X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fpage-turn-view%2Fpage-turn-effect.cpp;h=3684e70022e5e3beb8876553ad7e562700b460ba;hp=5266caa6c1ac769116a6a1681288061a1b8055ec;hb=0f006fbeb3f9dc630e3893887e8c6e5ae44b8e0a;hpb=d9c164e4530e354cd14dc4a1a658070ba55e99b8 diff --git a/dali-toolkit/internal/controls/page-turn-view/page-turn-effect.cpp b/dali-toolkit/internal/controls/page-turn-view/page-turn-effect.cpp index 5266caa..3684e70 100644 --- a/dali-toolkit/internal/controls/page-turn-view/page-turn-effect.cpp +++ b/dali-toolkit/internal/controls/page-turn-view/page-turn-effect.cpp @@ -96,7 +96,7 @@ void Dali::Toolkit::Internal::PageTurnApplyInternalConstraint( ShaderEffect& sha constraint.Apply(); } -ShaderEffect Dali::Toolkit::Internal::CreatePageTurnEffect(bool enableBlending) +ShaderEffect Dali::Toolkit::Internal::CreatePageTurnEffect() { std::string vertexShader = DALI_COMPOSE_SHADER( /* @@ -121,7 +121,6 @@ ShaderEffect Dali::Toolkit::Internal::CreatePageTurnEffect(bool enableBlending) \n uniform vec2 uPageSize;\n uniform float uIsTurningBack;\n - uniform float uShadowWidth;\n varying vec3 vNormal;\n varying vec4 vPosition;\n varying float vEdgeShadow;\n @@ -253,33 +252,10 @@ ShaderEffect Dali::Toolkit::Internal::CreatePageTurnEffect(bool enableBlending) vTexCoord = aTexCoord; vNormal = uNormalMatrix*normal;\n vPosition = uModelView * position;\n - ); - - std::string vertexShaderWithFakedShadow = DALI_COMPOSE_SHADER( - // display shadow, the fake shadow value is calculated according to the height and the distance from page edge - vTexCoord.x = (aTexCoord.x-sTextureRect.s) /( 1.0 - uShadowWidth ) + sTextureRect.s;\n - vTexCoord.y = ( aTexCoord.y-sTextureRect.t-0.5*uShadowWidth*(sTextureRect.q-sTextureRect.t) )/( 1.0 - uShadowWidth ) + sTextureRect.t;\n - float heightCoef = (1.0 + position.z*uIsTurningBack*3.0 / uPageSize.x) * 0.6; - vEdgeShadow = clamp(0.9 - heightCoef, 0.0, 0.9 ); \n - if( vTexCoord.y >= sTextureRect.q || vTexCoord.y <= sTextureRect.t || vTexCoord.x >= sTextureRect.p )\n - {\n - float inversedShadowWidth = (1.0-uShadowWidth) / uShadowWidth ;\n - float alpha1 = (vTexCoord.x-sTextureRect.p) * inversedShadowWidth / (sTextureRect.p - sTextureRect.s);\n - inversedShadowWidth = 2.0 * inversedShadowWidth / (sTextureRect.q - sTextureRect.t); \n - float alpha2 = (vTexCoord.y-sTextureRect.q) * inversedShadowWidth;\n - float alpha3 = (sTextureRect.t-vTexCoord.y) * inversedShadowWidth;\n - float alpha;\n - 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 - 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 - else alpha = max(alpha1,max(alpha2,alpha3)); \n - alpha = 0.9 - alpha*0.9;\n - vEdgeShadow = clamp(alpha - heightCoef, 0.0, 0.9 ); \n }\n ); - std::string vertexShaderEnd("}"); - - std::string fragmentShaderPartOne = DALI_COMPOSE_SHADER( + std::string fragmentShader = DALI_COMPOSE_SHADER( precision mediump float;\n uniform vec2 uPageSize;\n uniform vec2 uSpineShadowParameter;\n @@ -293,64 +269,35 @@ ShaderEffect Dali::Toolkit::Internal::CreatePageTurnEffect(bool enableBlending) vec3 normal = normalize(vNormal);\n vec4 texel;\n float spineShadowCoef = 1.0; \n - ); - - std::string fragmentShaderWithFakedShadow = DALI_COMPOSE_SHADER( - if( vTexCoord.y > sTextureRect.q || vTexCoord.y < sTextureRect.t || vTexCoord.x > sTextureRect.p )\n - texel = vec4(0.0,0.0,0.0,vEdgeShadow); - else \n - ); - - std::string fragmentShaderPartTwo = DALI_COMPOSE_SHADER( - { \n - // display page content - // display back image of the page, flip the texture - if( dot(vPosition.xyz, normal) > 0.0 ) texel = texture2D( sTexture, vec2( sTextureRect.p+sTextureRect.s-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-sTextureRect.s)*uPageSize.x; \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 - }\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 + // display page content + // display back image of the page, flip the texture + if( dot(vPosition.xyz, normal) > 0.0 ) texel = texture2D( sTexture, vec2( sTextureRect.p+sTextureRect.s-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-sTextureRect.s)*uPageSize.x; \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 } ); // Create the implementation, temporarily owned on stack, - Dali::ShaderEffect shaderEffectCustom; - std::ostringstream vertexShaderStringStream; - std::ostringstream fragmentShaderStringStream; - if( enableBlending ) - { - vertexShaderStringStream<< vertexShader << vertexShaderWithFakedShadow << vertexShaderEnd; - fragmentShaderStringStream<< fragmentShaderPartOne << fragmentShaderWithFakedShadow << fragmentShaderPartTwo; - shaderEffectCustom = Dali::ShaderEffect::New( vertexShaderStringStream.str(), fragmentShaderStringStream.str(), - ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_DEPTH_BUFFER | ShaderEffect::HINT_BLENDING) ); - } - else - { - vertexShaderStringStream<< vertexShader << vertexShaderEnd; - fragmentShaderStringStream<< fragmentShaderPartOne << fragmentShaderPartTwo; - shaderEffectCustom = Dali::ShaderEffect::New( vertexShaderStringStream.str(), fragmentShaderStringStream.str(), - ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_DEPTH_BUFFER ) ); - } + Dali::ShaderEffect shaderEffectCustom = Dali::ShaderEffect::New( vertexShader, fragmentShader,ShaderEffect::HINT_GRID ); - static const float DEFAULT_SHADOW_WIDTH(0.15f); static const Vector2 DEFAULT_SPINE_SHADOW_PARAMETER(50.0f, 20.0f); Vector2 defaultPageSize = Dali::Stage::GetCurrent().GetSize(); Dali::Matrix zeroMatrix(true); shaderEffectCustom.SetUniform( "uCommonParameters", zeroMatrix ); - shaderEffectCustom.SetUniform( "uPageSize", defaultPageSize/(1.f-DEFAULT_SHADOW_WIDTH) ); - shaderEffectCustom.SetUniform( "uShadowWidth", DEFAULT_SHADOW_WIDTH ); + shaderEffectCustom.SetUniform( "uPageSize", defaultPageSize ); shaderEffectCustom.SetUniform( "uSpineShadowParameter", DEFAULT_SPINE_SHADOW_PARAMETER ); shaderEffectCustom.RegisterProperty( "uOriginalCenter", Vector2( defaultPageSize[0], defaultPageSize[1]*0.5f ) );