Fix for slider labels
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / shader-effects / page-turn-effect-impl.cpp
1 /*
2  * Copyright (c) 2014 Samsung Electronics Co., Ltd.
3  *
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
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
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.
15  *
16  */
17
18 // CLASS HEADER
19 #include "page-turn-effect-impl.h"
20
21 // EXTERNAL HEADERS
22 #include <sstream>
23 #include <dali/public-api/animation/active-constraint.h>
24 #include <dali/public-api/animation/constraint.h>
25 #include <dali/public-api/common/stage.h>
26
27 namespace Dali
28 {
29
30 namespace Toolkit
31 {
32
33 namespace Internal
34 {
35
36 namespace
37 {
38 #define MAKE_STRING(A)#A
39
40 const std::string CURRENT_CENTER_PROPERTY_NAME("uCurrentCenter");
41 const std::string ORIGINAL_CENTER_PROPERTY_NAME("uOriginalCenter");
42 const std::string PAGE_SIZE_PROPERTY_NAME("uPageSize");
43 const std::string IS_TURNING_BACK_PROPERTY_NAME("uIsTurningBack");
44 const std::string SHADOW_WIDTH_PROPERTY_NAME("uShadowWidth");
45 const std::string SPINE_SHADOW_PARAMETER_PROPERTY_NAME("uSpineShadowParameter");
46
47 // fake shadow is used to enhance the effect, with its default maximum width to be pageSize * 0.15
48 const float DEFAULT_SHADOW_WIDTH(0.15f);
49
50 // the major&minor radius (in pixels) to form an ellipse shape
51 // the top-left quarter of this ellipse is used to calculate spine normal for simulating shadow
52 const Vector2 DEFAULT_SPINE_SHADOW_PARAMETER(50.0f, 20.0f);
53
54 // when the vanishing point is very far away(pageHeight*THRESHOLD), make it infinitely, in this case, the page bent horizontally
55 const float THRESHOLD(20.0);
56
57 struct CommonParametersConstraint
58 {
59   Matrix operator()( const Matrix& current,
60                      const PropertyInput& originalCenterProperty,
61                      const PropertyInput& currentCenterProperty,
62                      const PropertyInput& pageSizeProperty)
63   {
64     const Vector2& originalCenter = originalCenterProperty.GetVector2();
65     Vector2 currentCenter = currentCenterProperty.GetVector2();
66     const Vector2& pageSize = pageSizeProperty.GetVector2();
67
68     // calculate the curve direction and the vanishing point
69     // here, the vanishing point is the intersection of spine with the line passing through original center and vertical to curve direction
70     Vector2 curveDirection( currentCenter - originalCenter );
71     curveDirection.Normalize();
72     if( fabs(curveDirection.y) < 0.01f) // eliminate the possibility of division by zero in the next step
73     {
74       curveDirection.y = 0.01f;
75     }
76     float vanishingPointY = originalCenter.y + curveDirection.x * originalCenter.x / curveDirection.y;
77
78     float curveEndY, cosTheta ,sinTheta ,translateX, translateY;
79     // when the vanishing point is very far away, make it infinitely, in this case, the page bent horizontally
80     if( fabs(vanishingPointY-pageSize.y*0.5f) >= pageSize.y*THRESHOLD )
81     {
82       curveDirection = Vector2(-1.f,0.f);
83       currentCenter.y = originalCenter.y;
84
85       curveEndY = originalCenter.y;
86       cosTheta = 1.f;
87       sinTheta = 0.f;
88       translateX = currentCenter.x - originalCenter.x;
89       translateY = vanishingPointY;
90     }
91     else
92     {
93       curveEndY = currentCenter.y - curveDirection.y * (currentCenter.x/curveDirection.x) ;
94       Vector2 v1( currentCenter.x, currentCenter.y - vanishingPointY );
95       v1.Normalize();
96       Vector2 v2( originalCenter.x, originalCenter.y - vanishingPointY );
97       v2.Normalize();
98       cosTheta = v1.x*v2.x + v1.y*v2.y;
99       sinTheta = ( vanishingPointY > pageSize.y*0.5f ) ? sqrt(1.0-cosTheta*cosTheta) : -sqrt(1.0-cosTheta*cosTheta);
100       translateX = currentCenter.x - cosTheta*originalCenter.x - sinTheta*( originalCenter.y-vanishingPointY );
