コード例 #1
0
bool ImGui_ImplGtk3Cogl_CreateDeviceObjects()
{
    g_ColorPipeline = cogl_pipeline_new(g_Context);
    g_ImagePipeline = cogl_pipeline_new(g_Context);

    CoglError *error = NULL;
    if (!cogl_pipeline_set_blend(g_ColorPipeline,
                                 "RGB = ADD(SRC_COLOR*(SRC_COLOR[A]), DST_COLOR*(1-SRC_COLOR[A]))"
                                 "A = ADD(SRC_COLOR[A], DST_COLOR*(1-SRC_COLOR[A]))",
                                 &error))
    {
        g_warning("Blending: %s", error->message);
        g_error_free(error);
        return false;
    }
    cogl_pipeline_set_cull_face_mode(g_ColorPipeline, COGL_PIPELINE_CULL_FACE_MODE_NONE);

    CoglDepthState depth_state;

    cogl_depth_state_init(&depth_state);
    cogl_depth_state_set_test_enabled(&depth_state, FALSE);
    if (!cogl_pipeline_set_depth_state(g_ColorPipeline, &depth_state, &error))
    {
        g_warning("Depth: %s", error->message);
        g_error_free(error);
        return false;
    }

    if (!cogl_pipeline_set_blend(g_ImagePipeline,
                                 "RGB = ADD(SRC_COLOR*(SRC_COLOR[A]), DST_COLOR*(1-SRC_COLOR[A]))"
                                 "A = ADD(SRC_COLOR[A], DST_COLOR*(1-SRC_COLOR[A]))",
                                 &error))
    {
        g_warning("Blending: %s", error->message);
        g_error_free(error);
        return false;
    }
    cogl_pipeline_set_cull_face_mode(g_ImagePipeline, COGL_PIPELINE_CULL_FACE_MODE_NONE);

    if (!cogl_pipeline_set_depth_state(g_ImagePipeline, &depth_state, &error))
    {
        g_warning("Depth: %s", error->message);
        g_error_free(error);
        return false;
    }

    ImGui_ImplGtk3Cogl_CreateFontsTexture();

    /* Disable depth buffer since we're not using it. */
    //cogl_framebuffer_set_depth_write_enabled(g_Framebuffer, FALSE);

    return true;
}
コード例 #2
0
static void
shell_glsl_quad_constructed (GObject *object)
{
  ShellGLSLQuad *self;
  ShellGLSLQuadClass *klass;
  ShellGLSLQuadPrivate *priv;
  CoglContext *ctx =
    clutter_backend_get_cogl_context (clutter_get_default_backend ());

  G_OBJECT_CLASS (shell_glsl_quad_parent_class)->constructed (object);

  /* Note that, differently from ClutterBlurEffect, we are calling
     this inside constructed, not init, so klass points to the most-derived
     GTypeClass, not ShellGLSLQuadClass.
  */
  klass = SHELL_GLSL_QUAD_GET_CLASS (object);
  self = SHELL_GLSL_QUAD (object);
  priv = shell_glsl_quad_get_instance_private (self);

  if (G_UNLIKELY (klass->base_pipeline == NULL))
    {
      klass->base_pipeline = cogl_pipeline_new (ctx);
      cogl_pipeline_set_blend (klass->base_pipeline, "RGBA = ADD (SRC_COLOR * (SRC_COLOR[A]), DST_COLOR * (1-SRC_COLOR[A]))", NULL);

      if (klass->build_pipeline != NULL)
        klass->build_pipeline (self);
    }

  priv->pipeline = cogl_pipeline_copy (klass->base_pipeline);

  cogl_pipeline_set_layer_null_texture (priv->pipeline, 0, COGL_TEXTURE_TYPE_2D);
}
コード例 #3
0
ファイル: meta-texture-tower.c プロジェクト: darkxst/mtest
static void
texture_tower_revalidate_fbo (MetaTextureTower *tower,
                              int               level)
{
  CoglTexture *source_texture = tower->textures[level - 1];
  int source_texture_width = cogl_texture_get_width (source_texture);
  int source_texture_height = cogl_texture_get_height (source_texture);
  CoglTexture *dest_texture = tower->textures[level];
  int dest_texture_width = cogl_texture_get_width (dest_texture);
  int dest_texture_height = cogl_texture_get_height (dest_texture);
  Box *invalid = &tower->invalid[level];
  CoglFramebuffer *fb;
  CoglError *catch_error = NULL;
  CoglPipeline *pipeline;

  if (tower->fbos[level] == NULL)
    tower->fbos[level] = cogl_offscreen_new_with_texture (dest_texture);

  fb = COGL_FRAMEBUFFER (tower->fbos[level]);

  if (!cogl_framebuffer_allocate (fb, &catch_error))
    {
      cogl_error_free (catch_error);
      return;
    }

  cogl_framebuffer_orthographic (fb, 0, 0, dest_texture_width, dest_texture_height, -1., 1.);

  if (!tower->pipeline_template)
    {
      CoglContext *ctx =
        clutter_backend_get_cogl_context (clutter_get_default_backend ());
      tower->pipeline_template = cogl_pipeline_new (ctx);
      cogl_pipeline_set_blend (tower->pipeline_template, "RGBA = ADD (SRC_COLOR, 0)", NULL);
    }

  pipeline = cogl_pipeline_copy (tower->pipeline_template);
  cogl_pipeline_set_layer_texture (pipeline, 0, tower->textures[level - 1]);

  cogl_framebuffer_draw_textured_rectangle (fb, pipeline,
                                            invalid->x1, invalid->y1,
                                            invalid->x2, invalid->y2,
                                            (2. * invalid->x1) / source_texture_width,
                                            (2. * invalid->y1) / source_texture_height,
                                            (2. * invalid->x2) / source_texture_width,
                                            (2. * invalid->y2) / source_texture_height);

  cogl_object_unref (pipeline);
}
コード例 #4
0
ファイル: cogl-basic-video-player.c プロジェクト: 3v1n0/cogl
static void
_set_up_pipeline (gpointer instance,
                  gpointer user_data)
{
  Data* data = (Data*) user_data;

  /*
    The cogl-gst sink, depending on the video format, can use up to 3 texture
    layers to render a frame. To avoid overwriting frame data, the first
    free layer in the cogl pipeline needs to be queried before adding any
    additional textures.
  */

  int free_layer = cogl_gst_video_sink_get_free_layer (data->sink);
  data->video_pipeline = cogl_gst_video_sink_get_pipeline (data->sink);

  while (free_layer > 0)
    {
      free_layer--;
      cogl_pipeline_set_layer_filters (data->video_pipeline, free_layer,
                                       COGL_PIPELINE_FILTER_LINEAR_MIPMAP_LINEAR,
                                       COGL_PIPELINE_FILTER_LINEAR);
    }

