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