2 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include "page-turn-effect-impl.h"
23 #include <dali/public-api/animation/constraint.h>
24 #include <dali/public-api/common/stage.h>
37 #define MAKE_STRING(A)#A
39 const std::string CURRENT_CENTER_PROPERTY_NAME("uCurrentCenter");
40 const std::string ORIGINAL_CENTER_PROPERTY_NAME("uOriginalCenter");
41 const std::string PAGE_SIZE_PROPERTY_NAME("uPageSize");
42 const std::string IS_TURNING_BACK_PROPERTY_NAME("uIsTurningBack");
43 const std::string SHADOW_WIDTH_PROPERTY_NAME("uShadowWidth");
44 const std::string SPINE_SHADOW_PARAMETER_PROPERTY_NAME("uSpineShadowParameter");
46 // fake shadow is used to enhance the effect, with its default maximum width to be pageSize * 0.15
47 const float DEFAULT_SHADOW_WIDTH(0.15f);
49 // the major&minor radius (in pixels) to form an ellipse shape
50 // the top-left quarter of this ellipse is used to calculate spine normal for simulating shadow
51 const Vector2 DEFAULT_SPINE_SHADOW_PARAMETER(50.0f, 20.0f);
53 // when the vanishing point is very far away(pageHeight*THRESHOLD), make it infinitely, in this case, the page bent horizontally
54 const float THRESHOLD(20.0);
56 void CommonParametersConstraint( Matrix& current, const PropertyInputContainer& inputs )
58 const Vector2& originalCenter = inputs[0]->GetVector2();
59 Vector2 currentCenter = inputs[1]->GetVector2();
60 const Vector2& pageSize = inputs[2]->GetVector2();
62 // calculate the curve direction and the vanishing point
63 // here, the vanishing point is the intersection of spine with the line passing through original center and vertical to curve direction
64 Vector2 curveDirection( currentCenter - originalCenter );
65 curveDirection.Normalize();
66 if( fabs(curveDirection.y) < 0.01f) // eliminate the possibility of division by zero in the next step
68 curveDirection.y = 0.01f;
70 float vanishingPointY = originalCenter.y + curveDirection.x * originalCenter.x / curveDirection.y;
72 float curveEndY, cosTheta ,sinTheta ,translateX, translateY;
73 // when the vanishing point is very far away, make it infinitely, in this case, the page bent horizontally
74 if( fabs(vanishingPointY-pageSize.y*0.5f) >= pageSize.y*THRESHOLD )
76 curveDirection = Vector2(-1.f,0.f);
77 currentCenter.y = originalCenter.y;
79 curveEndY = originalCenter.y;
82 translateX = currentCenter.x - originalCenter.x;
83 translateY = vanishingPointY;
87 curveEndY = currentCenter.y - curveDirection.y * (currentCenter.x/curveDirection.x) ;
88 Vector2 v1( currentCenter.x, currentCenter.y - vanishingPointY );
90 Vector2 v2( originalCenter.x, originalCenter.y - vanishingPointY );
92 cosTheta = v1.x*v2.x + v1.y*v2.y;
93 sinTheta = ( vanishingPointY > pageSize.y*0.5f ) ? sqrt(1.0-cosTheta*cosTheta) : -sqrt(1.0-cosTheta*cosTheta);
94 translateX = currentCenter.x - cosTheta*originalCenter.x - sinTheta*( originalCenter.y-vanishingPointY );
95 translateY = currentCenter.y + sinTheta*originalCenter.x - cosTheta*( originalCenter.y-vanishingPointY );
98 float originalLength = fabs(originalCenter.x/curveDirection.x);
99 float currentLength = fabs(currentCenter.x/curveDirection.x);
100 float curveHeight = 0.45f*sqrt(originalLength*originalLength - currentLength*currentLength);