  /* disable blending... */
  cogl_pipeline_set_blend (data->video_pipeline,
                           "RGBA = ADD (SRC_COLOR, 0)", NULL);

  /* Now that we know the video size we can perform letterboxing */
  _resize_callback (COGL_ONSCREEN (data->fb),
                    data->onscreen_width,
                    data->onscreen_height,
                    data);

  cogl_onscreen_add_frame_callback (COGL_ONSCREEN (data->fb), _frame_callback,
                                    data, NULL);

  /*
     The cogl-gst-new-frame signal is emitted when the cogl-gst sink has
     retrieved a new frame and attached it to the cogl pipeline. This can be
     used to make sure cogl doesn't do any unnecessary drawing i.e. keeps to the
     frame-rate of the video.
  */

  g_signal_connect (data->sink, "new-frame", G_CALLBACK (_new_frame_cb), data);
}
コード例 #5
0
ファイル: edge-effect.c プロジェクト: bpeel/sprite-player
static void
create_pipeline (Data *data)
{
  CoglPipeline *pipeline;
  CoglSnippet *snippet;

  pipeline = cogl_pipeline_new (data->context);

  /* Disable blending */
  cogl_pipeline_set_blend (pipeline,
                           "RGBA = ADD (SRC_COLOR, 0)", NULL);

  snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_FRAGMENT,
                              shader_declarations,
                              shader_source);
  cogl_pipeline_add_snippet (pipeline, snippet);
  cogl_object_unref (snippet);

  data->base_pipeline = pipeline;
}
コード例 #6
0
static void
st_background_effect_init (StBackgroundEffect *self)
{
  CoglContext *ctx;
  StBackgroundEffectClass *klass = ST_BACKGROUND_EFFECT_GET_CLASS (self);

  if (G_UNLIKELY (klass->base_pipeline == NULL))
    {
      ctx = clutter_backend_get_cogl_context (clutter_get_default_backend ());

      klass->base_pipeline = cogl_pipeline_new (ctx);
    }
    
  self->pipeline0 = cogl_pipeline_copy (klass->base_pipeline);
  self->pipeline1 = cogl_pipeline_copy (klass->base_pipeline);
  self->pipeline2 = cogl_pipeline_copy (klass->base_pipeline);
  self->pipeline3 = cogl_pipeline_copy (klass->base_pipeline);
  self->pipeline4 = cogl_pipeline_copy (klass->base_pipeline);

  CoglSnippet *snippet;
  snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_TEXTURE_LOOKUP,
                              box_blur_glsl_declarations,
                              NULL);

  cogl_snippet_set_replace (snippet, box_blur_glsl_shader);
  cogl_pipeline_add_layer_snippet (self->pipeline0, 0, snippet);
  cogl_pipeline_add_layer_snippet (self->pipeline1, 0, snippet);
  cogl_pipeline_add_layer_snippet (self->pipeline3, 0, snippet);
  cogl_object_unref (snippet);

  cogl_pipeline_set_layer_wrap_mode (self->pipeline0, 0,
                                     COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE);

  cogl_pipeline_set_layer_wrap_mode (self->pipeline0, 1,
                                     COGL_PIPELINE_WRAP_MODE_REPEAT);

  cogl_pipeline_set_layer_wrap_mode (self->pipeline1, 0,
                                     COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE);

  cogl_pipeline_set_layer_wrap_mode (self->pipeline2, 0,
                                     COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE);

  cogl_pipeline_set_layer_wrap_mode (self->pipeline3, 0,
                                     COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE);

  cogl_pipeline_set_layer_wrap_mode (self->pipeline4, 0,
                                     COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE);

  cogl_pipeline_set_cull_face_mode (self->pipeline0,
                                    COGL_PIPELINE_CULL_FACE_MODE_NONE);

  cogl_pipeline_set_cull_face_mode (self->pipeline1,
                                    COGL_PIPELINE_CULL_FACE_MODE_NONE);

  cogl_pipeline_set_cull_face_mode (self->pipeline2,
                                    COGL_PIPELINE_CULL_FACE_MODE_NONE);

  cogl_pipeline_set_cull_face_mode (self->pipeline3,
                                    COGL_PIPELINE_CULL_FACE_MODE_NONE);

  cogl_pipeline_set_cull_face_mode (self->pipeline4,
                                    COGL_PIPELINE_CULL_FACE_MODE_NONE);

  cogl_pipeline_set_layer_filters (self->pipeline0, 0,
                                   COGL_PIPELINE_FILTER_LINEAR,
                                   COGL_PIPELINE_FILTER_LINEAR);

  cogl_pipeline_set_layer_filters (self->pipeline0, 1,
                                   COGL_PIPELINE_FILTER_NEAREST,
                                   COGL_PIPELINE_FILTER_NEAREST);

  cogl_pipeline_set_layer_filters (self->pipeline1, 0,
                                   COGL_PIPELINE_FILTER_LINEAR,
                                   COGL_PIPELINE_FILTER_LINEAR);

  cogl_pipeline_set_layer_filters (self->pipeline2, 0,
                                   COGL_PIPELINE_FILTER_LINEAR,
                                   COGL_PIPELINE_FILTER_LINEAR);

  cogl_pipeline_set_layer_filters (self->pipeline3, 0,
                                   COGL_PIPELINE_FILTER_LINEAR,
                                   COGL_PIPELINE_FILTER_LINEAR);

  cogl_pipeline_set_layer_filters (self->pipeline4, 0,
                                   COGL_PIPELINE_FILTER_LINEAR,
                                   COGL_PIPELINE_FILTER_LINEAR);

  cogl_pipeline_set_layer_null_texture (self->pipeline0,
                                        0,
                                        COGL_TEXTURE_TYPE_2D);

  cogl_pipeline_set_layer_null_texture (self->pipeline1,
                                        0,
                                        COGL_TEXTURE_TYPE_2D);

  cogl_pipeline_set_layer_null_texture (self->pipeline2,
                                        0,
                                        COGL_TEXTURE_TYPE_2D);

  cogl_pipeline_set_layer_null_texture (self->pipeline3,
                                        0,
                                        COGL_TEXTURE_TYPE_2D);
  
  cogl_pipeline_set_layer_null_texture (self->pipeline4,
                                        0,
                                        COGL_TEXTURE_TYPE_2D);

  self->pixel_step_uniform0 =
    cogl_pipeline_get_uniform_location (self->pipeline0, "pixel_step");

  self->BumpTex_uniform =
    cogl_pipeline_get_uniform_location (self->pipeline0, "BumpTex");

  self->bump_step_uniform =
    cogl_pipeline_get_uniform_location (self->pipeline0, "bump_step");