101       translateY = currentCenter.y + sinTheta*originalCenter.x - cosTheta*( originalCenter.y-vanishingPointY );
102     }
103
104     float originalLength = fabs(originalCenter.x/curveDirection.x);
105     float currentLength = fabs(currentCenter.x/curveDirection.x);
106     float curveHeight = 0.45f*sqrt(originalLength*originalLength - currentLength*currentLength);
107
108     Matrix commonParameters( false );
109     float* parameterArray = commonParameters.AsFloat();
110     parameterArray[0] = cosTheta;
111     parameterArray[1] = -sinTheta;
112     parameterArray[2] = originalCenter.x;
113     parameterArray[3] = originalCenter.y;
114     parameterArray[4] = sinTheta;
115     parameterArray[5] = cosTheta;
116     parameterArray[6] = currentCenter.x;
117     parameterArray[7] = currentCenter.y;
118     parameterArray[8] = translateX;
119     parameterArray[9] = translateY;
120     parameterArray[10] = vanishingPointY;
121     parameterArray[11] = curveEndY;
122     parameterArray[12] = curveDirection.x;
123     parameterArray[13] = curveDirection.y;
124     parameterArray[14] = curveHeight;
125     parameterArray[15] = currentLength;
126
127     return commonParameters;
128   }
129 };
130
131 }//namespace
132
133 PageTurnEffect::PageTurnEffect()
134 : mOriginalCenterPropertyIndex(Property::INVALID_INDEX),
135   mCurrentCenterPropertyIndex(Property::INVALID_INDEX)
136 {
137 }
138
139 PageTurnEffect::~PageTurnEffect()
140 {
141 }
142
143 Toolkit::PageTurnEffect PageTurnEffect::CreateShaderEffect( bool enableBlending )
144 {
145   std::string vertexShader = MAKE_STRING(
146     /*
147      * The common parameters for all the vertices, calculate in CPU then pass into the shader as uniforms
148      *
149      *  first part of the page, (outside the the line passing through original center and vertical to curve direction)
150      * no Z change, only 2D rotation and translation
151      * ([0][0],[0][1],[1][0],[1][1]) mat2 rotateMatrix
152      * ([2][0],[2][1]) vec2 translationVector
153      *
154      * ([0][2],[0][3]) vec2 originalCenter: Typically the press down position of the Pan Gesture
155      * ([1][2],[1][3]) vec2 currentCenter: Typically the current position of the Pan Gesture
156      * ([3][0],[3][1]) vec2 curveDirection: The normalized vector pointing from original center to current center
157      * ([2][2]) float vanishingPointY: The Y coordinate of the intersection of the spine
158      *                                 and the line which goes through the original center and is vertical to the curveDirection
159      * ([2][3]) float curveEndY: The Y coordinate of intersection of the spine and the line through both original and current center
160      * ([3][2]) float curveHeight: The height of the interpolated hermite curve.
161      * ([3][3]) float currentLength: The length from the current center to the curveEnd.
162      */
163     precision mediump float;\n
164     uniform mat4 uCommonParameters;\n
165     \n
166     uniform vec2 uPageSize;\n
167     uniform float uIsTurningBack;\n
168     uniform float uShadowWidth;\n
169     varying vec3 vNormal;\n
170     varying vec4 vPosition;\n
171     varying float vEdgeShadow;\n
172     \n
173     void main()\n
174     {\n
175       vec4 position = vec4( aPosition.xy, 0.0, 1.0);\n
176       vec2 currentCenter = vec2( uCommonParameters[1][2], uCommonParameters[1][3]);\n
177       vec2 originalCenter = vec2( uCommonParameters[0][2], uCommonParameters[0][3]);\n
178       vec3 normal = vec3(0.0,0.0,1.0);\n
179       \n
180       if(currentCenter.x < originalCenter.x)\n
181       {\n
182         // change the coordinate origin from the center of the page to its top-left
183         position.xy += uPageSize * 0.5;\n
184         vec2 curveDirection = vec2( uCommonParameters[3]);\n
185         vec3 vanishingPoint = vec3(0.0, uCommonParameters[2][2], 0.0);\n
