Include required header files directly rather than through dali.h
[platform/core/uifw/dali-toolkit.git] / optional / 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 {
133 }
134
135 PageTurnEffect::~PageTurnEffect()
136 {
137 }
138
139 Toolkit::PageTurnEffect PageTurnEffect::CreateShaderEffect( bool enableBlending )
140 {
141   std::string vertexShader = MAKE_STRING(
142     /*
143      * The common parameters for all the vertices, calculate in CPU then pass into the shader as uniforms
144      *
145      *  first part of the page, (outside the the line passing through original center and vertical to curve direction)
146      * no Z change, only 2D rotation and translation
147      * ([0][0],[0][1],[1][0],[1][1]) mat2 rotateMatrix
148      * ([2][0],[2][1]) vec2 translationVector
149      *
150      * ([0][2],[0][3]) vec2 originalCenter: Typically the press down position of the Pan Gesture
151      * ([1][2],[1][3]) vec2 currentCenter: Typically the current position of the Pan Gesture
152      * ([3][0],[3][1]) vec2 curveDirection: The normalized vector pointing from original center to current center
153      * ([2][2]) float vanishingPointY: The Y coordinate of the intersection of the spine
154      *                                 and the line which goes through the original center and is vertical to the curveDirection
155      * ([2][3]) float curveEndY: The Y coordinate of intersection of the spine and the line through both original and current center
156      * ([3][2]) float curveHeight: The height of the interpolated hermite curve.
157      * ([3][3]) float currentLength: The length from the current center to the curveEnd.
158      */
159     uniform mat4 uCommonParameters;\n
160     \n
161     uniform vec2 uPageSize;\n
162     uniform float uIsTurningBack;\n
163     uniform float uShadowWidth;\n
164     varying vec3 vNormal;\n
165     varying vec4 vPosition;\n
166     varying float vEdgeShadow;\n
167     \n
168     void main()\n
169     {\n
170       vec4 position = vec4( aPosition.xy, 0.0, 1.0);\n
171       vec2 currentCenter = vec2( uCommonParameters[1][2], uCommonParameters[1][3]);\n
172       vec2 originalCenter = vec2( uCommonParameters[0][2], uCommonParameters[0][3]);\n
173       vec3 normal = vec3(0.0,0.0,1.0);\n
174       \n
175       if(currentCenter.x < originalCenter.x)\n
176       {\n
177         // change the coordinate origin from the center of the page to its top-left
178         position.xy += uPageSize * 0.5;\n
179         vec2 curveDirection = vec2( uCommonParameters[3]);\n
180         vec3 vanishingPoint = vec3(0.0, uCommonParameters[2][2], 0.0);\n
181         // first part of the page, (outside the the line passing through original center and vertical to curve direction)
182         //no Z change, only 2D rotation and translation
183         if( dot(curveDirection, position.xy - originalCenter) < 0.0 )
184         {\n
185           position.y -= vanishingPoint.y;\n
186           position.xy = mat2(uCommonParameters)*position.xy + vec2( uCommonParameters[2]);\n
187         }\n
188          // second part of the page, bent as a ruled surface
189         else\n
190         {\n
191           // calculate on the flat plane, between
192           // the first line passing through current vertex and vanishing point
193           // the second line passing through original center and current center
194           vec2 curveEnd = vec2( 0.0, uCommonParameters[2][3] );\n
195           vec2 curFlatDirection = vec2(0.0,1.0);\n
196           float lengthFromCurve = position.y - originalCenter.y;\n
197           float lengthOnCurve = position.x;\n
198           if(currentCenter.y != originalCenter.y)\n