  self->pixel_step_uniform1 =
    cogl_pipeline_get_uniform_location (self->pipeline1, "pixel_step");

  self->pixel_step_uniform2 =
    cogl_pipeline_get_uniform_location (self->pipeline3, "pixel_step");

  cogl_pipeline_set_blend (self->pipeline0,
                           "RGBA = ADD(SRC_COLOR, DST_COLOR*0)",
                           NULL);

  cogl_pipeline_set_blend (self->pipeline1,
                           "RGBA = ADD (SRC_COLOR*DST_COLOR[A], DST_COLOR*(1-DST_COLOR[A]))",
                           NULL);

  cogl_pipeline_set_color4ub (self->pipeline1,
                              0xff,
                              0xff,
                              0xff,
                              0xff);

  cogl_pipeline_set_alpha_test_function (self->pipeline2,
                                         COGL_PIPELINE_ALPHA_FUNC_LESS,
                                         0.004f);

  cogl_pipeline_set_color_mask (self->pipeline2,
                                COGL_COLOR_MASK_ALPHA);

  cogl_pipeline_set_blend (self->pipeline2,
                           "RGBA = ADD(SRC_COLOR, DST_COLOR*0)",
                           NULL);

  cogl_pipeline_set_alpha_test_function (self->pipeline3,
                                         COGL_PIPELINE_ALPHA_FUNC_GEQUAL,
                                         0.004f);
    
  cogl_pipeline_set_color_mask (self->pipeline3,
                                COGL_COLOR_MASK_ALL);

  cogl_pipeline_set_blend (self->pipeline3,
                           "RGBA = ADD (SRC_COLOR, DST_COLOR*(1-SRC_COLOR[A]))",
                           NULL);

  cogl_pipeline_set_alpha_test_function (self->pipeline4,
                                         COGL_PIPELINE_ALPHA_FUNC_GEQUAL,
                                         0.004f);
    
  cogl_pipeline_set_color_mask (self->pipeline4,
                                COGL_COLOR_MASK_ALL);

  cogl_pipeline_set_blend (self->pipeline4,
                           "RGBA = ADD (SRC_COLOR, DST_COLOR*(1-SRC_COLOR[A]))",
                           NULL);


  self->bg_texture = NULL;

  self->bg_sub_texture = NULL;

  self->bumpmap_location = "/usr/share/cinnamon/bumpmaps/frost.png";

  self->bg_bumpmap = st_cogl_texture_new_from_file_wrapper (self->bumpmap_location,
                                                            COGL_TEXTURE_NO_SLICING,
                                                            COGL_PIXEL_FORMAT_RGBA_8888_PRE);
  if (self->bg_bumpmap != NULL)
    {
      self->bumptex_width_i = cogl_texture_get_width (self->bg_bumpmap);
      self->bumptex_height_i = cogl_texture_get_height (self->bg_bumpmap);

      cogl_pipeline_set_layer_texture (self->pipeline0, 1, self->bg_bumpmap);
    }
  else
    {
      cogl_pipeline_set_layer_null_texture (self->pipeline0,
                                            1,
                                            COGL_TEXTURE_TYPE_2D);
    }

  cogl_pipeline_set_layer_combine (self->pipeline0,1,
                                   "RGBA = REPLACE (PREVIOUS)",
                                   NULL);

  self->old_time = 0;

  self->opacity = 0;

}
コード例 #7
0
static void
test_blend (TestState *state,
            int x,
            int y,
            uint32_t src_color,
            uint32_t dst_color,
            const char *blend_string,
            uint32_t blend_constant,
            uint32_t expected_result)
{
  /* src color */
  uint8_t Sr = MASK_RED (src_color);
  uint8_t Sg = MASK_GREEN (src_color);
  uint8_t Sb = MASK_BLUE (src_color);
  uint8_t Sa = MASK_ALPHA (src_color);
  /* dest color */
  uint8_t Dr = MASK_RED (dst_color);
  uint8_t Dg = MASK_GREEN (dst_color);
  uint8_t Db = MASK_BLUE (dst_color);
  uint8_t Da = MASK_ALPHA (dst_color);
  /* blend constant - when applicable */
  uint8_t Br = MASK_RED (blend_constant);
  uint8_t Bg = MASK_GREEN (blend_constant);
  uint8_t Bb = MASK_BLUE (blend_constant);
  uint8_t Ba = MASK_ALPHA (blend_constant);
  CoglColor blend_const_color;

  CoglPipeline *pipeline;
  CoglBool status;
  CoglError *error = NULL;
  int y_off;
  int x_off;

  /* First write out the destination color without any blending... */
  pipeline = cogl_pipeline_new (test_ctx);
  cogl_pipeline_set_color4ub (pipeline, Dr, Dg, Db, Da);
  cogl_pipeline_set_blend (pipeline, "RGBA = ADD (SRC_COLOR, 0)", NULL);
  cogl_framebuffer_draw_rectangle (test_fb,
                                   pipeline,
                                   x * QUAD_WIDTH,
                                   y * QUAD_WIDTH,
                                   x * QUAD_WIDTH + QUAD_WIDTH,
                                   y * QUAD_WIDTH + QUAD_WIDTH);
  cogl_object_unref (pipeline);

  /*
   * Now blend a rectangle over our well defined destination:
   */

  pipeline = cogl_pipeline_new (test_ctx);
  cogl_pipeline_set_color4ub (pipeline, Sr, Sg, Sb, Sa);

  status = cogl_pipeline_set_blend (pipeline, blend_string, &error);
  if (!status)
    {
      /* It's not strictly a test failure; you need a more capable GPU or
       * driver to test this blend string. */
      if (cogl_test_verbose ())
	{
	  g_debug ("Failed to test blend string %s: %s",
		   blend_string, error->message);
	  g_print ("Skipping\n");
	}
      return;
    }

  cogl_color_init_from_4ub (&blend_const_color, Br, Bg, Bb, Ba);
  cogl_pipeline_set_blend_constant (pipeline, &blend_const_color);

  cogl_framebuffer_draw_rectangle (test_fb,
                                   pipeline,
                                   x * QUAD_WIDTH,
                                   y * QUAD_WIDTH,
                                   x * QUAD_WIDTH + QUAD_WIDTH,
                                   y * QUAD_WIDTH + QUAD_WIDTH);
  cogl_object_unref (pipeline);

