActor );
+  // Generate the geometry, which is used by all bubbleActors
+  mMeshGeometry = CreateGeometry(mNumBubblePerRenderer * mDensity);
 
-  mMaterial = Material::New( bubbleShader );
-  mMaterial.AddSampler( mSamplerBackground );
-  mMaterial.AddSampler( mSamplerBubbleShape );
+  Shader bubbleShader = CreateBubbleShader(mNumBubblePerRenderer);
 
-  mBubbleActors.resize( mNumActor );
+  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.
-  for(unsigned int i=0; i < mNumActor; i++ )
+  // Create the renderers to render the bubbles
+  mBubbleRenderers.resize(mNumRenderer);
+  for(unsigned int i = 0; i < mNumRenderer; i++)
   {
-    mBubbleActors[i] = new BubbleActor( mNumBubblePerActor, mMovementArea );
-    (mBubbleActors[i])->MakeRenderable( mMeshGeometry, mMaterial );
-    mBubbleRoot.Add( (mBubbleActors[i])->GetMeshActor() );
+    mBubbleRenderers[i].Initialize(mNumBubblePerRenderer, mMovementArea, mMeshGeometry, mTextureSet, bubbleShader);
+    mBubbleRoot.AddRenderer(mBubbleRenderers[i].GetRenderer());
   }
 
   // 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();
 
@@ -164,94 +199,77 @@ Actor BubbleEmitter::GetRootActor()
   return mBubbleRoot;
 }
 
-void BubbleEmitter::SetBackground( Image bgImage, const Vector3& hsvDelta )
+void BubbleEmitter::SetBackground(Texture bgTexture, const Vector3& hsvDelta)
 {
-  mBackgroundImage = bgImage;
-  mHSVDelta = hsvDelta;
-
-  ImageActor sourceActor = ImageActor::New( bgImage );
-  sourceActor.SetSize( mMovementArea );
-  sourceActor.SetParentOrigin(ParentOrigin::CENTER);
-  Stage::GetCurrent().Add( sourceActor );
-
-  ShaderEffect colorAdjuster = CreateColorAdjuster( hsvDelta, true /*ignore alpha to make bubble color always*/ );
-  sourceActor.SetShaderEffect( colorAdjuster );
+  mBackgroundTexture = bgTexture;
+  mHSVDelta          = hsvDelta;
+
+  //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);
+
+  //Create renderer
+  Dali::Geometry geometry   = CreateTexturedQuad();
+  Shader         shader     = Shader::New(SHADER_BUBBLE_EMITTER_VERT, SHADER_BUBBLE_EMITTER_FRAG, Shader::Hint::NONE, "BUBBLE_EMITTER");
+  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();
-  task.SetRefreshRate( RenderTask::REFRESH_ONCE );
-  task.SetSourceActor( sourceActor );
+  RenderTask     task     = taskList.CreateTask();
+  task.SetRefreshRate(RenderTask::REFRESH_ONCE);
+  task.SetSourceActor(sourceActor);
   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)
 {
-  mSamplerBubbleShape.SetImage( shapeImage );
+  mTextureSet.SetTexture(1, shapeTexture);
 }
 
-void BubbleEmitter::SetBubbleScale( float scale )
+void BubbleEmitter::SetBubbleScale(float scale)
 {
-  for(unsigned int i=0; i < mNumActor; i++ )
+  for(unsigned int i = 0; i < mNumRenderer; i++)
   {
-    (mBubbleActors[i])->SetDynamicScale( scale );
+    mBubbleRenderers[i].SetDynamicScale(scale);
   }
 }
 
-void BubbleEmitter::SetBubbleDensity( unsigned int density )
+void BubbleEmitter::SetBubbleDensity(unsigned int density)
 {
-  DALI_ASSERT_ALWAYS( density>0 && density<=9 && " Only densities between 1 to 9 are valid " );
+  DALI_ASSERT_ALWAYS(density > 0 && density <= 9 && " Only densities between 1 to 9 are valid ");
 
