1 /* glslideshow, Copyright (c) 2003-2008 Jamie Zawinski <jwz@jwz.org>
2 * Loads a sequence of images and smoothly pans around them; crossfades
3 * when loading new images.
5 * Originally written by Mike Oliphant <oliphant@gtk.org> (c) 2002, 2003.
6 * Rewritten by jwz, 21-Jun-2003.
7 * Rewritten by jwz again, 6-Feb-2005.
9 * Permission to use, copy, modify, distribute, and sell this software and its
10 * documentation for any purpose is hereby granted without fee, provided that
11 * the above copyright notice appear in all copies and that both that
12 * copyright notice and this permission notice appear in supporting
13 * documentation. No representations are made about the suitability of this
14 * software for any purpose. It is provided "as is" without express or
17 *****************************************************************************
21 * - When a new image is loaded, there is a glitch: animation pauses during
22 * the period when we're loading the image-to-fade-in. On fast (2GHz)
23 * machines, this stutter is short but noticable (usually around 1/10th
24 * second.) On slower machines, it can be much more pronounced.
25 * This turns out to be hard to fix...
27 * Image loading happens in three stages:
29 * 1: Fork a process and run xscreensaver-getimage in the background.
30 * This writes image data to a server-side X pixmap.
32 * 2: When that completes, a callback informs us that the pixmap is ready.
33 * We must then download the pixmap data from the server with XGetImage
36 * 3: Once we have the bits, we must convert them from server-native bitmap
37 * layout to 32 bit RGBA in client-endianness, to make them usable as
40 * 4: We must actually construct a texture.
42 * So, the speed of step 1 doesn't really matter, since that happens in
43 * the background. But steps 2, 3, and 4 happen in *this* process, and
44 * cause the visible glitch.
46 * Step 2 can't be moved to another process without opening a second
47 * connection to the X server, which is pretty heavy-weight. (That would
48 * be possible, though; the other process could open an X connection,
49 * retrieve the pixmap, and feed it back to us through a pipe or
52 * Step 3 might be able to be optimized by coding tuned versions of
53 * grab-ximage.c:copy_ximage() for the most common depths and bit orders.
54 * (Or by moving it into the other process along with step 2.)
56 * Step 4 is the hard one, though. It might be possible to speed up this
57 * step if there is some way to allow two GL processes share texture
58 * data. Unless, of course, all the time being consumed by step 4 is
59 * because the graphics pipeline is flooded, in which case, that other
60 * process would starve the screen anyway.
62 * Is it possible to use a single GLX context in a multithreaded way?
63 * Or use a second GLX context, but allow the two contexts to share data?
64 * I can't find any documentation about this.
66 * How does Apple do this with their MacOSX slideshow screen saver?
67 * Perhaps it's easier for them because their OpenGL libraries have
68 * thread support at a lower level?
71 #define DEFAULTS "*delay: 20000 \n" \
72 "*wireframe: False \n" \
73 "*showFPS: False \n" \
74 "*fpsSolid: True \n" \
76 "*titleFont: -*-times-bold-r-normal-*-180-*\n" \
77 "*desktopGrabber: xscreensaver-getimage -no-desktop %s\n" \
78 "*grabDesktopImages: False \n" \
79 "*chooseRandomImages: True \n"
81 # define refresh_slideshow 0
82 # define release_slideshow 0
83 # include "xlockmore.h"
86 #define countof(x) (sizeof((x))/sizeof((*x)))
91 # define DEF_FADE_DURATION "2"
92 # define DEF_PAN_DURATION "6"
93 # define DEF_IMAGE_DURATION "30"
94 # define DEF_ZOOM "75"
95 # define DEF_FPS_CUTOFF "5"
96 # define DEF_TITLES "False"
97 # define DEF_LETTERBOX "True"
98 # define DEF_DEBUG "False"
99 # define DEF_MIPMAP "True"
101 #include "grab-ximage.h"
102 #include "glxfonts.h"
110 int id; /* unique number for debugging */
111 char *title; /* the filename of this image */
112 int w, h; /* size in pixels of the image */
113 int tw, th; /* size in pixels of the texture */
114 XRectangle geom; /* where in the image the bits are */
115 Bool loaded_p; /* whether the image has finished loading */
116 Bool used_p; /* whether the image has yet appeared
118 GLuint texid; /* which texture contains the image */