186         // first part of the page, (outside the the line passing through original center and vertical to curve direction)
187         //no Z change, only 2D rotation and translation
188         if( dot(curveDirection, position.xy - originalCenter) < 0.0 )
189         {\n
190           position.y -= vanishingPoint.y;\n
191           position.xy = mat2(uCommonParameters)*position.xy + vec2( uCommonParameters[2]);\n
192         }\n
193          // second part of the page, bent as a ruled surface
194         else\n
195         {\n
196           // calculate on the flat plane, between
197           // the first line passing through current vertex and vanishing point
198           // the second line passing through original center and current center
199           vec2 curveEnd = vec2( 0.0, uCommonParameters[2][3] );\n
200           vec2 curFlatDirection = vec2(0.0,1.0);\n
201           float lengthFromCurve = position.y - originalCenter.y;\n
202           float lengthOnCurve = position.x;\n
203           if(currentCenter.y != originalCenter.y)\n
204           {\n
205             curFlatDirection = normalize(position.xy - vanishingPoint.xy);\n
206             lengthFromCurve = (curveEnd.x*curveDirection.y-curveEnd.y*curveDirection.x-position.x*curveDirection.y+position.y*curveDirection.x)
207                             / (curFlatDirection.x*curveDirection.y-curFlatDirection.y*curveDirection.x);\n
208             lengthOnCurve = length(position.xy+lengthFromCurve*curFlatDirection-curveEnd);\n
209           }\n
210           \n
211           // define the control points of hermite curve, composed with two segments
212           // calulation is carried out on the 2D plane which is passing through both current and original center and vertical to the image plane
213           float currentLength = uCommonParameters[3][3];\n
214           float originalLength =  abs(originalCenter.x/curveDirection.x);\n
215           float height = uCommonParameters[3][2];\n
216           float percentage = currentLength/originalLength;\n
217           //vec2 SegmentOneControlPoint0 = vec2(0.0, 0.0);
218           vec2 SegmentOneControlPoint1 = vec2((0.65*percentage - 0.15)*originalLength, (0.8 + 0.2 * percentage)*height); \n
219           vec2 SegmentTwoControlPoint0 = SegmentOneControlPoint1;\n
220           vec2 SegmentTwoControlPoint1 = vec2(currentLength, 0.0); \n
221           vec2 SegmentOneTangentVector0 = SegmentOneControlPoint1;\n
222           vec2 SegmentOneTangentVector1 = vec2(0.5*originalLength,0.0);\n
223           vec2 SegmentTwoTangentVector0 = SegmentOneTangentVector1;\n
224           vec2 SegmentTwoTangentVector1 = SegmentOneTangentVector1;\n
225           \n
226           // calulate the corresponding curve point position and its tangent vector
227           // it is a linear mapping onto nonlinear curves, might cause some unwanted deformation
228           // but as there are no analytical method to calculate the curve length on arbitrary segment
229           // no efficient way to solve this nonlinear mapping, Numerical approximation would cost too much computation in shader
230           vec2 curvePoint2D;\n
231           vec2 tangent;\n
232           float t0 = lengthOnCurve / originalLength;\n
233           if(t0<=0.5)\n
234           {\n
235             float t = 2.0*t0;\n
236             float t_2 = t*t;\n
237             float t_3 = t*t_2;\n
238             curvePoint2D = (-2.0*t_3+3.0*t_2)*SegmentOneControlPoint1
239                          + (t_3-2.0*t_2+t)*SegmentOneTangentVector0 + (t_3-t_2)*SegmentOneTangentVector1;\n
240             tangent = (-6.0*t_2+6.0*t)*SegmentOneControlPoint1
241                     + (3.0*t_2-4.0*t+1.0)*SegmentOneTangentVector0 + (3.0*t_2-2.0*t)*SegmentOneTangentVector1;\n
242           }\n
243           else\n
244           {\n
245             float t = 2.0*t0-1.0;\n
246             float t_2 = t*t;\n
247             float t_3 = t*t_2;\n