  /* See what we got... */

  y_off = y * QUAD_WIDTH + (QUAD_WIDTH / 2);
  x_off = x * QUAD_WIDTH + (QUAD_WIDTH / 2);

  if (cogl_test_verbose ())
    {
      g_print ("test_blend (%d, %d):\n%s\n", x, y, blend_string);
      g_print ("  src color = %02x, %02x, %02x, %02x\n", Sr, Sg, Sb, Sa);
      g_print ("  dst color = %02x, %02x, %02x, %02x\n", Dr, Dg, Db, Da);
      if (blend_constant != BLEND_CONSTANT_UNUSED)
        g_print ("  blend constant = %02x, %02x, %02x, %02x\n",
                 Br, Bg, Bb, Ba);
      else
        g_print ("  blend constant = UNUSED\n");
    }

  test_utils_check_pixel (test_fb, x_off, y_off, expected_result);
}
コード例 #8
0
static void
test_tex_combine (TestState *state,
                  int x,
                  int y,
                  uint32_t tex0_color,
                  uint32_t tex1_color,
                  uint32_t combine_constant,
                  const char *combine_string,
                  uint32_t expected_result)
{
  CoglTexture *tex0, *tex1;

  /* combine constant - when applicable */
  uint8_t Cr = MASK_RED (combine_constant);
  uint8_t Cg = MASK_GREEN (combine_constant);
  uint8_t Cb = MASK_BLUE (combine_constant);
  uint8_t Ca = MASK_ALPHA (combine_constant);
  CoglColor combine_const_color;

  CoglPipeline *pipeline;
  CoglBool status;
  CoglError *error = NULL;
  int y_off;
  int x_off;


  tex0 = make_texture (tex0_color);
  tex1 = make_texture (tex1_color);

  pipeline = cogl_pipeline_new (test_ctx);

  cogl_pipeline_set_color4ub (pipeline, 0x80, 0x80, 0x80, 0x80);
  cogl_pipeline_set_blend (pipeline, "RGBA = ADD (SRC_COLOR, 0)", NULL);

  cogl_pipeline_set_layer_texture (pipeline, 0, tex0);
  cogl_pipeline_set_layer_combine (pipeline, 0,
                                   "RGBA = REPLACE (TEXTURE)", NULL);

  cogl_pipeline_set_layer_texture (pipeline, 1, tex1);
  status = cogl_pipeline_set_layer_combine (pipeline, 1,
                                            combine_string, &error);
  if (!status)
    {
      /* It's not strictly a test failure; you need a more capable GPU or
       * driver to test this texture combine string. */
      g_debug ("Failed to test texture combine string %s: %s",
               combine_string, error->message);
    }

  cogl_color_init_from_4ub (&combine_const_color, Cr, Cg, Cb, Ca);
  cogl_pipeline_set_layer_combine_constant (pipeline, 1, &combine_const_color);

  cogl_framebuffer_draw_rectangle (test_fb,
                                   pipeline,
                                   x * QUAD_WIDTH,
                                   y * QUAD_WIDTH,
                                   x * QUAD_WIDTH + QUAD_WIDTH,
                                   y * QUAD_WIDTH + QUAD_WIDTH);
  cogl_object_unref (pipeline);
  cogl_object_unref (tex0);
  cogl_object_unref (tex1);

  /* See what we got... */

  y_off = y * QUAD_WIDTH + (QUAD_WIDTH / 2);
  x_off = x * QUAD_WIDTH + (QUAD_WIDTH / 2);

  if (cogl_test_verbose ())
    {
      g_print ("test_tex_combine (%d, %d):\n%s\n", x, y, combine_string);
      g_print ("  texture 0 color = 0x%08lX\n", (unsigned long)tex0_color);
      g_print ("  texture 1 color = 0x%08lX\n", (unsigned long)tex1_color);
      if (combine_constant != TEX_CONSTANT_UNUSED)
        g_print ("  combine constant = %02x, %02x, %02x, %02x\n",
                 Cr, Cg, Cb, Ca);
      else
        g_print ("  combine constant = UNUSED\n");
    }

  test_utils_check_pixel (test_fb, x_off, y_off, expected_result);
}
コード例 #9
0
ファイル: cogl-basic-video-player.c プロジェクト: 3v1n0/cogl
int
main (int argc,
      char **argv)
{
  Data data;
  CoglContext *ctx;
  CoglOnscreen *onscreen;
  GstElement *pipeline;
  GSource *cogl_source;
  GstBus *bus;
  char *uri;
  GError *error = NULL;

  memset (&data, 0, sizeof (Data));

  /* Set the necessary cogl elements */

  ctx = cogl_context_new (NULL, NULL);

  onscreen = cogl_onscreen_new (ctx, 640, 480);
  cogl_onscreen_set_resizable (onscreen, TRUE);
  cogl_onscreen_add_resize_callback (onscreen, _resize_callback, &data, NULL);
  cogl_onscreen_show (onscreen);

  data.fb = onscreen;
  cogl_framebuffer_orthographic (data.fb, 0, 0, 640, 480, -1, 100);

  data.border_pipeline = cogl_pipeline_new (ctx);
  cogl_pipeline_set_color4f (data.border_pipeline, 0, 0, 0, 1);
  /* disable blending */
  cogl_pipeline_set_blend (data.border_pipeline,
                           "RGBA = ADD (SRC_COLOR, 0)", NULL);

  /* Intialize GStreamer */

  gst_init (&argc, &argv);

  /*
     Create the cogl-gst video sink by calling the cogl_gst_video_sink_new
     function and passing it a CoglContext (this is used to create the
     CoglPipeline and the texures for each frame). Alternatively you can use
     gst_element_factory_make ("coglsink", "some_name") and then set the
     context with cogl_gst_video_sink_set_context.
  */

  if (argc < 2)
    uri = "http://docs.gstreamer.com/media/sintel_trailer-480p.webm";
  else
    uri = argv[1];

  if (!make_pipeline_for_uri (ctx, uri, &pipeline, &data.sink, &error))
    {
      g_print ("Error creating pipeline: %s\n", error->message);
      g_clear_error (&error);
      return EXIT_FAILURE;
    }

  gst_element_set_state (pipeline, GST_STATE_PLAYING);
  bus = gst_pipeline_get_bus (GST_PIPELINE (pipeline));
  gst_bus_add_watch (bus, _bus_watch, &data);

  data.main_loop = g_main_loop_new (NULL, FALSE);

  cogl_source = cogl_glib_source_new (ctx, G_PRIORITY_DEFAULT);
  g_source_attach (cogl_source, NULL);

  /*
    The cogl-pipeline-ready signal tells you when the cogl pipeline is
    initialized i.e. when cogl-gst has figured out the video format and
    is prepared to retrieve and attach the first frame of the video.
  */

  g_signal_connect (data.sink, "pipeline-ready",
                    G_CALLBACK (_set_up_pipeline), &data);

  data.draw_ready = TRUE;
  data.frame_ready = FALSE;

  g_main_loop_run (data.main_loop);

  g_source_destroy (cogl_source);
  g_source_unref (cogl_source);

  g_main_loop_unref (data.main_loop);

  return 0;
}
コード例 #10
0
static CoglPipeline *
create_1d_gaussian_blur_pipeline (RutContext *ctx, int n_taps)
{
  static GHashTable *pipeline_cache = NULL;
  CoglPipeline *pipeline;
  CoglSnippet *snippet;
  GString *shader;
  CoglDepthState depth_state;
  int i;

