[dali_2.3.19] Merge branch 'devel/master'
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / page-turn-view / page-turn-effect.cpp
index 69a5ad1..1de017d 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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 <string.h>
-#include <dali/public-api/animation/constraint.h>
 #include <dali/public-api/actors/actor.h>
+#include <dali/public-api/animation/constraint.h>
 #include <dali/public-api/object/property-map.h>
+#include <string.h>
 
 // INTERNAL INCLUDES
-#include <dali-toolkit/devel-api/visual-factory/devel-visual-properties.h>
 #include <dali-toolkit/internal/controls/page-turn-view/page-turn-effect.h>
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
 
 using namespace Dali;
 using namespace Dali::Toolkit;
 
 namespace
 {
-#define DALI_COMPOSE_SHADER(STR) #STR
-const char * const PROPERTY_COMMON_PARAMETERS( "uCommonParameters" );
-const char * const PROPERTY_ORIGINAL_CENTER( "originalCenter" );
-const char * const PROPERTY_CURRENT_CENTER( "currentCenter" );
-}
+const char* const PROPERTY_COMMON_PARAMETERS("uCommonParameters");
+const char* const PROPERTY_ORIGINAL_CENTER("originalCenter");
+const char* const PROPERTY_CURRENT_CENTER("currentCenter");
+} // namespace
 
 /**
  * This constraint updates the common parameter values used by every vertex.
@@ -42,302 +42,98 @@ const char * const PROPERTY_CURRENT_CENTER( "currentCenter" );
  */
 struct CommonParametersConstraint
 {
-  CommonParametersConstraint( float pageHeight )
-  : mPageHeight( pageHeight )
-  {}
+  CommonParametersConstraint(float pageHeight)
+  : mPageHeight(pageHeight)
+  {
+  }
 
-  void operator()( Dali::Matrix& current, const PropertyInputContainer& inputs )
+  void operator()(Dali::Matrix& current, const PropertyInputContainer& inputs)
   {
     const Vector2& originalCenter = inputs[0]->GetVector2();
-    Vector2 currentCenter = inputs[1]->GetVector2();
+    Vector2        currentCenter  = inputs[1]->GetVector2();
 
     // calculate the curve direction and the vanishing point
     // here, the vanishing point is the intersection of spine with the line passing through original center and vertical to curve direction
-    Vector2 curveDirection( currentCenter - originalCenter );
+    Vector2 curveDirection(currentCenter - originalCenter);
     curveDirection.Normalize();
-    if( fabs(curveDirection.y) < 0.01f) // eliminate the possibility of division by zero in the next step
+    if(fabs(curveDirection.y) < 0.01f) // eliminate the possibility of division by zero in the next step
     {
       curveDirection.y = 0.01f;
     }
     float vanishingPointY = originalCenter.y + curveDirection.x * originalCenter.x / curveDirection.y;
 
-    float curveEndY, cosTheta ,sinTheta ,translateX, translateY;
+    float curveEndY, cosTheta, sinTheta, translateX, translateY;
     // when the vanishing point is very far away, make it infinitely, in this case, the page bent horizontally
     const float THRESHOLD(20.0);
-    if( fabs(vanishingPointY-mPageHeight*0.5f) >= mPageHeight*THRESHOLD )
+    if(fabs(vanishingPointY - mPageHeight * 0.5f) >= mPageHeight * THRESHOLD)
     {
-      curveDirection = Vector2(-1.f,0.f);
+      curveDirection  = Vector2(-1.f, 0.f);
       currentCenter.y = originalCenter.y;
 