199           {\n
200             curFlatDirection = normalize(position.xy - vanishingPoint.xy);\n
201             lengthFromCurve = (curveEnd.x*curveDirection.y-curveEnd.y*curveDirection.x-position.x*curveDirection.y+position.y*curveDirection.x)
202                             / (curFlatDirection.x*curveDirection.y-curFlatDirection.y*curveDirection.x);\n
203             lengthOnCurve = length(position.xy+lengthFromCurve*curFlatDirection-curveEnd);\n
204           }\n
205           \n
206           // define the control points of hermite curve, composed with two segments
207           // calulation is carried out on the 2D plane which is passing through both current and original center and vertical to the image plane
208           float currentLength = uCommonParameters[3][3];\n
209           float originalLength =  abs(originalCenter.x/curveDirection.x);\n
210           float height = uCommonParameters[3][2];\n
211           float percentage = currentLength/originalLength;\n
212           //vec2 SegmentOneControlPoint0 = vec2(0.0, 0.0);
213           vec2 SegmentOneControlPoint1 = vec2((0.65*percentage - 0.15)*originalLength, (0.8 + 0.2 * percentage)*height); \n
214           vec2 SegmentTwoControlPoint0 = SegmentOneControlPoint1;\n
215           vec2 SegmentTwoControlPoint1 = vec2(currentLength, 0.0); \n
216           vec2 SegmentOneTangentVector0 = SegmentOneControlPoint1;\n
217           vec2 SegmentOneTangentVector1 = vec2(0.5*originalLength,0.0);\n
218           vec2 SegmentTwoTangentVector0 = SegmentOneTangentVector1;\n
219           vec2 SegmentTwoTangentVector1 = SegmentOneTangentVector1;\n
220           \n
221           // calulate the corresponding curve point position and its tangent vector
222           // it is a linear mapping onto nonlinear curves, might cause some unwanted deformation
223           // but as there are no analytical method to calculate the curve length on arbitrary segment
224           // no efficient way to solve this nonlinear mapping, Numerical approximation would cost too much computation in shader
225           vec2 curvePoint2D;\n
226           vec2 tangent;\n
227           float t0 = lengthOnCurve / originalLength;\n
228           if(t0<=0.5)\n
229           {\n
230             float t = 2.0*t0;\n
231             float t_2 = t*t;\n
232             float t_3 = t*t_2;\n
233             curvePoint2D = (-2.0*t_3+3.0*t_2)*SegmentOneControlPoint1
234                          + (t_3-2.0*t_2+t)*SegmentOneTangentVector0 + (t_3-t_2)*SegmentOneTangentVector1;\n
235             tangent = (-6.0*t_2+6.0*t)*SegmentOneControlPoint1
236                     + (3.0*t_2-4.0*t+1.0)*SegmentOneTangentVector0 + (3.0*t_2-2.0*t)*SegmentOneTangentVector1;\n
237           }\n
238           else\n
239           {\n
240             float t = 2.0*t0-1.0;\n
241             float t_2 = t*t;\n
242             float t_3 = t*t_2;\n
243             curvePoint2D = (2.0*t_3-3.0*t_2+1.0)*SegmentTwoControlPoint0 + (-2.0*t_3+3.0*t_2)*SegmentTwoControlPoint1
244                          + (t_3-2.0*t_2+t)*SegmentTwoTangentVector0 + (t_3-t_2)*SegmentTwoTangentVector1;\n
245             tangent = (6.0*t_2-6.0*t)*SegmentTwoControlPoint0 + (-6.0*t_2+6.0*t)*SegmentTwoControlPoint1
246                     + (3.0*t_2-4.0*t+1.0)*SegmentTwoTangentVector0 + (3.0*t_2-2.0*t)*SegmentTwoTangentVector1;\n
247             // a trick to eliminate some optical illusion caused by the gradient matter of normal in per-fragment shading
248             // which is caused by linear interpolation of normal vs. nonlinear lighting
249             // will notice some artifact in the areas with dramatically normal changes, so compress the normal differences here