102 float* parameterArray = current.AsFloat();
103 parameterArray[0] = cosTheta;
104 parameterArray[1] = -sinTheta;
105 parameterArray[2] = originalCenter.x;
106 parameterArray[3] = originalCenter.y;
107 parameterArray[4] = sinTheta;
108 parameterArray[5] = cosTheta;
109 parameterArray[6] = currentCenter.x;
110 parameterArray[7] = currentCenter.y;
111 parameterArray[8] = translateX;
112 parameterArray[9] = translateY;
113 parameterArray[10] = vanishingPointY;
114 parameterArray[11] = curveEndY;
115 parameterArray[12] = curveDirection.x;
116 parameterArray[13] = curveDirection.y;
117 parameterArray[14] = curveHeight;
118 parameterArray[15] = currentLength;
123 PageTurnEffect::PageTurnEffect()
124 : mOriginalCenterPropertyIndex(Property::INVALID_INDEX),
125 mCurrentCenterPropertyIndex(Property::INVALID_INDEX)
129 PageTurnEffect::~PageTurnEffect()
133 Toolkit::PageTurnEffect PageTurnEffect::CreateShaderEffect( bool enableBlending )
135 std::string vertexShader = MAKE_STRING(
137 * The common parameters for all the vertices, calculate in CPU then pass into the shader as uniforms
139 * first part of the page, (outside the the line passing through original center and vertical to curve direction)
140 * no Z change, only 2D rotation and translation
141 * ([0][0],[0][1],[1][0],[1][1]) mat2 rotateMatrix
142 * ([2][0],[2][1]) vec2 translationVector
144 * ([0][2],[0][3]) vec2 originalCenter: Typically the press down position of the Pan Gesture
145 * ([1][2],[1][3]) vec2 currentCenter: Typically the current position of the Pan Gesture
146 * ([3][0],[3][1]) vec2 curveDirection: The normalized vector pointing from original center to current center
147 * ([2][2]) float vanishingPointY: The Y coordinate of the intersection of the spine
148 * and the line which goes through the original center and is vertical to the curveDirection
149 * ([2][3]) float curveEndY: The Y coordinate of intersection of the spine and the line through both original and current center
150 * ([3][2]) float curveHeight: The height of the interpolated hermite curve.
151 * ([3][3]) float currentLength: The length from the current center to the curveEnd.
153 precision mediump float;\n
154 uniform mat4 uCommonParameters;\n
156 uniform vec2 uPageSize;\n
157 uniform float uIsTurningBack;\n
158 uniform float uShadowWidth;\n
159 varying vec3 vNormal;\n
160 varying vec4 vPosition;\n
161 varying float vEdgeShadow;\n
165 vec4 position = vec4( aPosition.xy, 0.0, 1.0);\n
166 vec2 currentCenter = vec2( uCommonParameters[1][2], uCommonParameters[1][3]);\n
167 vec2 originalCenter = vec2( uCommonParameters[0][2], uCommonParameters[0][3]);\n
168 vec3 normal = vec3(0.0,0.0,1.0);\n
170 if(currentCenter.x < originalCenter.x)\n
172 // change the coordinate origin from the center of the page to its top-left
173 position.xy += uPageSize * 0.5;\n
174 vec2 curveDirection = vec2( uCommonParameters[3]);\n
175 vec3 vanishingPoint = vec3(0.0, uCommonParameters[2][2], 0.0);\n
176 // first part of the page, (outside the the line passing through original center and vertical to curve direction)
177 //no Z change, only 2D rotation and translation
178 if( dot(curveDirection, position.xy - originalCenter) < 0.0 )