-      curveEndY = originalCenter.y;
-      cosTheta = 1.f;
-      sinTheta = 0.f;
+      curveEndY  = originalCenter.y;
+      cosTheta   = 1.f;
+      sinTheta   = 0.f;
       translateX = currentCenter.x - originalCenter.x;
       translateY = vanishingPointY;
     }
     else
     {
-      curveEndY = currentCenter.y - curveDirection.y * (currentCenter.x/curveDirection.x) ;
-      Vector2 v1( currentCenter.x, currentCenter.y - vanishingPointY );
+      curveEndY = currentCenter.y - curveDirection.y * (currentCenter.x / curveDirection.x);
+      Vector2 v1(currentCenter.x, currentCenter.y - vanishingPointY);
       v1.Normalize();
-      Vector2 v2( originalCenter.x, originalCenter.y - vanishingPointY );
+      Vector2 v2(originalCenter.x, originalCenter.y - vanishingPointY);
       v2.Normalize();
-      cosTheta = v1.x*v2.x + v1.y*v2.y;
-      sinTheta = ( vanishingPointY > mPageHeight*0.5f ) ? sqrt(1.0-cosTheta*cosTheta) : -sqrt(1.0-cosTheta*cosTheta);
-      translateX = currentCenter.x - cosTheta*originalCenter.x - sinTheta*( originalCenter.y-vanishingPointY );
-      translateY = currentCenter.y + sinTheta*originalCenter.x - cosTheta*( originalCenter.y-vanishingPointY );
+      cosTheta   = v1.x * v2.x + v1.y * v2.y;
+      sinTheta   = (vanishingPointY > mPageHeight * 0.5f) ? sqrt(1.0 - cosTheta * cosTheta) : -sqrt(1.0 - cosTheta * cosTheta);
+      translateX = currentCenter.x - cosTheta * originalCenter.x - sinTheta * (originalCenter.y - vanishingPointY);
+      translateY = currentCenter.y + sinTheta * originalCenter.x - cosTheta * (originalCenter.y - vanishingPointY);
     }
 
-    float originalLength = fabs(originalCenter.x/curveDirection.x);
-    float currentLength = fabs(currentCenter.x/curveDirection.x);
-    float curveHeight = 0.45f*sqrt(originalLength*originalLength - currentLength*currentLength);
+    float originalLength = fabs(originalCenter.x / curveDirection.x);
+    float currentLength  = fabs(currentCenter.x / curveDirection.x);
+    float curveHeight    = 0.45f * sqrt(originalLength * originalLength - currentLength * currentLength);
 
     float* parameterArray = current.AsFloat();
-    parameterArray[0] = cosTheta;
-    parameterArray[1] = -sinTheta;
-    parameterArray[2] = originalCenter.x;
-    parameterArray[3] = originalCenter.y;
-    parameterArray[4] = sinTheta;
-    parameterArray[5] = cosTheta;
-    parameterArray[6] = currentCenter.x;
-    parameterArray[7] = currentCenter.y;
-    parameterArray[8] = translateX;
-    parameterArray[9] = translateY;
-    parameterArray[10] = vanishingPointY;
-    parameterArray[11] = curveEndY;
-    parameterArray[12] = curveDirection.x;
-    parameterArray[13] = curveDirection.y;
-    parameterArray[14] = curveHeight;
-    parameterArray[15] = currentLength;
+    parameterArray[0]     = cosTheta;
+    parameterArray[1]     = -sinTheta;
+    parameterArray[2]     = originalCenter.x;
+    parameterArray[3]     = originalCenter.y;
+    parameterArray[4]     = sinTheta;
+    parameterArray[5]     = cosTheta;
+    parameterArray[6]     = currentCenter.x;
+    parameterArray[7]     = currentCenter.y;
+    parameterArray[8]     = translateX;
+    parameterArray[9]     = translateY;
+    parameterArray[10]    = vanishingPointY;
+    parameterArray[11]    = curveEndY;
+    parameterArray[12]    = curveDirection.x;
+    parameterArray[13]    = curveDirection.y;
+    parameterArray[14]    = curveHeight;
+    parameterArray[15]    = currentLength;
   }
 
   float mPageHeight;
 };
 
-void Dali::Toolkit::Internal::PageTurnApplyInternalConstraint( Actor& actor, float pageHeight )
+void Dali::Toolkit::Internal::PageTurnApplyInternalConstraint(Actor& actor, float pageHeight)
 {
-  Constraint constraint = Constraint::New<Dali::Matrix>( actor, actor.GetPropertyIndex( PROPERTY_COMMON_PARAMETERS ) , CommonParametersConstraint( pageHeight ) );
-  constraint.AddSource( LocalSource( actor.GetPropertyIndex( PROPERTY_ORIGINAL_CENTER ) ) );
-  constraint.AddSource( LocalSource( actor.GetPropertyIndex( PROPERTY_CURRENT_CENTER ) ) );
+  Constraint constraint = Constraint::New<Dali::Matrix>(actor, actor.GetPropertyIndex(PROPERTY_COMMON_PARAMETERS), CommonParametersConstraint(pageHeight));
+  constraint.AddSource(LocalSource(actor.GetPropertyIndex(PROPERTY_ORIGINAL_CENTER)));
+  constraint.AddSource(LocalSource(actor.GetPropertyIndex(PROPERTY_CURRENT_CENTER)));
   constraint.Apply();
 }
 