250             tangent.y *=  min(1.0, length(position.xyz - vanishingPoint) / uPageSize.y ); \n
251           }\n
252           vec3 curvePoint = vec3(curveEnd - curvePoint2D.x*curveDirection,max(0.0,curvePoint2D.y));\n
253           vec3 tangentVector = vec3(-tangent.x*curveDirection,tangent.y);\n
254           \n
255           // locate the new vertex position on the line passing through both vanishing point and the calculated curve point position
256           vec3 curLiftDirection = vec3(0.0,-1.0,0.0);\n
257           if(currentCenter.y != originalCenter.y)\n
258           {\n
259             curLiftDirection = normalize(curvePoint - vanishingPoint);\n
260             tangentVector *= (curveDirection.y > 0.0) ? -1.0 : 1.0;\n
261           // an heuristic adjustment here, to compensate the linear parameter mapping onto the nonlinear curve
262             float Y0 = position.y - curveDirection.y * (position.x/curveDirection.x); \n
263             float proportion;
264             float refLength;\n
265             if(abs(Y0-vanishingPoint.y) > abs(curveEnd.y-vanishingPoint.y)) \n
266             {\n
267               proportion = abs(curveEnd.y - Y0) / (abs(curveEnd.y-Y0)+abs(curveEnd.y - vanishingPoint.y)); \n
268               refLength = proportion*length(originalCenter-vanishingPoint.xy) / (proportion-1.0); \n
269             }\n
270             else\n
271             {\n
272               proportion = abs(curveEnd.y - Y0) / abs(curveEnd.y - vanishingPoint.y);\n
273               refLength = proportion*length(originalCenter-vanishingPoint.xy); \n
274             }\n
275             float Y1 = currentCenter.y - (normalize(currentCenter-vanishingPoint.xy)).y * refLength; \n
276             position.y = mix(Y0, Y1, t0); \n
277           }\n
278           position.xz = curvePoint.xz - lengthFromCurve*curLiftDirection.xz;\n
279           // calculate the normal vector, will be used for lighting
280           normal = cross(curLiftDirection, normalize(tangentVector));\n
281           // the signature of Z is decided by the page turning direction:
282           // from left to right(negative); from right to left (positive)
283           position.z *= -uIsTurningBack;\n
284           normal.xy *= -uIsTurningBack;\n
285         }\n
286         // change the coordinate origin from the top-left of the page to its center
287         position.xy -= uPageSize * 0.5; \n
288       }\n
289       position.z += aPosition.z;\n
290       gl_Position = uMvpMatrix * position;\n
291      // varying parameters for fragment shader
292       vTexCoord = aTexCoord;
293       vNormal = uNormalMatrix*normal;\n
294       vPosition = uModelView * position;\n
295   );
296
297   std::string vertexShaderWithFakedShadow = MAKE_STRING(
298       // display shadow, the fake shadow value is calculated according to the height and the distance from page edge
299       vTexCoord.x = (aTexCoord.x-sTextureRect.s) /( 1.0 - uShadowWidth ) + sTextureRect.s;\n
300       vTexCoord.y = ( aTexCoord.y-sTextureRect.t-0.5*uShadowWidth*(sTextureRect.q-sTextureRect.t) )/( 1.0 - uShadowWidth ) + sTextureRect.t;\n
301       float heightCoef = (1.0 + position.z*uIsTurningBack*3.0 / uPageSize.x) * 0.6;
302       vEdgeShadow = clamp(0.9 - heightCoef, 0.0, 0.9 ); \n
303       if( vTexCoord.y >= sTextureRect.q || vTexCoord.y <= sTextureRect.t || vTexCoord.x >= sTextureRect.p  )\n
304       {\n
305         float inversedShadowWidth = (1.0-uShadowWidth) / uShadowWidth ;\n
306         float alpha1 = (vTexCoord.x-sTextureRect.p) * inversedShadowWidth / (sTextureRect.p - sTextureRect.s);\n