180 position.y -= vanishingPoint.y;\n
181 position.xy = mat2(uCommonParameters)*position.xy + vec2( uCommonParameters[2]);\n
183 // second part of the page, bent as a ruled surface
186 // calculate on the flat plane, between
187 // the first line passing through current vertex and vanishing point
188 // the second line passing through original center and current center
189 vec2 curveEnd = vec2( 0.0, uCommonParameters[2][3] );\n
190 vec2 curFlatDirection = vec2(0.0,1.0);\n
191 float lengthFromCurve = position.y - originalCenter.y;\n
192 float lengthOnCurve = position.x;\n
193 if(currentCenter.y != originalCenter.y)\n
195 curFlatDirection = normalize(position.xy - vanishingPoint.xy);\n
196 lengthFromCurve = (curveEnd.x*curveDirection.y-curveEnd.y*curveDirection.x-position.x*curveDirection.y+position.y*curveDirection.x)
197 / (curFlatDirection.x*curveDirection.y-curFlatDirection.y*curveDirection.x);\n
198 lengthOnCurve = length(position.xy+lengthFromCurve*curFlatDirection-curveEnd);\n
201 // define the control points of hermite curve, composed with two segments
202 // calulation is carried out on the 2D plane which is passing through both current and original center and vertical to the image plane
203 float currentLength = uCommonParameters[3][3];\n
204 float originalLength = abs(originalCenter.x/curveDirection.x);\n
205 float height = uCommonParameters[3][2];\n
206 float percentage = currentLength/originalLength;\n
207 //vec2 SegmentOneControlPoint0 = vec2(0.0, 0.0);
208 vec2 SegmentOneControlPoint1 = vec2((0.65*percentage - 0.15)*originalLength, (0.8 + 0.2 * percentage)*height); \n
209 vec2 SegmentTwoControlPoint0 = SegmentOneControlPoint1;\n
210 vec2 SegmentTwoControlPoint1 = vec2(currentLength, 0.0); \n
211 vec2 SegmentOneTangentVector0 = SegmentOneControlPoint1;\n
212 vec2 SegmentOneTangentVector1 = vec2(0.5*originalLength,0.0);\n
213 vec2 SegmentTwoTangentVector0 = SegmentOneTangentVector1;\n
214 vec2 SegmentTwoTangentVector1 = SegmentOneTangentVector1;\n
216 // calulate the corresponding curve point position and its tangent vector
217 // it is a linear mapping onto nonlinear curves, might cause some unwanted deformation
218 // but as there are no analytical method to calculate the curve length on arbitrary segment
219 // no efficient way to solve this nonlinear mapping, Numerical approximation would cost too much computation in shader
222 float t0 = lengthOnCurve / originalLength;\n
228 curvePoint2D = (-2.0*t_3+3.0*t_2)*SegmentOneControlPoint1
229 + (t_3-2.0*t_2+t)*SegmentOneTangentVector0 + (t_3-t_2)*SegmentOneTangentVector1;\n
230 tangent = (-6.0*t_2+6.0*t)*SegmentOneControlPoint1
231 + (3.0*t_2-4.0*t+1.0)*SegmentOneTangentVector0 + (3.0*t_2-2.0*t)*SegmentOneTangentVector1;\n
235 float t = 2.0*t0-1.0;\n
238 curvePoint2D = (2.0*t_3-3.0*t_2+1.0)*SegmentTwoControlPoint0 + (-2.0*t_3+3.0*t_2)*SegmentTwoControlPoint1
239 + (t_3-2.0*t_2+t)*SegmentTwoTangentVector0 + (t_3-t_2)*SegmentTwoTangentVector1;\n
240 tangent = (6.0*t_2-6.0*t)*SegmentTwoControlPoint0 + (-6.0*t_2+6.0*t)*SegmentTwoControlPoint1
241 + (3.0*t_2-4.0*t+1.0)*SegmentTwoTangentVector0 + (3.0*t_2-2.0*t)*SegmentTwoTangentVector1;\n