 Property::Map Dali::Toolkit::Internal::CreatePageTurnEffect()
 {
-  const char* vertexShader = DALI_COMPOSE_SHADER(
-      /*
-       * The common parameters for all the vertices, calculate in CPU then pass into the shader as uniforms
-       *
-       *  first part of the page, (outside the the line passing through original center and vertical to curve direction)
-       * no Z change, only 2D rotation and translation
-       * ([0][0],[0][1],[1][0],[1][1]) mat2 rotateMatrix
-       * ([2][0],[2][1]) vec2 translationVector
-       *
-       * ([0][2],[0][3]) vec2 originalCenter: Typically the press down position of the Pan Gesture
-       * ([1][2],[1][3]) vec2 currentCenter: Typically the current position of the Pan Gesture
-       * ([3][0],[3][1]) vec2 curveDirection: The normalized vector pointing from original center to current center
-       * ([2][2]) float vanishingPointY: The Y coordinate of the intersection of the spine
-       *                                 and the line which goes through the original center and is vertical to the curveDirection
-       * ([2][3]) float curveEndY: The Y coordinate of intersection of the spine and the line through both original and current center
-       * ([3][2]) float curveHeight: The height of the interpolated hermite curve.
-       * ([3][3]) float currentLength: The length from the current center to the curveEnd.
-       */
-      precision mediump float;\n
-      \n
-      attribute mediump vec2 aPosition;\n
-      \n
-      uniform mediump mat4 uMvpMatrix;\n
-      uniform mediump mat3 uNormalMatrix;\n
-      uniform mediump mat4 uModelView;\n
-      \n
-      uniform mat4 uCommonParameters;\n
-      \n
-      uniform vec3 uSize;\n
-      uniform float uIsTurningBack;\n
-      uniform float uTextureWidth;\n
-      varying vec3 vNormal;\n
-      varying vec4 vPosition;\n
-      varying mediump vec2 vTexCoord;\n
-      \n
-      void main()\n
-      {\n
-        vec4 position = vec4( aPosition*uSize.xy, 0.0, 1.0);\n
-        vec2 currentCenter = vec2( uCommonParameters[1][2], uCommonParameters[1][3]);\n
-        vec2 originalCenter = vec2( uCommonParameters[0][2], uCommonParameters[0][3]);\n
-        vec3 normal = vec3(0.0,0.0,1.0);\n
-        \n
-        if(currentCenter.x < originalCenter.x)\n
-        {\n
-          // change the coordinate origin from the center of the page to its top-left
-          position.xy += uSize.xy * 0.5;\n
-          vec2 curveDirection = vec2( uCommonParameters[3]);\n
-          vec3 vanishingPoint = vec3(0.0, uCommonParameters[2][2], 0.0);\n
-          // first part of the page, (outside the the line passing through original center and vertical to curve direction)
-          //no Z change, only 2D rotation and translation
-          if( dot(curveDirection, position.xy - originalCenter) < 0.0 )
-          {\n
-            position.y -= vanishingPoint.y;\n
-            position.xy = mat2(uCommonParameters)*position.xy + vec2( uCommonParameters[2]);\n
-          }\n
-          // second part of the page, bent as a ruled surface
-          else\n
-          {\n
-            // calculate on the flat plane, between
-            // the first line passing through current vertex and vanishing point
-            // the second line passing through original center and current center
-            vec2 curveEnd = vec2( 0.0, uCommonParameters[2][3] );\n
-            vec2 curFlatDirection = vec2(0.0,1.0);\n
-            float lengthFromCurve = position.y - originalCenter.y;\n
-            float lengthOnCurve = position.x;\n
-            if(currentCenter.y != originalCenter.y)\n
-            {\n
-              curFlatDirection = normalize(position.xy - vanishingPoint.xy);\n
-              lengthFromCurve = (curveEnd.x*curveDirection.y-curveEnd.y*curveDirection.x-position.x*curveDirection.y+position.y*curveDirection.x)
-              / (curFlatDirection.x*curveDirection.y-curFlatDirection.y*curveDirection.x);\n
-              lengthOnCurve = length(position.xy+lengthFromCurve*curFlatDirection-curveEnd);\n
-            }\n
-            \n