307         inversedShadowWidth = 2.0 * inversedShadowWidth  / (sTextureRect.q - sTextureRect.t); \n
308         float alpha2 = (vTexCoord.y-sTextureRect.q) * inversedShadowWidth;\n
309         float alpha3 = (sTextureRect.t-vTexCoord.y) * inversedShadowWidth;\n
310         float alpha;\n
311         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
312         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
313         else alpha = max(alpha1,max(alpha2,alpha3)); \n
314         alpha = 0.9 - alpha*0.9;\n
315         vEdgeShadow = clamp(alpha - heightCoef, 0.0, 0.9 ); \n
316       }\n
317   );
318
319   std::string vertexShaderEnd("}");
320
321   std::string fragmentShaderPartOne = MAKE_STRING(
322     uniform vec2 uPageSize;\n
323     uniform vec2 uSpineShadowParameter;\n
324     varying vec3 vNormal;\n
325     varying vec4 vPosition;\n
326     varying float vEdgeShadow;\n
327     \n
328     void main()\n
329     {\n
330       // need to re-normalize the interpolated normal
331       vec3 normal = normalize(vNormal);\n
332       vec4 texel;\n
333       float spineShadowCoef = 1.0; \n
334    );
335
336   std::string fragmentShaderWithFakedShadow = MAKE_STRING(
337       if( vTexCoord.y > sTextureRect.q || vTexCoord.y < sTextureRect.t || vTexCoord.x > sTextureRect.p  )\n
338          texel = vec4(0.0,0.0,0.0,vEdgeShadow);
339       else \n
340   );
341
342   std::string fragmentShaderPartTwo = MAKE_STRING(
343       { \n
344         // display page content
345         // display back image of the page, flip the texture
346         if(  dot(vPosition.xyz, normal) > 0.0 ) texel = texture2D( sTexture, vec2( sTextureRect.p+sTextureRect.s-vTexCoord.x, vTexCoord.y ) );\n
347         // display front image of the page
348         else texel = texture2D( sTexture, vTexCoord );\n
349         // display book spine, a stripe of shadowed texture
350         float pixelPos = (vTexCoord.x-sTextureRect.s)*uPageSize.x; \n
351         if(pixelPos < uSpineShadowParameter.x) \n
352         {\n
353           float x = pixelPos - uSpineShadowParameter.x;\n
354           float y = sqrt( uSpineShadowParameter.x*uSpineShadowParameter.x - x*x);\n
355           spineShadowCoef = normalize( vec2( uSpineShadowParameter.y*x/uSpineShadowParameter.x, y ) ).y;\n
356         }\n
357       }\n
358     // calculate the lighting
359     // set the ambient color as vec3(0.4);
360       float lightColor = abs( normal.z ) * 0.6 + 0.4;\n
361       gl_FragColor = vec4( ( spineShadowCoef* lightColor)* texel.rgb , texel.a ) * uColor;\n
362     }
363   );
364
365   // Create the implementation, temporarily owned on stack,
366   Dali::ShaderEffect shaderEffectCustom;
367   std::ostringstream vertexShaderStringStream;
368   std::ostringstream fragmentShaderStringStream;
369   if( enableBlending )
370   {
371     vertexShaderStringStream<< vertexShader << vertexShaderWithFakedShadow << vertexShaderEnd;
372     fragmentShaderStringStream<< fragmentShaderPartOne << fragmentShaderWithFakedShadow << fragmentShaderPartTwo;
373     shaderEffectCustom = Dali::ShaderEffect::New( vertexShaderStringStream.str(), fragmentShaderStringStream.str(), GeometryType( GEOMETRY_TYPE_IMAGE ),
374             ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_DEPTH_BUFFER | ShaderEffect::HINT_BLENDING) );
375   }
376   else
377   {
378     vertexShaderStringStream<< vertexShader << vertexShaderEnd;
379     fragmentShaderStringStream<< fragmentShaderPartOne << fragmentShaderPartTwo;
380     shaderEffectCustom = Dali::ShaderEffect::New( vertexShaderStringStream.str(), fragmentShaderStringStream.str(), GeometryType( GEOMETRY_TYPE_IMAGE ),