119 int refcount; /* how many sprites refer to this image */
123 typedef enum { NEW, IN, FULL, OUT, DEAD } sprite_state;
126 int id; /* unique number for debugging */
127 image *img; /* which image this animation displays */
128 GLfloat opacity; /* how to render it */
129 double start_time; /* when this animation began */
130 rect from, to, current; /* the journey this image is taking */
131 sprite_state state; /* the state we're in right now */
132 sprite_state prev_state; /* the state we were in previously */
133 double state_time; /* time of last state change */
134 int frame_count; /* frames since last state change */
139 GLXContext *glx_context;
140 int nimages; /* how many images are loaded or loading now */
141 image *images[10]; /* pointers to the images */
143 int nsprites; /* how many sprites are animating right now */
144 sprite *sprites[10]; /* pointers to the live sprites */
146 double now; /* current time in seconds */
147 double dawn_of_time; /* when the program launched */
148 double image_load_time; /* time when we last loaded a new image */
149 double prev_frame_time; /* time when we last drew a frame */
151 Bool awaiting_first_image_p; /* Early in startup: nothing to display yet */
152 Bool redisplay_needed_p; /* Sometimes we can get away with not
153 re-painting. Tick this if a redisplay
155 Bool change_now_p; /* Set when the user clicks to ask for a new
158 GLfloat fps; /* approximate frame rate we're achieving */
159 GLfloat theoretical_fps; /* maximum frame rate that might be possible */
160 Bool checked_fps_p; /* Whether we have checked for a low
163 XFontStruct *xfont; /* for printing image file names */
166 int sprite_id, image_id; /* debugging id counters */
173 static slideshow_state *sss = NULL;
176 /* Command-line arguments
178 static int fade_seconds; /* Duration in seconds of fade transitions.
179 If 0, jump-cut instead of fading. */
180 static int pan_seconds; /* Duration of each pan through an image. */
181 static int image_seconds; /* How many seconds until loading a new image. */
182 static int zoom; /* How far in to zoom when panning, in percent of
183 image size: that is, 75 means "when zoomed all
184 the way in, 75% of the image will be visible."
186 static int fps_cutoff; /* If the frame-rate falls below this, turn off
188 static Bool letterbox_p; /* When a loaded image is not the same aspect
189 ratio as the window, whether to display black
192 static Bool mipmap_p; /* Use mipmaps instead of single textures. */
193 static Bool do_titles; /* Display image titles. */
194 static Bool debug_p; /* Be loud and do weird things. */
197 static XrmOptionDescRec opts[] = {
198 {"-fade", ".fadeDuration", XrmoptionSepArg, 0 },
199 {"-pan", ".panDuration", XrmoptionSepArg, 0 },
200 {"-duration", ".imageDuration", XrmoptionSepArg, 0 },
201 {"-zoom", ".zoom", XrmoptionSepArg, 0 },
202 {"-cutoff", ".FPScutoff", XrmoptionSepArg, 0 },
203 {"-titles", ".titles", XrmoptionNoArg, "True" },
204 {"-letterbox", ".letterbox", XrmoptionNoArg, "True" },
205 {"-no-letterbox", ".letterbox", XrmoptionNoArg, "False" },
206 {"-clip", ".letterbox", XrmoptionNoArg, "False" },
207 {"-mipmaps", ".mipmap", XrmoptionNoArg, "True" },
208 {"-no-mipmaps", ".mipmap", XrmoptionNoArg, "False" },
209 {"-debug", ".debug", XrmoptionNoArg, "True" },
212 static argtype vars[] = {
213 { &fade_seconds, "fadeDuration", "FadeDuration", DEF_FADE_DURATION, t_Int},
214 { &pan_seconds, "panDuration", "PanDuration", DEF_PAN_DURATION, t_Int},
215 { &image_seconds, "imageDuration","ImageDuration",DEF_IMAGE_DURATION, t_Int},
216 { &zoom, "zoom", "Zoom", DEF_ZOOM, t_Int},
217 { &mipmap_p, "mipmap", "Mipmap", DEF_MIPMAP, t_Bool},
218 { &letterbox_p, "letterbox", "Letterbox", DEF_LETTERBOX, t_Bool},
219 { &fps_cutoff, "FPScutoff", "FPSCutoff", DEF_FPS_CUTOFF, t_Int},
220 { &debug_p, "debug", "Debug", DEF_DEBUG, t_Bool},
221 { &do_titles, "titles", "Titles", DEF_TITLES, t_Bool},
224 ENTRYPOINT ModeSpecOpt slideshow_opts = {countof(opts), opts, countof(vars), vars, NULL};
231 return "GLSlideshow";
233 static char buf[255];
234 time_t now = time ((time_t *) 0);
235 char *ct = (char *) ctime (&now);
236 int n = strlen(progname);
238 strncpy(buf, progname, n);
241 strncpy(buf+n, ct+11, 8);
242 strcpy(buf+n+9, ": ");
248 /* Returns the current time in seconds as a double.
