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.h;h=ef9438671609b7d5572ad15a749f2e6c82c11628;hp=91158b2f6b168ab0f1161ed38c3d72677d70a5b4;hb=a2de9cf491172cd5da9dc9ed60b17683dab6d7bc;hpb=31df2b9472ccbe0ae460a958535be8ef790c96f2 diff --git a/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.h b/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.h index 91158b2..ef94386 100644 --- a/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.h +++ b/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.h @@ -20,7 +20,6 @@ // EXTERNAL INCLUDES #include -#include #include #include #include @@ -92,11 +91,6 @@ public: void SetBubbleDensity( unsigned int density ); /** - * @copydoc Toolkit::BubbleEmitter::SetBlendMode - */ - void SetBlendMode( bool enable ); - - /** * @copydoc Toolkit::BubbleEmitter::EmitBubble */ void EmitBubble( Animation& animation, const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement ); @@ -163,10 +157,8 @@ private: 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. - Sampler mSamplerBackground; ///< The sampler which provides the background image to material - Sampler mSamplerBubbleShape; ///< The sampler which provides the bubble shape image to material Geometry mMeshGeometry; ///< The mesh geometry which contains the vertices and indices data - Material mMaterial; ///< The material which controls the bubble display + TextureSet mTextureSet; ///< The texture set which controls the bubble display std::vector mBubbleActors; ///< The meshActor vector, its size is mNumShader. Vector2 mMovementArea; ///< The size of the bubble moving area, usually the same size as the background image actor. @@ -178,6 +170,7 @@ private: unsigned int mDensity; ///< How many bubbles will emit at each time, they are controlled by same uniforms in the shader. unsigned int mTotalNumOfBubble; ///< mNumBubblePerShader*mNumShader. unsigned int mCurrentBubble; ///< Keep track of the index for the newly emitted bubble + unsigned int mRandomSeed; ///< Seed to generate random number. bool mRenderTaskRunning; ///< If the background render task is currently running