-            // define the control points of hermite curve, composed with two segments
-            // calculation is carried out on the 2D plane which is passing through both current and original center and vertical to the image plane
-            float currentLength = uCommonParameters[3][3];\n
-            float originalLength =  abs(originalCenter.x/curveDirection.x);\n
-            float height = uCommonParameters[3][2];\n
-            float percentage = currentLength/originalLength;\n
-            //vec2 SegmentOneControlPoint0 = vec2(0.0, 0.0);
-            vec2 SegmentOneControlPoint1 = vec2((0.65*percentage - 0.15)*originalLength, (0.8 + 0.2 * percentage)*height); \n
-            vec2 SegmentTwoControlPoint0 = SegmentOneControlPoint1;\n
-            vec2 SegmentTwoControlPoint1 = vec2(currentLength, 0.0); \n
-            vec2 SegmentOneTangentVector0 = SegmentOneControlPoint1;\n
-            vec2 SegmentOneTangentVector1 = vec2(0.5*originalLength,0.0);\n
-            vec2 SegmentTwoTangentVector0 = SegmentOneTangentVector1;\n
-            vec2 SegmentTwoTangentVector1 = SegmentOneTangentVector1;\n
-            \n
-            // calculate the corresponding curve point position and its tangent vector
-            // it is a linear mapping onto nonlinear curves, might cause some unwanted deformation
-            // but as there are no analytical method to calculate the curve length on arbitrary segment
-            // no efficient way to solve this nonlinear mapping, Numerical approximation would cost too much computation in shader
-            vec2 curvePoint2D;\n
-            vec2 tangent;\n
-            float t0 = lengthOnCurve / originalLength;\n
-            if(t0<=0.5)\n
-            {\n
-              float t = 2.0*t0;\n
-              float t_2 = t*t;\n
-              float t_3 = t*t_2;\n
-              curvePoint2D = (-2.0*t_3+3.0*t_2)*SegmentOneControlPoint1
-              + (t_3-2.0*t_2+t)*SegmentOneTangentVector0 + (t_3-t_2)*SegmentOneTangentVector1;\n
-              tangent = (-6.0*t_2+6.0*t)*SegmentOneControlPoint1
-              + (3.0*t_2-4.0*t+1.0)*SegmentOneTangentVector0 + (3.0*t_2-2.0*t)*SegmentOneTangentVector1;\n
-            }\n
-            else\n
-            {\n
-              float t = 2.0*t0-1.0;\n
-              float t_2 = t*t;\n
-              float t_3 = t*t_2;\n
-              curvePoint2D = (2.0*t_3-3.0*t_2+1.0)*SegmentTwoControlPoint0 + (-2.0*t_3+3.0*t_2)*SegmentTwoControlPoint1
-              + (t_3-2.0*t_2+t)*SegmentTwoTangentVector0 + (t_3-t_2)*SegmentTwoTangentVector1;\n
-              tangent = (6.0*t_2-6.0*t)*SegmentTwoControlPoint0 + (-6.0*t_2+6.0*t)*SegmentTwoControlPoint1
-              + (3.0*t_2-4.0*t+1.0)*SegmentTwoTangentVector0 + (3.0*t_2-2.0*t)*SegmentTwoTangentVector1;\n
-              // a trick to eliminate some optical illusion caused by the gradient matter of normal in per-fragment shading
-              // which is caused by linear interpolation of normal vs. nonlinear lighting
-              // will notice some artifact in the areas with dramatically normal changes, so compress the normal differences here
-              tangent.y *=  min(1.0, length(position.xyz - vanishingPoint) / uSize.y ); \n
-            }\n
-            vec3 curvePoint = vec3(curveEnd - curvePoint2D.x*curveDirection,max(0.0,curvePoint2D.y));\n
-            vec3 tangentVector = vec3(-tangent.x*curveDirection,tangent.y);\n
-            \n
-            // locate the new vertex position on the line passing through both vanishing point and the calculated curve point position
-            vec3 curLiftDirection = vec3(0.0,-1.0,0.0);\n
-            if(currentCenter.y != originalCenter.y)\n
-            {\n
-              curLiftDirection = normalize(curvePoint - vanishingPoint);\n
-              tangentVector *= (curveDirection.y > 0.0) ? -1.0 : 1.0;\n
-              // an heuristic adjustment here, to compensate the linear parameter mapping onto the nonlinear curve
-              float Y0 = position.y - curveDirection.y * (position.x/curveDirection.x); \n
-              float proportion;
-              float refLength;\n