254 # ifdef GETTIMEOFDAY_TWO_ARGS
256 gettimeofday(&now, &tzp);
261 return (now.tv_sec + ((double) now.tv_usec * 0.000001));
265 static void image_loaded_cb (const char *filename, XRectangle *geom,
266 int image_width, int image_height,
267 int texture_width, int texture_height,
271 /* Allocate an image structure and start a file loading in the background.
274 alloc_image (ModeInfo *mi)
276 slideshow_state *ss = &sss[MI_SCREEN(mi)];
277 int wire = MI_IS_WIREFRAME(mi);
278 image *img = (image *) calloc (1, sizeof (*img));
280 img->id = ++ss->image_id;
281 img->loaded_p = False;
285 glGenTextures (1, &img->texid);
286 if (img->texid <= 0) abort();
288 ss->image_load_time = ss->now;
291 image_loaded_cb (0, 0, 0, 0, 0, 0, img);
293 load_texture_async (mi->xgwa.screen, mi->window, *ss->glx_context,
294 0, 0, mipmap_p, img->texid, image_loaded_cb, img);
296 ss->images[ss->nimages++] = img;
297 if (ss->nimages >= countof(ss->images)) abort();
303 /* Callback that tells us that the texture has been loaded.
306 image_loaded_cb (const char *filename, XRectangle *geom,
307 int image_width, int image_height,
308 int texture_width, int texture_height,
311 image *img = (image *) closure;
312 ModeInfo *mi = img->mi;
313 /* slideshow_state *ss = &sss[MI_SCREEN(mi)]; */
315 int wire = MI_IS_WIREFRAME(mi);
319 img->w = MI_WIDTH (mi) * (0.5 + frand (1.0));
320 img->h = MI_HEIGHT (mi);
321 img->geom.width = img->w;
322 img->geom.height = img->h;
326 if (image_width == 0 || image_height == 0)
329 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
330 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
331 mipmap_p ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR);
333 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
334 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
336 img->w = image_width;
337 img->h = image_height;
338 img->tw = texture_width;
339 img->th = texture_height;
341 img->title = (filename ? strdup (filename) : 0);
343 /* If the image's width doesn't come back as the width of the screen,
344 then the image must have been scaled down (due to insufficient
345 texture memory.) Scale up the coordinates to stretch the image
348 if (img->w != MI_WIDTH(mi))
350 double scale = (double) MI_WIDTH(mi) / img->w;
355 img->geom.x *= scale;
356 img->geom.y *= scale;
357 img->geom.width *= scale;
358 img->geom.height *= scale;
361 if (img->title) /* strip filename to part after last /. */
363 char *s = strrchr (img->title, '/');
364 if (s) strcpy (img->title, s+1);
368 fprintf (stderr, "%s: loaded img %2d: \"%s\"\n",
369 blurb(), img->id, (img->title ? img->title : "(null)"));
372 img->loaded_p = True;
377 /* Free the image and texture, after nobody is referencing it.
380 destroy_image (ModeInfo *mi, image *img)
382 slideshow_state *ss = &sss[MI_SCREEN(mi)];
383 Bool freed_p = False;
387 if (!img->loaded_p) abort();
388 if (!img->used_p) abort();
389 if (img->texid <= 0) abort();
390 if (img->refcount != 0) abort();
392 for (i = 0; i < ss->nimages; i++) /* unlink it from the list */
393 if (ss->images[i] == img)
396 for (j = i; j < ss->nimages-1; j++) /* pull remainder forward */
397 ss->images[j] = ss->images[j+1];
404 if (!freed_p) abort();
407 fprintf (stderr, "%s: unloaded img %2d: \"%s\"\n",
408 blurb(), img->id, (img->title ? img->title : "(null)"));
410 if (img->title) free (img->title);
411 glDeleteTextures (1, &img->texid);
416 /* Return an image to use for a sprite.