248             curvePoint2D = (2.0*t_3-3.0*t_2+1.0)*SegmentTwoControlPoint0 + (-2.0*t_3+3.0*t_2)*SegmentTwoControlPoint1
249                          + (t_3-2.0*t_2+t)*SegmentTwoTangentVector0 + (t_3-t_2)*SegmentTwoTangentVector1;\n
250             tangent = (6.0*t_2-6.0*t)*SegmentTwoControlPoint0 + (-6.0*t_2+6.0*t)*SegmentTwoControlPoint1
251                     + (3.0*t_2-4.0*t+1.0)*SegmentTwoTangentVector0 + (3.0*t_2-2.0*t)*SegmentTwoTangentVector1;\n
252             // a trick to eliminate some optical illusion caused by the gradient matter of normal in per-fragment shading
253             // which is caused by linear interpolation of normal vs. nonlinear lighting
254             // will notice some artifact in the areas with dramatically normal changes, so compress the normal differences here
255             tangent.y *=  min(1.0, length(position.xyz - vanishingPoint) / uPageSize.y ); \n
256           }\n
257           vec3 curvePoint = vec3(curveEnd - curvePoint2D.x*curveDirection,max(0.0,curvePoint2D.y));\n
258           vec3 tangentVector = vec3(-tangent.x*curveDirection,tangent.y);\n
259           \n
260           // locate the new vertex position on the line passing through both vanishing point and the calculated curve point position
261           vec3 curLiftDirection = vec3(0.0,-1.0,0.0);\n
262           if(currentCenter.y != originalCenter.y)\n
263           {\n
264             curLiftDirection = normalize(curvePoint - vanishingPoint);\n
265             tangentVector *= (curveDirection.y > 0.0) ? -1.0 : 1.0;\n
266           // an heuristic adjustment here, to compensate the linear parameter mapping onto the nonlinear curve
267             float Y0 = position.y - curveDirection.y * (position.x/curveDirection.x); \n
268             float proportion;
269             float refLength;\n
270             if(abs(Y0-vanishingPoint.y) > abs(curveEnd.y-vanishingPoint.y)) \n
271             {\n
272               proportion = abs(curveEnd.y - Y0) / (abs(curveEnd.y-Y0)+abs(curveEnd.y - vanishingPoint.y)); \n
273               refLength = proportion*length(originalCenter-vanishingPoint.xy) / (proportion-1.0); \n
274             }\n
275             else\n
276             {\n
277               proportion = abs(curveEnd.y - Y0) / abs(curveEnd.y - vanishingPoint.y);\n
278               refLength = proportion*length(originalCenter-vanishingPoint.xy); \n
279             }\n
280             float Y1 = currentCenter.y - (normalize(currentCenter-vanishingPoint.xy)).y * refLength; \n
281             position.y = mix(Y0, Y1, t0); \n
282           }\n
283           position.xz = curvePoint.xz - lengthFromCurve*curLiftDirection.xz;\n
284           // calculate the normal vector, will be used for lighting
285           normal = cross(curLiftDirection, normalize(tangentVector));\n
286           // the signature of Z is decided by the page turning direction:
287           // from left to right(negative); from right to left (positive)
288           position.z *= -uIsTurningBack;\n
289           normal.xy *= -uIsTurningBack;\n
290         }\n
291         // change the coordinate origin from the top-left of the page to its center
292         position.xy -= uPageSize * 0.5; \n
293       }\n
294       position.z += aPosition.z;\n
295       gl_Position = uMvpMatrix * position;\n
296      // varying parameters for fragment shader
297       vTexCoord = aTexCoord;
298       vNormal = uNormalMatrix*normal;\n
299       vPosition = uModelView * position;\n
300   );
301
302   std::string vertexShaderWithFakedShadow = MAKE_STRING(
303       // display shadow, the fake shadow value is calculated according to the height and the distance from page edge
304       vTexCoord.x = (aTexCoord.x-sTextureRect.s) /( 1.0 - uShadowWidth ) + sTextureRect.s;\n
305       vTexCoord.y = ( aTexCoord.y-sTextureRect.t-0.5*uShadowWidth*(sTextureRect.q-sTextureRect.t) )/( 1.0 - uShadowWidth ) + sTextureRect.t;\n