  /* initialize the pipeline cache. The shaders are only dependent on the
   * number of taps, not the sigma, so we cache the corresponding pipelines
   * in a hash table 'n_taps' => 'pipeline' */
  if (G_UNLIKELY (pipeline_cache == NULL))
    {
      pipeline_cache =
        g_hash_table_new_full (g_direct_hash,
                               g_direct_equal,
                               NULL, /* key destroy notify */
                               (GDestroyNotify) cogl_object_unref);
    }

  pipeline = g_hash_table_lookup (pipeline_cache, GINT_TO_POINTER (n_taps));
  if (pipeline)
    return cogl_object_ref (pipeline);

  shader = g_string_new (NULL);

  g_string_append_printf (shader,
                          "uniform vec2 pixel_step;\n"
                          "uniform float factors[%i];\n",
                          n_taps);

  snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_TEXTURE_LOOKUP,
                              shader->str,
                              NULL /* post */);

  g_string_set_size (shader, 0);

  pipeline = cogl_pipeline_new (ctx->cogl_context);
  cogl_pipeline_set_layer_null_texture (pipeline,
                                        0, /* layer_num */
                                        COGL_TEXTURE_TYPE_2D);
  cogl_pipeline_set_layer_wrap_mode (pipeline,
                                     0, /* layer_num */
                                     COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE);
  cogl_pipeline_set_layer_filters (pipeline,
                                   0, /* layer_num */
                                   COGL_PIPELINE_FILTER_NEAREST,
                                   COGL_PIPELINE_FILTER_NEAREST);

  for (i = 0; i < n_taps; i++)
    {
      g_string_append (shader, "cogl_texel ");

      if (i == 0)
        g_string_append (shader, "=");
      else
        g_string_append (shader, "+=");

      g_string_append_printf (shader,
                              " texture2D (cogl_sampler, "
                              "cogl_tex_coord.st");
      if (i != (n_taps - 1) / 2)
        g_string_append_printf (shader,
                                " + pixel_step * %f",
                                (float) (i - ((n_taps - 1) / 2)));
      g_string_append_printf (shader,
                              ") * factors[%i];\n",
                              i);
    }

  cogl_snippet_set_replace (snippet, shader->str);

  g_string_free (shader, TRUE);

  cogl_pipeline_add_layer_snippet (pipeline, 0, snippet);

  cogl_object_unref (snippet);

  cogl_pipeline_set_blend (pipeline, "RGBA=ADD(SRC_COLOR, 0)", NULL);

  cogl_depth_state_init (&depth_state);
  cogl_depth_state_set_write_enabled (&depth_state, FALSE);
  cogl_depth_state_set_test_enabled (&depth_state, FALSE);
  cogl_pipeline_set_depth_state (pipeline, &depth_state, NULL);

  g_hash_table_insert (pipeline_cache, GINT_TO_POINTER (n_taps), pipeline);

  return pipeline;
}
コード例 #11
0
ファイル: cogl-texture.c プロジェクト: nobled/clutter
/* Reads back the contents of a texture by rendering it to the framebuffer
 * and reading back the resulting pixels.
 *
 * NB: Normally this approach isn't normally used since we can just use
 * glGetTexImage, but may be used as a fallback in some circumstances.
 */
gboolean
_cogl_texture_draw_and_read (CoglHandle   handle,
                             CoglBitmap  *target_bmp,
                             GLuint       target_gl_format,
                             GLuint       target_gl_type)
{
  int        bpp;
  CoglFramebuffer *framebuffer;
  int        viewport[4];
  CoglBitmap *alpha_bmp;
  CoglMatrixStack *projection_stack;
  CoglMatrixStack *modelview_stack;
  int target_width = _cogl_bitmap_get_width (target_bmp);
  int target_height = _cogl_bitmap_get_height (target_bmp);
  int target_rowstride = _cogl_bitmap_get_rowstride (target_bmp);

  _COGL_GET_CONTEXT (ctx, FALSE);

  bpp = _cogl_get_format_bpp (COGL_PIXEL_FORMAT_RGBA_8888);

  framebuffer = _cogl_get_draw_buffer ();
  /* Viewport needs to have some size and be inside the window for this */
  _cogl_framebuffer_get_viewport4fv (framebuffer, viewport);
  if (viewport[0] <  0 || viewport[1] <  0 ||
      viewport[2] <= 0 || viewport[3] <= 0)
    return FALSE;

  /* Setup orthographic projection into current viewport (0,0 in top-left
   * corner to draw the texture upside-down so we match the way cogl_read_pixels
   * works)
   */

  projection_stack = _cogl_framebuffer_get_projection_stack (framebuffer);
  _cogl_matrix_stack_push (projection_stack);
  _cogl_matrix_stack_load_identity (projection_stack);
  _cogl_matrix_stack_ortho (projection_stack,
                            0, (float)(viewport[2]),
                            (float)(viewport[3]), 0,
                            (float)(0),
                            (float)(100));

  modelview_stack = _cogl_framebuffer_get_modelview_stack (framebuffer);
  _cogl_matrix_stack_push (modelview_stack);
  _cogl_matrix_stack_load_identity (modelview_stack);

  /* Direct copy operation */

  if (ctx->texture_download_pipeline == COGL_INVALID_HANDLE)
    {
      ctx->texture_download_pipeline = cogl_pipeline_new ();
      cogl_pipeline_set_blend (ctx->texture_download_pipeline,
                               "RGBA = ADD (SRC_COLOR, 0)",
                               NULL);
    }

  cogl_push_source (ctx->texture_download_pipeline);

  cogl_pipeline_set_layer_texture (ctx->texture_download_pipeline, 0, handle);

  cogl_pipeline_set_layer_combine (ctx->texture_download_pipeline,
                                   0, /* layer */
                                   "RGBA = REPLACE (TEXTURE)",
                                   NULL);

  cogl_pipeline_set_layer_filters (ctx->texture_download_pipeline, 0,
                                   COGL_PIPELINE_FILTER_NEAREST,
                                   COGL_PIPELINE_FILTER_NEAREST);

  do_texture_draw_and_read (handle, target_bmp, viewport);