417 If it's time for a new one, get a new one.
418 Otherwise, use an old one.
419 Might return 0 if the machine is really slow.
422 get_image (ModeInfo *mi)
424 slideshow_state *ss = &sss[MI_SCREEN(mi)];
426 double now = ss->now;
427 Bool want_new_p = (ss->change_now_p ||
428 ss->image_load_time + image_seconds <= now);
431 image *loading_img = 0;
434 for (i = 0; i < ss->nimages; i++)
436 image *img2 = ss->images[i];
440 else if (!img2->used_p)
446 if (want_new_p && new_img)
447 img = new_img, new_img = 0, ss->change_now_p = False;
449 img = old_img, old_img = 0;
451 img = new_img, new_img = 0, ss->change_now_p = False;
453 /* Make sure that there is always one unused image in the pipe.
455 if (!new_img && !loading_img)
462 /* Pick random starting and ending positions for the given sprite.
465 randomize_sprite (ModeInfo *mi, sprite *sp)
467 int vp_w = MI_WIDTH(mi);
468 int vp_h = MI_HEIGHT(mi);
469 int img_w = sp->img->geom.width;
470 int img_h = sp->img->geom.height;
471 int min_w, min_h, max_w, max_h;
472 double ratio = (double) img_h / img_w;
484 min_h = img_h * (float) vp_w / img_w;
488 min_w = img_w * (float) vp_h / img_h;
493 max_w = min_w * 100 / zoom;
494 max_h = min_h * 100 / zoom;
496 sp->from.w = min_w + frand ((max_w - min_w) * 0.4);
497 sp->to.w = max_w - frand ((max_w - min_w) * 0.4);
498 sp->from.h = sp->from.w * ratio;
499 sp->to.h = sp->to.w * ratio;
501 if (zoom == 100) /* only one box, and it is centered */
503 sp->from.x = (sp->from.w > vp_w
504 ? -(sp->from.w - vp_w) / 2
505 : (vp_w - sp->from.w) / 2);
506 sp->from.y = (sp->from.h > vp_h
507 ? -(sp->from.h - vp_h) / 2
508 : (vp_h - sp->from.h) / 2);
511 else /* position both boxes randomly */
513 sp->from.x = (sp->from.w > vp_w
514 ? -frand (sp->from.w - vp_w)
515 : frand (vp_w - sp->from.w));
516 sp->from.y = (sp->from.h > vp_h
517 ? -frand (sp->from.h - vp_h)
518 : frand (vp_h - sp->from.h));
519 sp->to.x = (sp->to.w > vp_w
520 ? -frand (sp->to.w - vp_w)
521 : frand (vp_w - sp->to.w));
522 sp->to.y = (sp->to.h > vp_h
523 ? -frand (sp->to.h - vp_h)
524 : frand (vp_h - sp->to.h));
534 /* Make sure the aspect ratios are within 0.0001 of each other.
536 if ((int) (0.5 + (sp->from.w * 1000 / sp->from.h)) !=
537 (int) (0.5 + (sp->to.w * 1000 / sp->to.h)))
539 fprintf (stderr, "%s: botched aspect: %f x %f vs %f x %f: %s\n",
540 progname, sp->from.w, sp->from.h, sp->to.w, sp->to.h,
556 /* Allocate a new sprite and start its animation going.
559 new_sprite (ModeInfo *mi)
561 slideshow_state *ss = &sss[MI_SCREEN(mi)];
562 image *img = get_image (mi);
567 /* Oops, no images yet! The machine is probably hurting bad.
568 Let's give it some time before thrashing again. */
573 sp = (sprite *) calloc (1, sizeof (*sp));
574 sp->id = ++ss->sprite_id;
575 sp->start_time = ss->now;
576 sp->state_time = sp->start_time;
577 sp->state = sp->prev_state = NEW;
581 sp->img->used_p = True;
583 ss->sprites[ss->nsprites++] = sp;
584 if (ss->nsprites >= countof(ss->sprites)) abort();
586 randomize_sprite (mi, sp);
592 /* Free the given sprite, and decrement the reference count on its image.