242 // a trick to eliminate some optical illusion caused by the gradient matter of normal in per-fragment shading
243 // which is caused by linear interpolation of normal vs. nonlinear lighting
244 // will notice some artifact in the areas with dramatically normal changes, so compress the normal differences here
245 tangent.y *= min(1.0, length(position.xyz - vanishingPoint) / uPageSize.y ); \n
247 vec3 curvePoint = vec3(curveEnd - curvePoint2D.x*curveDirection,max(0.0,curvePoint2D.y));\n
248 vec3 tangentVector = vec3(-tangent.x*curveDirection,tangent.y);\n
250 // locate the new vertex position on the line passing through both vanishing point and the calculated curve point position
251 vec3 curLiftDirection = vec3(0.0,-1.0,0.0);\n
252 if(currentCenter.y != originalCenter.y)\n
254 curLiftDirection = normalize(curvePoint - vanishingPoint);\n
255 tangentVector *= (curveDirection.y > 0.0) ? -1.0 : 1.0;\n
256 // an heuristic adjustment here, to compensate the linear parameter mapping onto the nonlinear curve
257 float Y0 = position.y - curveDirection.y * (position.x/curveDirection.x); \n
260 if(abs(Y0-vanishingPoint.y) > abs(curveEnd.y-vanishingPoint.y)) \n
262 proportion = abs(curveEnd.y - Y0) / (abs(curveEnd.y-Y0)+abs(curveEnd.y - vanishingPoint.y)); \n
263 refLength = proportion*length(originalCenter-vanishingPoint.xy) / (proportion-1.0); \n
267 proportion = abs(curveEnd.y - Y0) / abs(curveEnd.y - vanishingPoint.y);\n
268 refLength = proportion*length(originalCenter-vanishingPoint.xy); \n
270 float Y1 = currentCenter.y - (normalize(currentCenter-vanishingPoint.xy)).y * refLength; \n
271 position.y = mix(Y0, Y1, t0); \n
273 position.xz = curvePoint.xz - lengthFromCurve*curLiftDirection.xz;\n
274 // calculate the normal vector, will be used for lighting
275 normal = cross(curLiftDirection, normalize(tangentVector));\n
276 // the signature of Z is decided by the page turning direction:
277 // from left to right(negative); from right to left (positive)
278 position.z *= -uIsTurningBack;\n
279 normal.xy *= -uIsTurningBack;\n
281 // change the coordinate origin from the top-left of the page to its center
282 position.xy -= uPageSize * 0.5; \n
284 position.z += aPosition.z;\n
285 gl_Position = uMvpMatrix * position;\n
286 // varying parameters for fragment shader
287 vTexCoord = aTexCoord;
288 vNormal = uNormalMatrix*normal;\n
289 vPosition = uModelView * position;\n
292 std::string vertexShaderWithFakedShadow = MAKE_STRING(
293 // display shadow, the fake shadow value is calculated according to the height and the distance from page edge
294 vTexCoord.x = (aTexCoord.x-sTextureRect.s) /( 1.0 - uShadowWidth ) + sTextureRect.s;\n
295 vTexCoord.y = ( aTexCoord.y-sTextureRect.t-0.5*uShadowWidth*(sTextureRect.q-sTextureRect.t) )/( 1.0 - uShadowWidth ) + sTextureRect.t;\n
296 float heightCoef = (1.0 + position.z*uIsTurningBack*3.0 / uPageSize.x) * 0.6;
297 vEdgeShadow = clamp(0.9 - heightCoef, 0.0, 0.9 ); \n
298 if( vTexCoord.y >= sTextureRect.q || vTexCoord.y <= sTextureRect.t || vTexCoord.x >= sTextureRect.p )\n
300 float inversedShadowWidth = (1.0-uShadowWidth) / uShadowWidth ;\n
301 float alpha1 = (vTexCoord.x-sTextureRect.p) * inversedShadowWidth / (sTextureRect.p - sTextureRect.s);\n