-  if( density == mDensity )
+  if(density == mDensity)
   {
     return;
   }
   else
   {
-    mDensity = density;
-    mMeshGeometry =  CreateGeometry( mNumBubblePerActor*mDensity );
-    for(unsigned int i=0; i < mNumActor; i++ )
+    mDensity      = density;
+    mMeshGeometry = CreateGeometry(mNumBubblePerRenderer * mDensity);
+    for(unsigned int i = 0; i < mNumRenderer; i++)
     {
-      (mBubbleActors[i])->SetGeometry( mMeshGeometry );
+      mBubbleRenderers[i].SetGeometry(mMeshGeometry);
     }
   }
 }
 
-void BubbleEmitter::SetBlendMode( bool enable )
-{
-  if(enable)
-  {
-    // linear overlay
-    mMaterial.SetBlendFunc(BlendingFactor::SRC_ALPHA, BlendingFactor::ONE,
-                           BlendingFactor::ZERO, BlendingFactor::ONE);
-  }
-  else
-  {
-    // using default blend func
-    mMaterial.SetBlendFunc( BlendingFactor::SRC_ALPHA,   BlendingFactor::ONE_MINUS_SRC_ALPHA,
-                            BlendingFactor::ONE, BlendingFactor::ONE_MINUS_SRC_ALPHA );
-  }
-}
-
 // clear the resources created for the off screen rendering
 void BubbleEmitter::OnRenderFinished(RenderTask& source)
 {
   mRenderTaskRunning = false;
-  Actor sourceActor = source.GetSourceActor();
-  if( sourceActor )
-  {
-    ImageActor renderable = ImageActor::DownCast( sourceActor );
-    if( renderable )
-    {
-      renderable.RemoveShaderEffect();
-    }
-  }
-
-  Stage stage = Stage::GetCurrent();
+  Actor sourceActor  = source.GetSourceActor();
+  Stage stage        = Stage::GetCurrent();
   stage.Remove(sourceActor);
   stage.GetRenderTaskList().RemoveTask(source);
 }
@@ -260,99 +278,97 @@ void BubbleEmitter::OnContextRegained()
 {
   // Context was lost, so the framebuffer has been destroyed. Re-create render task
   // and trigger re-draw if not already running
-  if( ! mRenderTaskRunning )
+  if(!mRenderTaskRunning)
   {
-    SetBackground( mBackgroundImage, mHSVDelta );
+    SetBackground(mBackgroundTexture, mHSVDelta);
   }
 }
 
-void BubbleEmitter::EmitBubble( Animation& animation, const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement )
+void BubbleEmitter::EmitBubble(Animation& animation, const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement)
 {
-  unsigned int curUniform = mCurrentBubble  % mNumBubblePerActor;
-  unsigned int groupIdx = mCurrentBubble / mNumBubblePerActor;
-  SetBubbleParameter( mBubbleActors[groupIdx], curUniform, emitPosition, direction, displacement);
-  animation.AnimateTo( (mBubbleActors[groupIdx])->GetPercentageProperty(curUniform),
-                       1.f, AlphaFunction::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);
 
   mCurrentBubble = (mCurrentBubble + 1) % mTotalNumOfBubble;
 }
 
 void BubbleEmitter::Restore()
 {
-  for(unsigned int i=0; i < mNumActor; i++ )
+  for(unsigned int i = 0; i < mNumRenderer; i++)
   {
-    (mBubbleActors[i])->ResetProperties();
+    mBubbleRenderers[i].ResetProperties();
   }
 }
 
-Geometry BubbleEmitter::CreateGeometry( unsigned int numOfPatch )
+Geometry BubbleEmitter::CreateGeometry(unsigned int numOfPatch)
 {
-  unsigned int numVertex = numOfPatch*4u;
-  std::vector<Vertex> vertexData;
-  vertexData.reserve( numVertex );
+  unsigned int   numVertex = numOfPatch * 4u;
+  Vector<Vertex> vertexData;
+  vertexData.Reserve(numVertex);
 