595 destroy_sprite (ModeInfo *mi, sprite *sp)
597 slideshow_state *ss = &sss[MI_SCREEN(mi)];
598 Bool freed_p = False;
603 if (sp->state != DEAD) abort();
606 if (!img->loaded_p) abort();
607 if (!img->used_p) abort();
608 if (img->refcount <= 0) abort();
610 for (i = 0; i < ss->nsprites; i++) /* unlink it from the list */
611 if (ss->sprites[i] == sp)
614 for (j = i; j < ss->nsprites-1; j++) /* pull remainder forward */
615 ss->sprites[j] = ss->sprites[j+1];
622 if (!freed_p) abort();
627 if (img->refcount < 0) abort();
628 if (img->refcount == 0)
629 destroy_image (mi, img);
633 /* Updates the sprite for the current frame of the animation based on
634 its creation time compared to the current wall clock.
637 tick_sprite (ModeInfo *mi, sprite *sp)
639 slideshow_state *ss = &sss[MI_SCREEN(mi)];
640 image *img = sp->img;
641 double now = ss->now;
644 rect prev_rect = sp->current;
645 GLfloat prev_opacity = sp->opacity;
647 if (! sp->img) abort();
648 if (! img->loaded_p) abort();
650 secs = now - sp->start_time;
651 ratio = secs / (pan_seconds + fade_seconds);
652 if (ratio > 1) ratio = 1;
654 sp->current.x = sp->from.x + ratio * (sp->to.x - sp->from.x);
655 sp->current.y = sp->from.y + ratio * (sp->to.y - sp->from.y);
656 sp->current.w = sp->from.w + ratio * (sp->to.w - sp->from.w);
657 sp->current.h = sp->from.h + ratio * (sp->to.h - sp->from.h);
659 sp->prev_state = sp->state;
661 if (secs < fade_seconds)
664 sp->opacity = secs / (GLfloat) fade_seconds;
666 else if (secs < pan_seconds)
671 else if (secs < pan_seconds + fade_seconds)
674 sp->opacity = 1 - ((secs - pan_seconds) / (GLfloat) fade_seconds);
682 if (sp->state != sp->prev_state &&
683 (sp->prev_state == IN ||
684 sp->prev_state == FULL))
686 double secs = now - sp->state_time;
690 "%s: %s %3d frames %2.0f sec %5.1f fps (%.1f fps?)\n",
692 (sp->prev_state == IN ? "fade" : "pan "),
695 sp->frame_count / secs,
696 ss->theoretical_fps);
698 sp->state_time = now;
704 if (sp->state != DEAD &&
705 (prev_rect.x != sp->current.x ||
706 prev_rect.y != sp->current.y ||
707 prev_rect.w != sp->current.w ||
708 prev_rect.h != sp->current.h ||
709 prev_opacity != sp->opacity))
710 ss->redisplay_needed_p = True;
714 /* Draw the given sprite at the phase of its animation dictated by
715 its creation time compared to the current wall clock.
718 draw_sprite (ModeInfo *mi, sprite *sp)
720 slideshow_state *ss = &sss[MI_SCREEN(mi)];
721 int wire = MI_IS_WIREFRAME(mi);
722 image *img = sp->img;
724 if (! sp->img) abort();
725 if (! img->loaded_p) abort();
729 glTranslatef (sp->current.x, sp->current.y, 0);
730 glScalef (sp->current.w, sp->current.h, 1);
732 if (wire) /* Draw a grid inside the box */
735 GLfloat dx = dy * img->w / img->h;
739 glColor4f (sp->opacity, 0, 0, 1);
741 glColor4f (0, 0, sp->opacity, 1);
744 glVertex3f (0, 0, 0); glVertex3f (1, 1, 0);
745 glVertex3f (1, 0, 0); glVertex3f (0, 1, 0);
747 for (y = 0; y < 1+dy; y += dy)
749 GLfloat yy = (y > 1 ? 1 : y);
750 for (x = 0.5; x < 1+dx; x += dx)
752 GLfloat xx = (x > 1 ? 1 : x);
753 glVertex3f (0, xx, 0); glVertex3f (1, xx, 0);
754 glVertex3f (yy, 0, 0); glVertex3f (yy, 1, 0);
756 for (x = 0.5; x > -dx; x -= dx)
758 GLfloat xx = (x < 0 ? 0 : x);