306       float heightCoef = (1.0 + position.z*uIsTurningBack*3.0 / uPageSize.x) * 0.6;
307       vEdgeShadow = clamp(0.9 - heightCoef, 0.0, 0.9 ); \n
308       if( vTexCoord.y >= sTextureRect.q || vTexCoord.y <= sTextureRect.t || vTexCoord.x >= sTextureRect.p  )\n
309       {\n
310         float inversedShadowWidth = (1.0-uShadowWidth) / uShadowWidth ;\n
311         float alpha1 = (vTexCoord.x-sTextureRect.p) * inversedShadowWidth / (sTextureRect.p - sTextureRect.s);\n
312         inversedShadowWidth = 2.0 * inversedShadowWidth  / (sTextureRect.q - sTextureRect.t); \n
313         float alpha2 = (vTexCoord.y-sTextureRect.q) * inversedShadowWidth;\n
314         float alpha3 = (sTextureRect.t-vTexCoord.y) * inversedShadowWidth;\n
315         float alpha;\n
316         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
317         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
318         else alpha = max(alpha1,max(alpha2,alpha3)); \n
319         alpha = 0.9 - alpha*0.9;\n
320         vEdgeShadow = clamp(alpha - heightCoef, 0.0, 0.9 ); \n
321       }\n
322   );
323
324   std::string vertexShaderEnd("}");
325
326   std::string fragmentShaderPartOne = MAKE_STRING(
327     precision mediump float;\n
328     uniform vec2 uPageSize;\n
329     uniform vec2 uSpineShadowParameter;\n
330     varying vec3 vNormal;\n
331     varying vec4 vPosition;\n
332     varying float vEdgeShadow;\n
333     \n
334     void main()\n
335     {\n
336       // need to re-normalize the interpolated normal
337       vec3 normal = normalize(vNormal);\n
338       vec4 texel;\n
339       float spineShadowCoef = 1.0; \n
340    );
341
342   std::string fragmentShaderWithFakedShadow = MAKE_STRING(
343       if( vTexCoord.y > sTextureRect.q || vTexCoord.y < sTextureRect.t || vTexCoord.x > sTextureRect.p  )\n
344          texel = vec4(0.0,0.0,0.0,vEdgeShadow);
345       else \n
346   );
347
348   std::string fragmentShaderPartTwo = MAKE_STRING(
349       { \n
350         // display page content
351         // display back image of the page, flip the texture
352         if(  dot(vPosition.xyz, normal) > 0.0 ) texel = texture2D( sTexture, vec2( sTextureRect.p+sTextureRect.s-vTexCoord.x, vTexCoord.y ) );\n
353         // display front image of the page
354         else texel = texture2D( sTexture, vTexCoord );\n
355         // display book spine, a stripe of shadowed texture
356         float pixelPos = (vTexCoord.x-sTextureRect.s)*uPageSize.x; \n
357         if(pixelPos < uSpineShadowParameter.x) \n
358         {\n
359           float x = pixelPos - uSpineShadowParameter.x;\n
360           float y = sqrt( uSpineShadowParameter.x*uSpineShadowParameter.x - x*x);\n
361           spineShadowCoef = normalize( vec2( uSpineShadowParameter.y*x/uSpineShadowParameter.x, y ) ).y;\n
362         }\n
363       }\n
364     // calculate the lighting
365     // set the ambient color as vec3(0.4);
366       float lightColor = abs( normal.z ) * 0.6 + 0.4;\n
367       gl_FragColor = vec4( ( spineShadowCoef* lightColor)* texel.rgb , texel.a ) * uColor;\n
368     }
369   );
370
371   // Create the implementation, temporarily owned on stack,
372   Dali::ShaderEffect shaderEffectCustom;
373   std::ostringstream vertexShaderStringStream;
374   std::ostringstream fragmentShaderStringStream;
375   if( enableBlending )
376   {
377     vertexShaderStringStream<< vertexShader << vertexShaderWithFakedShadow << vertexShaderEnd;
378     fragmentShaderStringStream<< fragmentShaderPartOne << fragmentShaderWithFakedShadow << fragmentShaderPartTwo;
379     shaderEffectCustom = Dali::ShaderEffect::New( vertexShaderStringStream.str(), fragmentShaderStringStream.str(), GeometryType( GEOMETRY_TYPE_IMAGE ),
380             ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_DEPTH_BUFFER | ShaderEffect::HINT_BLENDING) );
381   }
382   else
383   {
384     vertexShaderStringStream<< vertexShader << vertexShaderEnd;