  /* Check whether texture has alpha and framebuffer not */
  /* FIXME: For some reason even if ALPHA_BITS is 8, the framebuffer
     still doesn't seem to have an alpha buffer. This might be just
     a PowerVR issue.
  GLint r_bits, g_bits, b_bits, a_bits;
  GE( glGetIntegerv (GL_ALPHA_BITS, &a_bits) );
  GE( glGetIntegerv (GL_RED_BITS, &r_bits) );
  GE( glGetIntegerv (GL_GREEN_BITS, &g_bits) );
  GE( glGetIntegerv (GL_BLUE_BITS, &b_bits) );
  printf ("R bits: %d\n", r_bits);
  printf ("G bits: %d\n", g_bits);
  printf ("B bits: %d\n", b_bits);
  printf ("A bits: %d\n", a_bits); */
  if ((cogl_texture_get_format (handle) & COGL_A_BIT)/* && a_bits == 0*/)
    {
      guint8 *srcdata;
      guint8 *dstdata;
      guint8 *srcpixel;
      guint8 *dstpixel;
      int     x,y;
      int     alpha_rowstride = bpp * target_width;

      if ((dstdata = _cogl_bitmap_map (target_bmp,
                                       COGL_BUFFER_ACCESS_WRITE,
                                       COGL_BUFFER_MAP_HINT_DISCARD)) == NULL)
        return FALSE;

      srcdata = g_malloc (alpha_rowstride * target_height);

      /* Create temp bitmap for alpha values */
      alpha_bmp = _cogl_bitmap_new_from_data (srcdata,
                                              COGL_PIXEL_FORMAT_RGBA_8888,
                                              target_width, target_height,
                                              alpha_rowstride,
                                              (CoglBitmapDestroyNotify) g_free,
                                              NULL);

      /* Draw alpha values into RGB channels */
      cogl_pipeline_set_layer_combine (ctx->texture_download_pipeline,
                                       0, /* layer */
                                       "RGBA = REPLACE (TEXTURE[A])",
                                       NULL);

      do_texture_draw_and_read (handle, alpha_bmp, viewport);

      /* Copy temp R to target A */

      for (y=0; y<target_height; ++y)
        {
          for (x=0; x<target_width; ++x)
            {
              srcpixel = srcdata + x*bpp;
              dstpixel = dstdata + x*bpp;
              dstpixel[3] = srcpixel[0];
            }
          srcdata += alpha_rowstride;
          dstdata += target_rowstride;
        }

      _cogl_bitmap_unmap (target_bmp);

      cogl_object_unref (alpha_bmp);
    }

  /* Restore old state */
  _cogl_matrix_stack_pop (modelview_stack);
  _cogl_matrix_stack_pop (projection_stack);

  /* restore the original pipeline */
  cogl_pop_source ();

  return TRUE;
}
コード例 #12
0
ファイル: cogl-blit.c プロジェクト: collects/cogl
static gboolean
_cogl_blit_texture_render_begin (CoglBlitData *data)
{
  CoglHandle fbo;
  CoglPipeline *pipeline;
  unsigned int dst_width, dst_height;

  _COGL_GET_CONTEXT (ctx, FALSE);

  fbo = _cogl_offscreen_new_to_texture_full
    (data->dst_tex, COGL_OFFSCREEN_DISABLE_DEPTH_AND_STENCIL, 0 /* level */);

  if (fbo == COGL_INVALID_HANDLE)
    return FALSE;

  if (!cogl_framebuffer_allocate (fbo, NULL))
    {
      cogl_handle_unref (fbo);
      return FALSE;
    }

  cogl_push_framebuffer (fbo);
  cogl_handle_unref (fbo);

  dst_width = cogl_texture_get_width (data->dst_tex);
  dst_height = cogl_texture_get_height (data->dst_tex);

  /* Set up an orthographic projection so we can use pixel
     coordinates to render to the texture */
  cogl_ortho (0, /* left */
              dst_width, /* right */
              dst_height, /* bottom */
              0, /* top */
              -1, /* near */
              1 /* far */);

  /* We cache a pipeline used for migrating on to the context so
     that it doesn't have to continuously regenerate a shader
     program */
  if (ctx->blit_texture_pipeline == NULL)
    {
      ctx->blit_texture_pipeline = cogl_pipeline_new ();

      cogl_pipeline_set_layer_filters (ctx->blit_texture_pipeline, 0,
                                       COGL_PIPELINE_FILTER_NEAREST,
                                       COGL_PIPELINE_FILTER_NEAREST);

      /* Disable blending by just directly taking the contents of the
         source texture */
      cogl_pipeline_set_blend (ctx->blit_texture_pipeline,
                               "RGBA = ADD(SRC_COLOR, 0)",
                               NULL);
    }

  pipeline = ctx->blit_texture_pipeline;

  cogl_pipeline_set_layer_texture (pipeline, 0, data->src_tex);

  _cogl_push_source (pipeline, FALSE);

  return TRUE;
}
コード例 #13
0
ファイル: rig-renderer.c プロジェクト: sanyaade-mobiledev/rig
static CoglPipeline *
get_entity_color_pipeline (RigEngine *engine,
                           RutEntity *entity,
                           RutComponent *geometry,
                           CoglBool blended)
{
  CoglSnippet *snippet;
  CoglDepthState depth_state;
  RutMaterial *material;
  CoglTexture *texture = NULL;
  CoglTexture *normal_map = NULL;
  CoglTexture *alpha_mask = NULL;
  CoglPipeline *pipeline;
  CoglFramebuffer *shadow_fb;

  if (blended)
    pipeline = rut_entity_get_pipeline_cache (entity,
                                              CACHE_SLOT_COLOR_BLENDED);
  else
    pipeline = rut_entity_get_pipeline_cache (entity,
                                              CACHE_SLOT_COLOR_UNBLENDED);
  if (pipeline)
    {
      cogl_object_ref (pipeline);
      goto FOUND;
    }

  pipeline = cogl_pipeline_new (engine->ctx->cogl_context);

  material = rut_entity_get_component (entity, RUT_COMPONENT_TYPE_MATERIAL);
  if (material)
    {
      RutAsset *texture_asset = rut_material_get_texture_asset (material);
      RutAsset *normal_map_asset =
        rut_material_get_normal_map_asset (material);
      RutAsset *alpha_mask_asset =
        rut_material_get_alpha_mask_asset (material);

      if (texture_asset)
        texture = rut_asset_get_texture (texture_asset);
      if (texture)
        cogl_pipeline_set_layer_texture (pipeline, 1, texture);

      if (normal_map_asset)
        normal_map = rut_asset_get_texture (normal_map_asset);

      if (alpha_mask_asset)
        alpha_mask = rut_asset_get_texture (alpha_mask_asset);
    }