759 glVertex3f (0, xx, 0); glVertex3f (1, xx, 0);
760 glVertex3f (yy, 0, 0); glVertex3f (yy, 1, 0);
765 else /* Draw the texture quad */
767 GLfloat texw = img->geom.width / (GLfloat) img->tw;
768 GLfloat texh = img->geom.height / (GLfloat) img->th;
769 GLfloat texx1 = img->geom.x / (GLfloat) img->tw;
770 GLfloat texy1 = img->geom.y / (GLfloat) img->th;
771 GLfloat texx2 = texx1 + texw;
772 GLfloat texy2 = texy1 + texh;
774 glBindTexture (GL_TEXTURE_2D, img->texid);
775 glColor4f (1, 1, 1, sp->opacity);
776 glNormal3f (0, 0, 1);
778 glTexCoord2f (texx1, texy2); glVertex3f (0, 0, 0);
779 glTexCoord2f (texx2, texy2); glVertex3f (1, 0, 0);
780 glTexCoord2f (texx2, texy1); glVertex3f (1, 1, 0);
781 glTexCoord2f (texx1, texy1); glVertex3f (0, 1, 0);
784 if (debug_p) /* Draw a border around the image */
786 if (!wire) glDisable (GL_TEXTURE_2D);
789 glColor4f (sp->opacity, 0, 0, 1);
791 glColor4f (0, 0, sp->opacity, 1);
793 glBegin (GL_LINE_LOOP);
794 glVertex3f (0, 0, 0);
795 glVertex3f (0, 1, 0);
796 glVertex3f (1, 1, 0);
797 glVertex3f (1, 0, 0);
800 if (!wire) glEnable (GL_TEXTURE_2D);
806 img->title && *img->title)
809 int y = mi->xgwa.height - 10;
810 glColor4f (0, 0, 0, sp->opacity); /* cheap-assed dropshadow */
811 print_gl_string (mi->dpy, ss->xfont, ss->font_dlist,
812 mi->xgwa.width, mi->xgwa.height, x, y,
815 glColor4f (1, 1, 1, sp->opacity);
816 print_gl_string (mi->dpy, ss->xfont, ss->font_dlist,
817 mi->xgwa.width, mi->xgwa.height, x, y,
825 if (!wire) glDisable (GL_TEXTURE_2D);
828 glColor4f (1, 0, 0, 1);
830 glColor4f (0, 0, 1, 1);
832 /* Draw the "from" and "to" boxes
834 glBegin (GL_LINE_LOOP);
835 glVertex3f (sp->from.x, sp->from.y, 0);
836 glVertex3f (sp->from.x + sp->from.w, sp->from.y, 0);
837 glVertex3f (sp->from.x + sp->from.w, sp->from.y + sp->from.h, 0);
838 glVertex3f (sp->from.x, sp->from.y + sp->from.h, 0);
841 glBegin (GL_LINE_LOOP);
842 glVertex3f (sp->to.x, sp->to.y, 0);
843 glVertex3f (sp->to.x + sp->to.w, sp->to.y, 0);
844 glVertex3f (sp->to.x + sp->to.w, sp->to.y + sp->to.h, 0);
845 glVertex3f (sp->to.x, sp->to.y + sp->to.h, 0);
848 if (!wire) glEnable (GL_TEXTURE_2D);
854 tick_sprites (ModeInfo *mi)
856 slideshow_state *ss = &sss[MI_SCREEN(mi)];
858 for (i = 0; i < ss->nsprites; i++)
859 tick_sprite (mi, ss->sprites[i]);
864 draw_sprites (ModeInfo *mi)
866 slideshow_state *ss = &sss[MI_SCREEN(mi)];
869 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
872 for (i = 0; i < ss->nsprites; i++)
873 draw_sprite (mi, ss->sprites[i]);
876 if (debug_p) /* draw a white box (the "screen") */
878 int wire = MI_IS_WIREFRAME(mi);
880 if (!wire) glDisable (GL_TEXTURE_2D);
882 glColor4f (1, 1, 1, 1);
883 glBegin (GL_LINE_LOOP);
884 glVertex3f (0, 0, 0);
885 glVertex3f (0, 1, 0);
886 glVertex3f (1, 1, 0);
887 glVertex3f (1, 0, 0);
890 if (!wire) glEnable (GL_TEXTURE_2D);
896 reshape_slideshow (ModeInfo *mi, int width, int height)
898 slideshow_state *ss = &sss[MI_SCREEN(mi)];
900 glViewport (0, 0, width, height);
901 glMatrixMode (GL_PROJECTION);
903 glMatrixMode (GL_MODELVIEW);
910 s *= (zoom / 100.0) * 0.75;
911 if (s < 0.1) s = 0.1;
915 glTranslatef (-0.5, -0.5, 0);
917 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