385     fragmentShaderStringStream<< fragmentShaderPartOne << fragmentShaderPartTwo;
386     shaderEffectCustom = Dali::ShaderEffect::New( vertexShaderStringStream.str(), fragmentShaderStringStream.str(), GeometryType( GEOMETRY_TYPE_IMAGE ),
387             ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_DEPTH_BUFFER ) );
388   }
389
390   PageTurnEffect* shaderImpl = new PageTurnEffect();
391   Dali::Toolkit::PageTurnEffect handle = Toolkit::PageTurnEffect( shaderEffectCustom, shaderImpl );
392
393   shaderImpl->Initialize( handle );
394
395   Vector2 defaultPageSize = Dali::Stage::GetCurrent().GetSize();
396   Matrix zeroMatrix(true);
397   handle.SetUniform( "uCommonParameters", zeroMatrix );
398   handle.SetUniform( PAGE_SIZE_PROPERTY_NAME, defaultPageSize/(1.f-DEFAULT_SHADOW_WIDTH) );
399   handle.SetUniform( SHADOW_WIDTH_PROPERTY_NAME, DEFAULT_SHADOW_WIDTH );
400   handle.SetUniform( SPINE_SHADOW_PARAMETER_PROPERTY_NAME, DEFAULT_SPINE_SHADOW_PARAMETER );
401
402   shaderImpl->mOriginalCenterPropertyIndex = handle.RegisterProperty( ORIGINAL_CENTER_PROPERTY_NAME, Vector2( defaultPageSize[0], defaultPageSize[1]*0.5f ) );
403   shaderImpl->mCurrentCenterPropertyIndex = handle.RegisterProperty( CURRENT_CENTER_PROPERTY_NAME, Vector2( defaultPageSize[0], defaultPageSize[1]*0.5f ) );
404   shaderImpl->mInternalConstraint = Constraint::New<Matrix>( handle.GetPropertyIndex( "uCommonParameters" ),
405                                                         LocalSource( shaderImpl->mOriginalCenterPropertyIndex ),
406                                                         LocalSource( shaderImpl->mCurrentCenterPropertyIndex ),
407                                                         LocalSource( handle.GetPropertyIndex( PAGE_SIZE_PROPERTY_NAME ) ),
408                                                         CommonParametersConstraint() );
409   handle.ApplyConstraint( shaderImpl->mInternalConstraint );
410
411   // setting isTurningBack to -1.0f here means turning page forward
412   handle.SetUniform( IS_TURNING_BACK_PROPERTY_NAME, -1.0f );
413
414   return handle;
415 }
416
417 void PageTurnEffect::SetPageSize(const Vector2& pageSize)
418 {
419   mShaderEffect.SetUniform(PAGE_SIZE_PROPERTY_NAME, pageSize);
420 }
421
422 void PageTurnEffect::SetOriginalCenter(const Vector2& originalCenter)
423 {
424   mShaderEffect.SetProperty( mOriginalCenterPropertyIndex, originalCenter );
425 }
426
427 void PageTurnEffect::SetCurrentCenter(const Vector2& currentCenter)
428 {
429   mShaderEffect.SetProperty( mCurrentCenterPropertyIndex, currentCenter );
430 }
431
432 void PageTurnEffect::SetIsTurningBack(bool isTurningBack)
433 {
434   float direction = isTurningBack ? 1.0f : -1.0f;
435   mShaderEffect.SetUniform(IS_TURNING_BACK_PROPERTY_NAME, direction);
436 }
437
438 void PageTurnEffect::SetShadowWidth(float shadowWidth)
439 {
440   mShaderEffect.SetUniform( SHADOW_WIDTH_PROPERTY_NAME, shadowWidth );
441 }
442
443 void PageTurnEffect::SetSpineShadowParameter(const Vector2& spineShadowParameter)
444 {
445   mShaderEffect.SetUniform( SPINE_SHADOW_PARAMETER_PROPERTY_NAME, spineShadowParameter);
446 }
447
448 void PageTurnEffect::ApplyInternalConstraint()
449 {
450   mShaderEffect.ApplyConstraint( mInternalConstraint );
451 }
452
453 const std::string& PageTurnEffect::GetPageSizePropertyName() const
454 {
455   return PAGE_SIZE_PROPERTY_NAME;
456 }
457
458 const std::string& PageTurnEffect::GetOriginalCenterPropertyName() const
459 {
460   return ORIGINAL_CENTER_PROPERTY_NAME;
461 }
462
463 const std::string& PageTurnEffect::GetCurrentCenterPropertyName() const
464 {
465   return CURRENT_CENTER_PROPERTY_NAME;
466 }
467
468 void PageTurnEffect::Initialize( Dali::ShaderEffect shaderEffect )
469 {
470   // Save a reference to the shader handle
471   mShaderEffect = shaderEffect;
472 }
473
474 } // namespace Internal
475
476 } // namespace Toolkit
477
478 } // namespace Dali