#if 0
  /* NB: Our texture colours aren't premultiplied */
  cogl_pipeline_set_blend (pipeline,
                           "RGB = ADD(SRC_COLOR*(SRC_COLOR[A]), DST_COLOR*(1-SRC_COLOR[A]))"
                           "A   = ADD(SRC_COLOR, DST_COLOR*(1-SRC_COLOR[A]))",
                           NULL);
#endif

#if 0
  if (rut_object_get_type (geometry) == &rut_shape_type)
    rut_geometry_component_update_pipeline (geometry, pipeline);

  pipeline = cogl_pipeline_new (rut_cogl_context);
#endif

  cogl_pipeline_set_color4f (pipeline, 0.8f, 0.8f, 0.8f, 1.f);

  /* enable depth testing */
  cogl_depth_state_init (&depth_state);
  cogl_depth_state_set_test_enabled (&depth_state, TRUE);

  if (blended)
    cogl_depth_state_set_write_enabled (&depth_state, FALSE);

  cogl_pipeline_set_depth_state (pipeline, &depth_state, NULL);

  /* Vertex shader setup for lighting */
  cogl_pipeline_add_snippet (pipeline, engine->lighting_vertex_snippet);

  if (normal_map)
    cogl_pipeline_add_snippet (pipeline, engine->normal_map_vertex_snippet);

  if (rut_entity_get_receive_shadow (entity))
    cogl_pipeline_add_snippet (pipeline, engine->shadow_mapping_vertex_snippet);

  /* and fragment shader */

  /* XXX: ideally we wouldn't have to rely on conditionals + discards
   * in the fragment shader to differentiate blended and unblended
   * regions and instead we should let users mark out opaque regions
   * in geometry.
   */
  cogl_pipeline_add_snippet (pipeline,
                             blended ?
                             engine->blended_discard_snippet :
                             engine->unblended_discard_snippet);

  cogl_pipeline_add_snippet (pipeline, engine->unpremultiply_snippet);

  if (material)
    {
      if (alpha_mask)
        {
          /* We don't want this layer to be automatically modulated with the
           * previous layers so we set its combine mode to "REPLACE" so it
           * will be skipped past and we can sample its texture manually */
          cogl_pipeline_set_layer_combine (pipeline, 2, "RGBA=REPLACE(PREVIOUS)", NULL);
          cogl_pipeline_set_layer_texture (pipeline, 2, alpha_mask);

          cogl_pipeline_add_snippet (pipeline, engine->alpha_mask_snippet);
        }

      if (normal_map)
        {
          /* We don't want this layer to be automatically modulated with the
           * previous layers so we set its combine mode to "REPLACE" so it
           * will be skipped past and we can sample its texture manually */
          cogl_pipeline_set_layer_combine (pipeline, 5, "RGBA=REPLACE(PREVIOUS)", NULL);
          cogl_pipeline_set_layer_texture (pipeline, 5, normal_map);

          snippet = engine->normal_map_fragment_snippet;
        }
      else
        {
          snippet = engine->material_lighting_snippet;
        }
    }
  else
    {
      snippet = engine->simple_lighting_snippet;
    }

  cogl_pipeline_add_snippet (pipeline, snippet);

  if (rut_entity_get_receive_shadow (entity))
    {
      /* Hook the shadow map sampling */

      cogl_pipeline_set_layer_texture (pipeline, 7, engine->shadow_map);
      /* For debugging the shadow mapping... */
      //cogl_pipeline_set_layer_texture (pipeline, 7, engine->shadow_color);
      //cogl_pipeline_set_layer_texture (pipeline, 7, engine->gradient);

      /* We don't want this layer to be automatically modulated with the
       * previous layers so we set its combine mode to "REPLACE" so it
       * will be skipped past and we can sample its texture manually */
      cogl_pipeline_set_layer_combine (pipeline, 7, "RGBA=REPLACE(PREVIOUS)", NULL);

      /* Handle shadow mapping */
      cogl_pipeline_add_snippet (pipeline,
                                 engine->shadow_mapping_fragment_snippet);
    }

  cogl_pipeline_add_snippet (pipeline, engine->premultiply_snippet);

  if (rut_object_get_type (geometry) == &rut_shape_type)
    {
      CoglTexture *shape_texture;

      if (rut_shape_get_shaped (RUT_SHAPE (geometry)))
        {
          shape_texture =
            rut_shape_get_shape_texture (RUT_SHAPE (geometry));
          cogl_pipeline_set_layer_texture (pipeline, 0, shape_texture);
        }

      rut_shape_add_reshaped_callback (RUT_SHAPE (geometry),
                                       reshape_cb,
                                       NULL,
                                       NULL);
    }
  else if (rut_object_get_type (geometry) == &rut_diamond_type)
    rut_diamond_apply_mask (RUT_DIAMOND (geometry), pipeline);

  if (!blended)
    {
      cogl_pipeline_set_blend (pipeline, "RGBA = ADD (SRC_COLOR, 0)", NULL);
      rut_entity_set_pipeline_cache (entity,
                                     CACHE_SLOT_COLOR_UNBLENDED, pipeline);
    }
  else
    {
      rut_entity_set_pipeline_cache (entity,
                                     CACHE_SLOT_COLOR_BLENDED, pipeline);
    }

FOUND:

  /* FIXME: there's lots to optimize about this! */
  shadow_fb = COGL_FRAMEBUFFER (engine->shadow_fb);

  /* update uniforms in pipelines */
  {
    CoglMatrix light_shadow_matrix, light_projection;
    CoglMatrix model_transform;
    const float *light_matrix;
    int location;

    cogl_framebuffer_get_projection_matrix (shadow_fb, &light_projection);

    /* XXX: This is pretty bad that we are having to do this. It would
     * be nicer if cogl exposed matrix-stacks publicly so we could
     * maintain the entity model_matrix incrementally as we traverse
     * the scenegraph. */
    rut_graphable_get_transform (entity, &model_transform);

    get_light_modelviewprojection (&model_transform,
                                   engine->light,
                                   &light_projection,
                                   &light_shadow_matrix);

    light_matrix = cogl_matrix_get_array (&light_shadow_matrix);

    location = cogl_pipeline_get_uniform_location (pipeline,
                                                   "light_shadow_matrix");
    cogl_pipeline_set_uniform_matrix (pipeline,
                                      location,
                                      4, 1,
                                      FALSE,
                                      light_matrix);
  }

  return pipeline;
}
コード例 #14
0
ファイル: rig-renderer.c プロジェクト: sanyaade-mobiledev/rig
static CoglPipeline *
get_entity_mask_pipeline (RigEngine *engine,
                          RutEntity *entity,
                          RutComponent *geometry)
{
  CoglPipeline *pipeline;

  pipeline = rut_entity_get_pipeline_cache (entity, CACHE_SLOT_SHADOW);
  if (pipeline)
    return cogl_object_ref (pipeline);