919 ss->redisplay_needed_p = True;
924 slideshow_handle_event (ModeInfo *mi, XEvent *event)
926 slideshow_state *ss = &sss[MI_SCREEN(mi)];
928 if (event->xany.type == ButtonPress &&
929 event->xbutton.button == Button1)
931 ss->change_now_p = True;
934 else if (event->xany.type == KeyPress)
938 XLookupString (&event->xkey, &c, 1, &keysym, 0);
939 if (c == ' ' || c == '\r' || c == '\n' || c == '\t')
941 ss->change_now_p = True;
945 else if (event->xany.type == Expose ||
946 event->xany.type == GraphicsExpose ||
947 event->xany.type == VisibilityNotify)
949 ss->redisplay_needed_p = True;
951 fprintf (stderr, "%s: exposure\n", blurb());
959 /* Do some sanity checking on various user-supplied values, and make
960 sure they are all internally consistent.
963 sanity_check (ModeInfo *mi)
965 if (zoom < 1) zoom = 1; /* zoom is a positive percentage */
966 else if (zoom > 100) zoom = 100;
968 if (zoom == 100) /* with no zooming, there is no panning */
971 if (pan_seconds < fade_seconds) /* pan is inclusive of fade */
972 pan_seconds = fade_seconds;
974 if (pan_seconds == 0) /* no zero-length cycles, please... */
977 if (image_seconds < pan_seconds) /* we only change images at fade-time */
978 image_seconds = pan_seconds;
980 /* If we're not panning/zooming within the image, then there's no point
981 in crossfading the image with itself -- only do crossfades when changing
983 if (zoom == 100 && pan_seconds < image_seconds)
984 pan_seconds = image_seconds;
986 /* No need to use mipmaps if we're not changing the image size much */
987 if (zoom >= 80) mipmap_p = False;
989 if (fps_cutoff < 0) fps_cutoff = 0;
990 else if (fps_cutoff > 30) fps_cutoff = 30;
995 check_fps (ModeInfo *mi)
997 #ifndef HAVE_COCOA /* always assume Cocoa is fast enough */
999 slideshow_state *ss = &sss[MI_SCREEN(mi)];
1001 double start_time, end_time, wall_elapsed, frame_duration, fps;
1004 start_time = ss->now;
1005 end_time = double_time();
1006 frame_duration = end_time - start_time; /* time spent drawing this frame */
1007 ss->time_elapsed += frame_duration; /* time spent drawing all frames */
1008 ss->frames_elapsed++;
1010 wall_elapsed = end_time - ss->dawn_of_time;
1011 fps = ss->frames_elapsed / ss->time_elapsed;
1012 ss->theoretical_fps = fps;
1014 if (ss->checked_fps_p) return;
1016 if (wall_elapsed <= 8) /* too early to be sure */
1019 ss->checked_fps_p = True;
1021 if (fps >= fps_cutoff)
1025 "%s: %.1f fps is fast enough (with %d frames in %.1f secs)\n",
1026 blurb(), fps, ss->frames_elapsed, wall_elapsed);
1031 "%s: only %.1f fps! Turning off pan/fade to compensate...\n",
1038 for (i = 0; i < ss->nsprites; i++)
1040 sprite *sp = ss->sprites[i];
1041 randomize_sprite (mi, sp);
1045 ss->redisplay_needed_p = True;
1047 /* Need this in case zoom changed. */
1048 reshape_slideshow (mi, mi->xgwa.width, mi->xgwa.height);
1049 #endif /* HAVE_COCOA */
1053 /* Kludge to add "-v" to invocation of "xscreensaver-getimage" in -debug mode
1056 hack_resources (void)
1059 char *res = "desktopGrabber";
1060 char *val = get_string_resource (res, "DesktopGrabber");
1064 sprintf (buf1, "%.100s.%.100s", progclass, res);
1065 sprintf (buf2, "%.200s -v", val);
