void OnRenderFinished(RenderTask& source);
/**
+ * Callback function from Stage to tell us if the context has been regained.
+ */
+ void OnContextRegained();
+
+ /**
* Generate the material object which is attached to the meshActor to describe its color, texture, texture mapping mode etc.
*/
void GenMaterial();
unsigned int mNumBubblePerShader; ///< How many bubbles for each BubbleEffect shader.
unsigned int mNumShader; ///< How many BubbleEffect shaders are used.
unsigned int mTotalNumOfBubble; ///< mNumBubblePerShader*mNumShader.
+ bool mRenderTaskRunning; ///< If the background render task is currently running
+
Vector2 mBubbleSizeRange; ///< The bubble size range.
std::vector<Mesh> mMesh; ///< The mesh vector, each mesh is used to create a meshActor which applies a BubbleEffect.
unsigned int mCurrentUniform; ///< Keep track of the uniform index for the newly emitted bubble
+ Vector3 mHSVDelta; ///< The HSV difference used to adjust the background image color.
+ 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.