302 inversedShadowWidth = 2.0 * inversedShadowWidth / (sTextureRect.q - sTextureRect.t); \n
303 float alpha2 = (vTexCoord.y-sTextureRect.q) * inversedShadowWidth;\n
304 float alpha3 = (sTextureRect.t-vTexCoord.y) * inversedShadowWidth;\n
306 if(alpha1 > 0.0 && alpha2 > 0.0) alpha = sqrt(alpha2*alpha2+alpha1*alpha1)/sqrt(1.0 + max(alpha1,alpha2)*max(alpha1,alpha2));\n //bottom-right corner
307 else if(alpha1 > 0.0 && alpha3 > 0.0) alpha = sqrt(alpha3*alpha3+alpha1*alpha1)/sqrt(1.0+max(alpha1,alpha3)*max(alpha1,alpha3));\n //top-right corner
308 else alpha = max(alpha1,max(alpha2,alpha3)); \n
309 alpha = 0.9 - alpha*0.9;\n
310 vEdgeShadow = clamp(alpha - heightCoef, 0.0, 0.9 ); \n
314 std::string vertexShaderEnd("}");
316 std::string fragmentShaderPartOne = MAKE_STRING(
317 precision mediump float;\n
318 uniform vec2 uPageSize;\n
319 uniform vec2 uSpineShadowParameter;\n
320 varying vec3 vNormal;\n
321 varying vec4 vPosition;\n
322 varying float vEdgeShadow;\n
326 // need to re-normalize the interpolated normal
327 vec3 normal = normalize(vNormal);\n
329 float spineShadowCoef = 1.0; \n
332 std::string fragmentShaderWithFakedShadow = MAKE_STRING(
333 if( vTexCoord.y > sTextureRect.q || vTexCoord.y < sTextureRect.t || vTexCoord.x > sTextureRect.p )\n
334 texel = vec4(0.0,0.0,0.0,vEdgeShadow);
338 std::string fragmentShaderPartTwo = MAKE_STRING(
340 // display page content
341 // display back image of the page, flip the texture
342 if( dot(vPosition.xyz, normal) > 0.0 ) texel = texture2D( sTexture, vec2( sTextureRect.p+sTextureRect.s-vTexCoord.x, vTexCoord.y ) );\n
343 // display front image of the page
344 else texel = texture2D( sTexture, vTexCoord );\n
345 // display book spine, a stripe of shadowed texture
346 float pixelPos = (vTexCoord.x-sTextureRect.s)*uPageSize.x; \n
347 if(pixelPos < uSpineShadowParameter.x) \n
349 float x = pixelPos - uSpineShadowParameter.x;\n
350 float y = sqrt( uSpineShadowParameter.x*uSpineShadowParameter.x - x*x);\n
351 spineShadowCoef = normalize( vec2( uSpineShadowParameter.y*x/uSpineShadowParameter.x, y ) ).y;\n
354 // calculate the lighting
355 // set the ambient color as vec3(0.4);
356 float lightColor = abs( normal.z ) * 0.6 + 0.4;\n
357 gl_FragColor = vec4( ( spineShadowCoef* lightColor)* texel.rgb , texel.a ) * uColor;\n
361 // Create the implementation, temporarily owned on stack,
362 Dali::ShaderEffect shaderEffectCustom;
363 std::ostringstream vertexShaderStringStream;
364 std::ostringstream fragmentShaderStringStream;
367 vertexShaderStringStream<< vertexShader << vertexShaderWithFakedShadow << vertexShaderEnd;
368 fragmentShaderStringStream<< fragmentShaderPartOne << fragmentShaderWithFakedShadow << fragmentShaderPartTwo;
369 shaderEffectCustom = Dali::ShaderEffect::New( vertexShaderStringStream.str(), fragmentShaderStringStream.str(), GeometryType( GEOMETRY_TYPE_IMAGE ),
370 ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_DEPTH_BUFFER | ShaderEffect::HINT_BLENDING) );
374 vertexShaderStringStream<< vertexShader << vertexShaderEnd;
375 fragmentShaderStringStream<< fragmentShaderPartOne << fragmentShaderPartTwo;