1067 value.size = strlen(buf2);
1068 XrmPutResource (&db, buf1, "String", &value);
1074 init_slideshow (ModeInfo *mi)
1076 int screen = MI_SCREEN(mi);
1077 slideshow_state *ss;
1078 int wire = MI_IS_WIREFRAME(mi);
1081 if ((sss = (slideshow_state *)
1082 calloc (MI_NUM_SCREENS(mi), sizeof(slideshow_state))) == NULL)
1087 if ((ss->glx_context = init_GL(mi)) != NULL) {
1088 reshape_slideshow (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
1094 fprintf (stderr, "%s: pan: %d; fade: %d; img: %d; zoom: %d%%\n",
1095 blurb(), pan_seconds, fade_seconds, image_seconds, zoom);
1100 fprintf (stderr, "%s: pan: %d; fade: %d; img: %d; zoom: %d%%\n\n",
1101 blurb(), pan_seconds, fade_seconds, image_seconds, zoom);
1103 glDisable (GL_LIGHTING);
1104 glDisable (GL_DEPTH_TEST);
1105 glDepthMask (GL_FALSE);
1106 glEnable (GL_CULL_FACE);
1107 glCullFace (GL_BACK);
1111 glEnable (GL_TEXTURE_2D);
1112 glShadeModel (GL_SMOOTH);
1113 glEnable (GL_BLEND);
1114 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1117 if (debug_p) glLineWidth (3);
1119 load_font (mi->dpy, "titleFont", &ss->xfont, &ss->font_dlist);
1124 ss->now = double_time();
1125 ss->dawn_of_time = ss->now;
1126 ss->prev_frame_time = ss->now;
1128 ss->awaiting_first_image_p = True;
1134 draw_slideshow (ModeInfo *mi)
1136 slideshow_state *ss = &sss[MI_SCREEN(mi)];
1139 if (!ss->glx_context)
1142 glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(ss->glx_context));
1144 if (ss->awaiting_first_image_p)
1146 image *img = ss->images[0];
1151 ss->awaiting_first_image_p = False;
1152 ss->dawn_of_time = double_time();
1154 /* start the very first sprite fading in */
1158 ss->now = double_time();
1160 /* Each sprite has three states: fading in, full, fading out.
1161 The in/out states overlap like this:
1163 iiiiiiFFFFFFFFFFFFoooooo . . . . . . . . . . . . . . . . .
1164 . . . . . . . . . iiiiiiFFFFFFFFFFFFoooooo . . . . . . . .
1165 . . . . . . . . . . . . . . . . . . iiiiiiFFFFFFFFFFFFooooo
1167 So as soon as a sprite goes into the "out" state, we create
1168 a new sprite (in the "in" state.)
1171 if (ss->nsprites > 2) abort();
1173 /* If a sprite is just entering the fade-out state,
1174 then add a new sprite in the fade-in state.
1176 for (i = 0; i < ss->nsprites; i++)
1178 sprite *sp = ss->sprites[i];
1179 if (sp->state != sp->prev_state &&
1180 sp->state == (fade_seconds == 0 ? DEAD : OUT))
1186 /* Now garbage collect the dead sprites.
1188 for (i = 0; i < ss->nsprites; i++)
1190 sprite *sp = ss->sprites[i];
1191 if (sp->state == DEAD)
1193 destroy_sprite (mi, sp);
1198 /* We can only ever end up with no sprites at all if the machine is
1199 being really slow and we hopped states directly from FULL to DEAD
1200 without passing OUT... */
1201 if (ss->nsprites == 0)
1204 if (!ss->redisplay_needed_p)
1207 if (debug_p && ss->now - ss->prev_frame_time > 1)
1208 fprintf (stderr, "%s: static screen for %.1f secs\n",
1209 blurb(), ss->now - ss->prev_frame_time);
1213 ss->fps = fps_1 (mi);
1214 if (mi->fps_p) fps_2 (mi);
1217 glXSwapBuffers (MI_DISPLAY (mi), MI_WINDOW(mi));
1218 ss->prev_frame_time = ss->now;
1219 ss->redisplay_needed_p = False;
1223 XSCREENSAVER_MODULE_2 ("GLSlideshow", glslideshow, slideshow)