-              if(abs(Y0-vanishingPoint.y) > abs(curveEnd.y-vanishingPoint.y)) \n
-              {\n
-                proportion = abs(curveEnd.y - Y0) / (abs(curveEnd.y-Y0)+abs(curveEnd.y - vanishingPoint.y)); \n
-                refLength = proportion*length(originalCenter-vanishingPoint.xy) / (proportion-1.0); \n
-              }\n
-              else\n
-              {\n
-                proportion = abs(curveEnd.y - Y0) / abs(curveEnd.y - vanishingPoint.y);\n
-                refLength = proportion*length(originalCenter-vanishingPoint.xy); \n
-              }\n
-              float Y1 = currentCenter.y - (normalize(currentCenter-vanishingPoint.xy)).y * refLength; \n
-              position.y = mix(Y0, Y1, t0); \n
-            }\n
-            position.xz = curvePoint.xz - lengthFromCurve*curLiftDirection.xz;\n
-            // calculate the normal vector, will be used for lighting
-            normal = cross(curLiftDirection, normalize(tangentVector));\n
-            // the signature of Z is decided by the page turning direction:
-            // from left to right(negative); from right to left (positive)
-            position.z *= -uIsTurningBack;\n
-            normal.xy *= -uIsTurningBack;\n
-          }\n
-          // change the coordinate origin from the top-left of the page to its center
-          position.xy -= uSize.xy * 0.5; \n
-        }\n
-        vNormal =  uNormalMatrix * normal;\n
-        gl_Position = uMvpMatrix * position;
-        // varying parameters for fragment shader
-        vTexCoord = aPosition + vec2(0.5);\n
-        vTexCoord.x /= uTextureWidth;
-        vPosition = uModelView * position;\n
-      }\n
-  );
-
-  const char* fragmentShader = DALI_COMPOSE_SHADER(
-      precision mediump float;\n
-      \n
-      varying mediump vec2 vTexCoord;\n
-      \n
-      uniform sampler2D sTexture;\n
-      uniform lowp vec4 uColor;\n
-      uniform vec3 uSize;\n
-      uniform vec2 uSpineShadowParameter;\n
-      varying vec3 vNormal;\n
-      varying vec4 vPosition;\n
-      \n
-      void main()\n
-      {\n
-        // need to re-normalize the interpolated normal
-        vec3 normal = normalize( vNormal );\n
-        // display page content
-        vec4 texel;
-        // display back image of the page, flip the texture
-        if(  dot(vPosition.xyz, normal) > 0.0 ) texel = texture2D( sTexture, vec2( 1.0 - vTexCoord.x, vTexCoord.y ) );\n
-        // display front image of the page
-        else texel = texture2D( sTexture, vTexCoord );\n
-
-        // display book spine, a stripe of shadowed texture
-        float pixelPos = vTexCoord.x * uSize.x; \n
-        float spineShadowCoef = 1.0; \n
-        if( pixelPos < uSpineShadowParameter.x ) \n
-        {\n
-          float x = pixelPos - uSpineShadowParameter.x;\n
-          float y = sqrt( uSpineShadowParameter.x*uSpineShadowParameter.x - x*x );\n
-          spineShadowCoef = normalize( vec2( uSpineShadowParameter.y*x/uSpineShadowParameter.x, y ) ).y;\n
-        }\n
-        // calculate the lighting
-        // set the ambient color as vec3(0.4);
-        float lightColor = abs( normal.z ) * 0.6 + 0.4;\n
-        gl_FragColor = vec4( ( spineShadowCoef * lightColor ) * texel.rgb , texel.a ) * uColor;\n
-      }
-  );
-
   Property::Map map;
 
   Property::Map customShader;
 
-  customShader[ Toolkit::Visual::Shader::Property::VERTEX_SHADER ] = vertexShader;
-  customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = fragmentShader;
-  customShader[ Toolkit::Visual::Shader::Property::SUBDIVIDE_GRID_X ] = 20;
-  customShader[ Toolkit::Visual::Shader::Property::SUBDIVIDE_GRID_Y ] = 20;
+  customShader[Toolkit::Visual::Shader::Property::VERTEX_SHADER]    = SHADER_PAGE_TURN_EFFECT_VERT.data();
+  customShader[Toolkit::Visual::Shader::Property::FRAGMENT_SHADER]  = SHADER_PAGE_TURN_EFFECT_FRAG.data();
+  customShader[Toolkit::Visual::Shader::Property::SUBDIVIDE_GRID_X] = 20;
+  customShader[Toolkit::Visual::Shader::Property::SUBDIVIDE_GRID_Y] = 20;
 
-  map[ Toolkit::VisualProperty::SHADER ] = customShader;
+  map[Toolkit::Visual::Property::SHADER] = customShader;
   return map;
-
 }