-  unsigned int numIndex = numOfPatch*6u;
-  Vector<unsigned int> indexData;
-  indexData.Reserve( numIndex );
+  unsigned int           numIndex = numOfPatch * 6u;
+  Vector<unsigned short> indexData;
+  indexData.Reserve(numIndex);
 
   for(unsigned int i = 0; i < numOfPatch; i++)
   {
-    float curSize = RandomRange(mBubbleSizeRange.x, mBubbleSizeRange.y);
-
-    float index = static_cast<float>( i );
-    vertexData.push_back( Vertex( index, Vector2(0.f,0.f),         Vector2(0.f,0.f) ) );
-    vertexData.push_back( Vertex( index, Vector2(0.f,curSize),     Vector2(0.f,1.f)  ) );
-    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;
-    indexData.PushBack( idx );
-    indexData.PushBack( idx+1 );
-    indexData.PushBack( idx+2 );
-    indexData.PushBack( idx );
-    indexData.PushBack( idx+2 );
-    indexData.PushBack( 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);
   }
 
   Property::Map vertexFormat;
-  vertexFormat["aIndex"] = Property::FLOAT;
+  vertexFormat["aIndex"]    = Property::FLOAT;
   vertexFormat["aPosition"] = Property::VECTOR2;
   vertexFormat["aTexCoord"] = Property::VECTOR2;
-  PropertyBuffer vertices = PropertyBuffer::New( vertexFormat, numVertex  );
-  vertices.SetData( &vertexData[0] );
-
-  Property::Map indexFormat;
-  indexFormat["indices"] = Property::INTEGER;
-  PropertyBuffer indices = PropertyBuffer::New( indexFormat, numIndex  );
-  indices.SetData( &indexData[0] );
+  VertexBuffer vertices     = VertexBuffer::New(vertexFormat);
+  vertices.SetData(&vertexData[0], numVertex);
 
   Geometry geometry = Geometry::New();
-  geometry.AddVertexBuffer( vertices );
-  geometry.SetIndexBuffer( indices );
+  geometry.AddVertexBuffer(vertices);
+  geometry.SetIndexBuffer(&indexData[0], numIndex);
 
   return geometry;
 }
 
-void BubbleEmitter::SetBubbleParameter( BubbleActorPtr bubbleActor, unsigned int curUniform,
-                                        const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement )
+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;
+  int rangeX = std::max(static_cast<int>(displacement.x), 1); // To avoid divide by zero issue.
+  int rangeY = std::max(static_cast<int>(displacement.y), 1); // To avoid divide by zero issue.
+
+  int halfRangeX = 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) % rangeX - halfRangeX, -rand_r(&mRandomSeed) % rangeY);
   dir.Normalize();
-  randomVec.x -= dir.x*halfRange;
-  randomVec.y *= 1.0f - fabsf(dir.x)*0.33f;
+  randomVec.x -= dir.x * halfRangeX;
+  randomVec.y *= 1.0f - fabsf(dir.x) * 0.33f;
 
   if(randomVec.y > 0.0f)
   {
     randomVec.y *= 0.33f;
   }
-  Vector4 startAndEndPos( emitPosition.x, emitPosition.y, emitPosition.x+randomVec.x, emitPosition.y+randomVec.y );
-  bubbleActor->SetStartAndEndPosition( curUniform, startAndEndPos );
+  Vector4 startAndEndPos(emitPosition.x, emitPosition.y, emitPosition.x + randomVec.x, emitPosition.y + randomVec.y);
+  bubbleRenderer.SetStartAndEndPosition(curUniform, startAndEndPos);
 
-  bubbleActor->SetPercentage( curUniform, 0.f);
+  bubbleRenderer.SetPercentage(curUniform, 0.f);
 }
 
 } // namespace Internal