381             ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_DEPTH_BUFFER ) );
382   }
383
384   PageTurnEffect* shaderImpl = new PageTurnEffect();
385   Dali::Toolkit::PageTurnEffect handle = Toolkit::PageTurnEffect( shaderEffectCustom, shaderImpl );
386
387   shaderImpl->Initialize( handle );
388
389   Vector2 defaultPageSize = Dali::Stage::GetCurrent().GetSize();
390   Matrix zeroMatrix(true);
391   handle.SetUniform( "uCommonParameters", zeroMatrix );
392   handle.SetUniform( PAGE_SIZE_PROPERTY_NAME, defaultPageSize/(1.f-DEFAULT_SHADOW_WIDTH) );
393   handle.SetUniform( SHADOW_WIDTH_PROPERTY_NAME, DEFAULT_SHADOW_WIDTH );
394   handle.SetUniform( SPINE_SHADOW_PARAMETER_PROPERTY_NAME, DEFAULT_SPINE_SHADOW_PARAMETER );
395
396   shaderImpl->mOriginalCenterPropertyIndex = handle.RegisterProperty( ORIGINAL_CENTER_PROPERTY_NAME, Vector2( defaultPageSize[0], defaultPageSize[1]*0.5f ) );
397   shaderImpl->mCurrentCenterPropertyIndex = handle.RegisterProperty( CURRENT_CENTER_PROPERTY_NAME, Vector2( defaultPageSize[0], defaultPageSize[1]*0.5f ) );
398   shaderImpl->mInternalConstraint = Constraint::New<Matrix>( handle.GetPropertyIndex( "uCommonParameters" ),
399                                                         LocalSource( shaderImpl->mOriginalCenterPropertyIndex ),
400                                                         LocalSource( shaderImpl->mCurrentCenterPropertyIndex ),
401                                                         LocalSource( handle.GetPropertyIndex( PAGE_SIZE_PROPERTY_NAME ) ),
402                                                         CommonParametersConstraint() );
403   handle.ApplyConstraint( shaderImpl->mInternalConstraint );
404
405   // setting isTurningBack to -1.0f here means turning page forward
406   handle.SetUniform( IS_TURNING_BACK_PROPERTY_NAME, -1.0f );
407
408   return handle;
409 }
410
411 void PageTurnEffect::SetPageSize(const Vector2& pageSize)
412 {
413   mShaderEffect.SetUniform(PAGE_SIZE_PROPERTY_NAME, pageSize);
414 }
415
416 void PageTurnEffect::SetOriginalCenter(const Vector2& originalCenter)
417 {
418   mShaderEffect.SetProperty( mOriginalCenterPropertyIndex, originalCenter );
419 }
420
421 void PageTurnEffect::SetCurrentCenter(const Vector2& currentCenter)
422 {
423   mShaderEffect.SetProperty( mCurrentCenterPropertyIndex, currentCenter );
424 }
425
426 void PageTurnEffect::SetIsTurningBack(bool isTurningBack)
427 {
428   float direction = isTurningBack ? 1.0f : -1.0f;
429   mShaderEffect.SetUniform(IS_TURNING_BACK_PROPERTY_NAME, direction);
430 }
431
432 void PageTurnEffect::SetShadowWidth(float shadowWidth)
433 {
434   mShaderEffect.SetUniform( SHADOW_WIDTH_PROPERTY_NAME, shadowWidth );
435 }
436
437 void PageTurnEffect::SetSpineShadowParameter(const Vector2& spineShadowParameter)
438 {
439   mShaderEffect.SetUniform( SPINE_SHADOW_PARAMETER_PROPERTY_NAME, spineShadowParameter);
440 }
441
442 void PageTurnEffect::ApplyInternalConstraint()
443 {
444   mShaderEffect.ApplyConstraint( mInternalConstraint );
445 }
446
447 const std::string& PageTurnEffect::GetPageSizePropertyName() const
448 {
449   return PAGE_SIZE_PROPERTY_NAME;
450 }
451
452 const std::string& PageTurnEffect::GetOriginalCenterPropertyName() const
453 {
454   return ORIGINAL_CENTER_PROPERTY_NAME;
455 }
456
457 const std::string& PageTurnEffect::GetCurrentCenterPropertyName() const
458 {
459   return CURRENT_CENTER_PROPERTY_NAME;
460 }
461
462 void PageTurnEffect::Initialize( Dali::ShaderEffect shaderEffect )
463 {
464   // Save a reference to the shader handle
465   mShaderEffect = shaderEffect;
466 }
467
468 } // namespace Internal
469
470 } // namespace Toolkit
471
472 } // namespace Dali