  /* TODO: move into init() somewhere */
  if (G_UNLIKELY (!engine->dof_pipeline_template))
    {
      CoglPipeline *pipeline;
      CoglDepthState depth_state;
      CoglSnippet *snippet;

      pipeline = cogl_pipeline_new (engine->ctx->cogl_context);

      cogl_pipeline_set_color_mask (pipeline, COGL_COLOR_MASK_ALPHA);

      cogl_pipeline_set_blend (pipeline, "RGBA=ADD(SRC_COLOR, 0)", NULL);

      cogl_depth_state_init (&depth_state);
      cogl_depth_state_set_test_enabled (&depth_state, TRUE);
      cogl_pipeline_set_depth_state (pipeline, &depth_state, NULL);

      snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_VERTEX,

                                  /* definitions */
                                  "uniform float dof_focal_distance;\n"
                                  "uniform float dof_depth_of_field;\n"

                                  "varying float dof_blur;\n",
                                  //"varying vec4 world_pos;\n",

                                  /* compute the amount of bluriness we want */
                                  "vec4 world_pos = cogl_modelview_matrix * cogl_position_in;\n"
                                  //"world_pos = cogl_modelview_matrix * cogl_position_in;\n"
                                  "dof_blur = 1.0 - clamp (abs (world_pos.z - dof_focal_distance) /\n"
                                  "                  dof_depth_of_field, 0.0, 1.0);\n"
      );

      cogl_pipeline_add_snippet (pipeline, snippet);
      cogl_object_unref (snippet);

      /* This was used to debug the focal distance and bluriness amount in the DoF
       * effect: */
#if 0
      cogl_pipeline_set_color_mask (pipeline, COGL_COLOR_MASK_ALL);
      snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_FRAGMENT,
                                  "varying vec4 world_pos;\n"
                                  "varying float dof_blur;",

                                  "cogl_color_out = vec4(dof_blur,0,0,1);\n"
                                  //"cogl_color_out = vec4(1.0, 0.0, 0.0, 1.0);\n"
                                  //"if (world_pos.z < -30.0) cogl_color_out = vec4(0,1,0,1);\n"
                                  //"if (abs (world_pos.z + 30.f) < 0.1) cogl_color_out = vec4(0,1,0,1);\n"
                                  "cogl_color_out.a = dof_blur;\n"
                                  //"cogl_color_out.a = 1.0;\n"
      );

      cogl_pipeline_add_snippet (pipeline, snippet);
      cogl_object_unref (snippet);
#endif

      engine->dof_pipeline_template = pipeline;
    }

  /* TODO: move into init() somewhere */
  if (G_UNLIKELY (!engine->dof_diamond_pipeline))
    {
      CoglPipeline *dof_diamond_pipeline =
        cogl_pipeline_copy (engine->dof_pipeline_template);
      CoglSnippet *snippet;

      cogl_pipeline_set_layer_texture (dof_diamond_pipeline,
                                       0,
                                       engine->ctx->circle_texture);

      snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_FRAGMENT,
                                  /* declarations */
                                  "varying float dof_blur;",

                                  /* post */
                                  "if (cogl_color_out.a <= 0.0)\n"
                                  "  discard;\n"
                                  "\n"
                                  "cogl_color_out.a = dof_blur;\n");

      cogl_pipeline_add_snippet (dof_diamond_pipeline, snippet);
      cogl_object_unref (snippet);

      engine->dof_diamond_pipeline = dof_diamond_pipeline;
    }

  /* TODO: move into init() somewhere */
  if (G_UNLIKELY (!engine->dof_unshaped_pipeline))
    {
      CoglPipeline *dof_unshaped_pipeline =
        cogl_pipeline_copy (engine->dof_pipeline_template);
      CoglSnippet *snippet;

      snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_FRAGMENT,
                                  /* declarations */
                                  "varying float dof_blur;",

                                  /* post */
                                  "if (cogl_color_out.a < 0.25)\n"
                                  "  discard;\n"
                                  "\n"
                                  "cogl_color_out.a = dof_blur;\n");

      cogl_pipeline_add_snippet (dof_unshaped_pipeline, snippet);
      cogl_object_unref (snippet);

      engine->dof_unshaped_pipeline = dof_unshaped_pipeline;
    }

  /* TODO: move into init() somewhere */
  if (G_UNLIKELY (!engine->dof_pipeline))
    {
      CoglPipeline *dof_pipeline =
        cogl_pipeline_copy (engine->dof_pipeline_template);
      CoglSnippet *snippet;

      /* store the bluriness in the alpha channel */
      snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_FRAGMENT,
                                  "varying float dof_blur;",

                                  "cogl_color_out.a = dof_blur;\n"
      );
      cogl_pipeline_add_snippet (dof_pipeline, snippet);
      cogl_object_unref (snippet);

      engine->dof_pipeline = dof_pipeline;
    }

  if (rut_object_get_type (geometry) == &rut_diamond_type)
    {
      pipeline = cogl_object_ref (engine->dof_diamond_pipeline);
    }
  else if (rut_object_get_type (geometry) == &rut_shape_type)
    {
      RutMaterial *material =
        rut_entity_get_component (entity, RUT_COMPONENT_TYPE_MATERIAL);

      pipeline = cogl_pipeline_copy (engine->dof_unshaped_pipeline);

      if (rut_shape_get_shaped (RUT_SHAPE (geometry)))
        {
          CoglTexture *shape_texture =
            rut_shape_get_shape_texture (RUT_SHAPE (geometry));

          cogl_pipeline_set_layer_texture (pipeline, 0, shape_texture);
        }

      if (material)
        {
          RutAsset *texture_asset = rut_material_get_texture_asset (material);
          RutAsset *alpha_mask_asset =
            rut_material_get_alpha_mask_asset (material);

          if (texture_asset)
            cogl_pipeline_set_layer_texture (pipeline, 1,
                                             rut_asset_get_texture (texture_asset));

          if (alpha_mask_asset)
            {
              /* We don't want this layer to be automatically modulated with the
               * previous layers so we set its combine mode to "REPLACE" so it
               * will be skipped past and we can sample its texture manually */
              cogl_pipeline_set_layer_combine (pipeline, 2, "RGBA=REPLACE(PREVIOUS)", NULL);
              cogl_pipeline_set_layer_texture (pipeline, 2,
                                               rut_asset_get_texture (alpha_mask_asset));

              cogl_pipeline_add_snippet (pipeline, engine->alpha_mask_snippet);
            }
        }
    }
  else
    pipeline = cogl_object_ref (engine->dof_pipeline);

  rut_entity_set_pipeline_cache (entity, CACHE_SLOT_SHADOW, pipeline);

  return pipeline;
}