376 shaderEffectCustom = Dali::ShaderEffect::New( vertexShaderStringStream.str(), fragmentShaderStringStream.str(), GeometryType( GEOMETRY_TYPE_IMAGE ),
377 ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_DEPTH_BUFFER ) );
380 PageTurnEffect* shaderImpl = new PageTurnEffect();
381 Dali::Toolkit::PageTurnEffect handle = Toolkit::PageTurnEffect( shaderEffectCustom, shaderImpl );
383 shaderImpl->Initialize( handle );
385 Vector2 defaultPageSize = Dali::Stage::GetCurrent().GetSize();
386 Matrix zeroMatrix(true);
387 handle.SetUniform( "uCommonParameters", zeroMatrix );
388 handle.SetUniform( PAGE_SIZE_PROPERTY_NAME, defaultPageSize/(1.f-DEFAULT_SHADOW_WIDTH) );
389 handle.SetUniform( SHADOW_WIDTH_PROPERTY_NAME, DEFAULT_SHADOW_WIDTH );
390 handle.SetUniform( SPINE_SHADOW_PARAMETER_PROPERTY_NAME, DEFAULT_SPINE_SHADOW_PARAMETER );
392 shaderImpl->mOriginalCenterPropertyIndex = handle.RegisterProperty( ORIGINAL_CENTER_PROPERTY_NAME, Vector2( defaultPageSize[0], defaultPageSize[1]*0.5f ) );
393 shaderImpl->mCurrentCenterPropertyIndex = handle.RegisterProperty( CURRENT_CENTER_PROPERTY_NAME, Vector2( defaultPageSize[0], defaultPageSize[1]*0.5f ) );
395 shaderImpl->ApplyInternalConstraint();
397 // setting isTurningBack to -1.0f here means turning page forward
398 handle.SetUniform( IS_TURNING_BACK_PROPERTY_NAME, -1.0f );
403 void PageTurnEffect::SetPageSize(const Vector2& pageSize)
405 mShaderEffect.SetUniform(PAGE_SIZE_PROPERTY_NAME, pageSize);
408 void PageTurnEffect::SetOriginalCenter(const Vector2& originalCenter)
410 mShaderEffect.SetProperty( mOriginalCenterPropertyIndex, originalCenter );
413 void PageTurnEffect::SetCurrentCenter(const Vector2& currentCenter)
415 mShaderEffect.SetProperty( mCurrentCenterPropertyIndex, currentCenter );
418 void PageTurnEffect::SetIsTurningBack(bool isTurningBack)
420 float direction = isTurningBack ? 1.0f : -1.0f;
421 mShaderEffect.SetUniform(IS_TURNING_BACK_PROPERTY_NAME, direction);
424 void PageTurnEffect::SetShadowWidth(float shadowWidth)
426 mShaderEffect.SetUniform( SHADOW_WIDTH_PROPERTY_NAME, shadowWidth );
429 void PageTurnEffect::SetSpineShadowParameter(const Vector2& spineShadowParameter)
431 mShaderEffect.SetUniform( SPINE_SHADOW_PARAMETER_PROPERTY_NAME, spineShadowParameter);
434 void PageTurnEffect::ApplyInternalConstraint()
436 Constraint constraint = Constraint::New<Matrix>( mShaderEffect, mShaderEffect.GetPropertyIndex( "uCommonParameters" ), CommonParametersConstraint );
437 constraint.AddSource( LocalSource( mOriginalCenterPropertyIndex ) );
438 constraint.AddSource( LocalSource( mCurrentCenterPropertyIndex ) );
439 constraint.AddSource( LocalSource( mShaderEffect.GetPropertyIndex( PAGE_SIZE_PROPERTY_NAME ) ) );
443 const std::string& PageTurnEffect::GetPageSizePropertyName() const
445 return PAGE_SIZE_PROPERTY_NAME;
448 const std::string& PageTurnEffect::GetOriginalCenterPropertyName() const
450 return ORIGINAL_CENTER_PROPERTY_NAME;
453 const std::string& PageTurnEffect::GetCurrentCenterPropertyName() const
455 return CURRENT_CENTER_PROPERTY_NAME;
458 void PageTurnEffect::Initialize( Dali::ShaderEffect shaderEffect )
460 // Save a reference to the shader handle
461 mShaderEffect = shaderEffect;
464 } // namespace Internal
466 } // namespace Toolkit