X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fbubble-effect%2Fbubble-emitter-impl.cpp;h=5ee90472c022397e815dbc6cfb1cdd55083a99ba;hp=0661494b521f031d4e1cb8911835417fc43e804a;hb=b1e8521ad77e7b4e62b59613b2edef64429130e9;hpb=7dc926f34a990b06a39dec7bc467803fe0773600 diff --git a/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.cpp b/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.cpp index 0661494..5ee9047 100644 --- a/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.cpp +++ b/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.cpp @@ -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. @@ -19,13 +19,128 @@ #include "bubble-emitter-impl.h" // EXTERNAL INCLUDES -#include #include #include -#include +#include +#include // INTERNAL INCLUDES -#include +#include +#include + +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 internalBubbleEmitter ( new BubbleEmitter( winSize, shapeImage, + IntrusivePtr 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 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 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( 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( 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(displacement.x) - halfRange, rand()%static_cast(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(displacement.x) - halfRange, -rand()%static_cast(displacement.y)); + Vector2 randomVec( rand_r( &mRandomSeed ) % static_cast(displacement.x) - halfRange, -rand_r( &mRandomSeed ) % static_cast(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