-#ifndef __DALI_PAGE_TURN_BOOK_SPINE_EFFECT_H__
-#define __DALI_PAGE_TURN_BOOK_SPINE_EFFECT_H__
+#ifndef DALI_PAGE_TURN_BOOK_SPINE_EFFECT_H
+#define DALI_PAGE_TURN_BOOK_SPINE_EFFECT_H
/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 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/shader-effects/shader-effect.h>
+// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
+
+#define DALI_COMPOSE_SHADER(STR) #STR
namespace Dali
{
*
* When the page is turned over in landscape, call
* SetIsBackImageVisible(true), this effect can display the back image
- * correctly after the imageActor been rotated 180 degrees. To
+ * correctly after the page been rotated 180 degrees. To
* display the pages visually consistent with its turning state,
* please set the uniforms with the same values as the PageTurnEffect.
*
* Animatable/Constrainable uniforms:
* "uSpineShadowParameter" - The two parameters are the major&minor radius (in pixels) to form an ellipse shape. The top-left
- * quarter of this ellipse is used to calculate spine normal for simulating shadow
- * "uIsBackImageVisible" - Set whether the current page is with its backside visible. Need to pass the parameter as true for
- * the page which is turned over but still visible in Landscape
- * "uPageWidth" - The page width of the PageTurnBookSpineEffect
+ * quarter of this ellipse is used to calculate spine normal for simulating shadow *
+ * "uTextureWidth" - 1.0 for single sided page,
+ * 2.0 for double sided image which has left half part as page front side and right half part as page back side.
*
- * @return A handle to a newly allocated ShaderEffect
+ * @return The newly created Property::Map with the page turn book spine effect
**/
-inline ShaderEffect CreatePageTurnBookSpineEffect()
+inline Property::Map CreatePageTurnBookSpineEffect()
{
+ const char* vertexSource = DALI_COMPOSE_SHADER(
+ precision mediump float;\n
+ attribute mediump vec2 aPosition;\n
+ uniform mediump mat4 uMvpMatrix;\n
+ uniform vec3 uSize;\n
+ uniform float uTextureWidth;\n
+ varying vec2 vTexCoord;\n
+ void main()\n
+ {\n
+ mediump vec4 vertexPosition = vec4(aPosition*uSize.xy, 0.0, 1.0);\n
+ gl_Position = uMvpMatrix * vertexPosition;\n
+ vTexCoord = aPosition + vec2(0.5);\n
+ vTexCoord.x /= uTextureWidth;
+ }\n);
+
// the simplified version of the fragment shader of page turn effect
- std::string fragmentSource = DALI_COMPOSE_SHADER(
+ const char* fragmentSource = DALI_COMPOSE_SHADER(
precision mediump float;\n
- uniform float uIsBackImageVisible;\n
- uniform float uPageWidth;\n
+ varying mediump vec2 vTexCoord;\n
+ uniform vec3 uSize;\n
uniform vec2 uSpineShadowParameter;\n
+ uniform sampler2D sTexture;\n
+ uniform lowp vec4 uColor;\n
+
void main()\n
{\n
- // flip the image horizontally by changing the x component of the texture coordinate
- if( uIsBackImageVisible == 1.0 )\n
- gl_FragColor = texture2D( sTexture, vec2( uTextureRect.p+uTextureRect.s-vTexCoord.x, vTexCoord.y ) ) * uColor; \n
- else\n
- gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
- // display book spine, a stripe of shadowed texture
- float pixelPos = (vTexCoord.x-uTextureRect.s)*uPageWidth; \n
- if(pixelPos < uSpineShadowParameter.x) \n
+ if( gl_FrontFacing )\n // display front side
+ {\n
+ gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
+ }\n
+ else\n // display back side, flip the image horizontally by changing the x component of the texture coordinate
+ {\n
+ gl_FragColor = texture2D( sTexture, vec2( 1.0 - vTexCoord.x, vTexCoord.y ) ) * uColor;\n
+ }\n
+ // display book spine, a stripe of shadowed texture
+ float pixelPos = vTexCoord.x * uSize.x;\n
+ if( pixelPos < uSpineShadowParameter.x )\n
{\n
float x = pixelPos - uSpineShadowParameter.x;\n
float y = sqrt( uSpineShadowParameter.x*uSpineShadowParameter.x - x*x );\n
vec2 spineNormal = normalize(vec2(uSpineShadowParameter.y*x/uSpineShadowParameter.x, y));\n
gl_FragColor.rgb *= spineNormal.y; \n
- }
+ }\n
} );
- const Vector2 DEFAULT_SPINE_SHADOW_PARAMETER(50.0f, 20.0f);
-
- ShaderEffect shaderEffect = ShaderEffect::New( "", fragmentSource );
+ Property::Map map;
- shaderEffect.SetUniform( "uIsBackImageVisible", -1.f );
- shaderEffect.SetUniform( "uSpineShadowParameter", DEFAULT_SPINE_SHADOW_PARAMETER );
+ Property::Map customShader;
- float defaultPageWidth = Dali::Stage::GetCurrent().GetSize().x;
- shaderEffect.SetUniform( "uPageWidth", defaultPageWidth );
+ customShader[ Toolkit::Visual::Shader::Property::VERTEX_SHADER ] = vertexSource;
+ customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = fragmentSource;
- return shaderEffect;
+ map[ Toolkit::Visual::Property::SHADER ] = customShader;
+ return map;
}
} //namespace Internal
} // namespace Dali
-#endif /* __DALI_PAGE_TURN_BOOK_SPINE_EFFECT_H__ */
+#endif // DALI_PAGE_TURN_BOOK_SPINE_EFFECT_H