1 /* glslideshow, Copyright (c) 2003-2006 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)))
551 /* Allocate a new sprite and start its animation going.
554 new_sprite (ModeInfo *mi)
556 slideshow_state *ss = &sss[MI_SCREEN(mi)];
557 image *img = get_image (mi);
562 /* Oops, no images yet! The machine is probably hurting bad.
563 Let's give it some time before thrashing again. */
568 sp = (sprite *) calloc (1, sizeof (*sp));
569 sp->id = ++ss->sprite_id;
570 sp->start_time = ss->now;
571 sp->state_time = sp->start_time;
572 sp->state = sp->prev_state = NEW;
576 sp->img->used_p = True;
578 ss->sprites[ss->nsprites++] = sp;
579 if (ss->nsprites >= countof(ss->sprites)) abort();
581 randomize_sprite (mi, sp);
587 /* Free the given sprite, and decrement the reference count on its image.
590 destroy_sprite (ModeInfo *mi, sprite *sp)
592 slideshow_state *ss = &sss[MI_SCREEN(mi)];
593 Bool freed_p = False;
598 if (sp->state != DEAD) abort();
601 if (!img->loaded_p) abort();
602 if (!img->used_p) abort();
603 if (img->refcount <= 0) abort();
605 for (i = 0; i < ss->nsprites; i++) /* unlink it from the list */
606 if (ss->sprites[i] == sp)
609 for (j = i; j < ss->nsprites-1; j++) /* pull remainder forward */
610 ss->sprites[j] = ss->sprites[j+1];
617 if (!freed_p) abort();
622 if (img->refcount < 0) abort();
623 if (img->refcount == 0)
624 destroy_image (mi, img);
628 /* Updates the sprite for the current frame of the animation based on
629 its creation time compared to the current wall clock.
632 tick_sprite (ModeInfo *mi, sprite *sp)
634 slideshow_state *ss = &sss[MI_SCREEN(mi)];
635 image *img = sp->img;
636 double now = ss->now;
639 rect prev_rect = sp->current;
640 GLfloat prev_opacity = sp->opacity;
642 if (! sp->img) abort();
643 if (! img->loaded_p) abort();
645 secs = now - sp->start_time;
646 ratio = secs / (pan_seconds + fade_seconds);
647 if (ratio > 1) ratio = 1;
649 sp->current.x = sp->from.x + ratio * (sp->to.x - sp->from.x);
650 sp->current.y = sp->from.y + ratio * (sp->to.y - sp->from.y);
651 sp->current.w = sp->from.w + ratio * (sp->to.w - sp->from.w);
652 sp->current.h = sp->from.h + ratio * (sp->to.h - sp->from.h);
654 sp->prev_state = sp->state;
656 if (secs < fade_seconds)
659 sp->opacity = secs / (GLfloat) fade_seconds;
661 else if (secs < pan_seconds)
666 else if (secs < pan_seconds + fade_seconds)
669 sp->opacity = 1 - ((secs - pan_seconds) / (GLfloat) fade_seconds);
677 if (sp->state != sp->prev_state &&
678 (sp->prev_state == IN ||
679 sp->prev_state == FULL))
681 double secs = now - sp->state_time;
685 "%s: %s %3d frames %2.0f sec %5.1f fps (%.1f fps?)\n",
687 (sp->prev_state == IN ? "fade" : "pan "),
690 sp->frame_count / secs,
691 ss->theoretical_fps);
693 sp->state_time = now;
699 if (sp->state != DEAD &&
700 (prev_rect.x != sp->current.x ||
701 prev_rect.y != sp->current.y ||
702 prev_rect.w != sp->current.w ||
703 prev_rect.h != sp->current.h ||
704 prev_opacity != sp->opacity))
705 ss->redisplay_needed_p = True;
709 /* Draw the given sprite at the phase of its animation dictated by
710 its creation time compared to the current wall clock.
713 draw_sprite (ModeInfo *mi, sprite *sp)
715 slideshow_state *ss = &sss[MI_SCREEN(mi)];
716 int wire = MI_IS_WIREFRAME(mi);
717 image *img = sp->img;
719 if (! sp->img) abort();
720 if (! img->loaded_p) abort();
724 glTranslatef (sp->current.x, sp->current.y, 0);
725 glScalef (sp->current.w, sp->current.h, 1);
727 if (wire) /* Draw a grid inside the box */
730 GLfloat dx = dy * img->w / img->h;
734 glColor4f (sp->opacity, 0, 0, 1);
736 glColor4f (0, 0, sp->opacity, 1);
739 glVertex3f (0, 0, 0); glVertex3f (1, 1, 0);
740 glVertex3f (1, 0, 0); glVertex3f (0, 1, 0);
742 for (y = 0; y < 1+dy; y += dy)
744 GLfloat yy = (y > 1 ? 1 : y);
745 for (x = 0.5; x < 1+dx; x += dx)
747 GLfloat xx = (x > 1 ? 1 : x);
748 glVertex3f (0, xx, 0); glVertex3f (1, xx, 0);
749 glVertex3f (yy, 0, 0); glVertex3f (yy, 1, 0);
751 for (x = 0.5; x > -dx; x -= dx)
753 GLfloat xx = (x < 0 ? 0 : x);
754 glVertex3f (0, xx, 0); glVertex3f (1, xx, 0);
755 glVertex3f (yy, 0, 0); glVertex3f (yy, 1, 0);
760 else /* Draw the texture quad */
762 GLfloat texw = img->geom.width / (GLfloat) img->tw;
763 GLfloat texh = img->geom.height / (GLfloat) img->th;
764 GLfloat texx1 = img->geom.x / (GLfloat) img->tw;
765 GLfloat texy1 = img->geom.y / (GLfloat) img->th;
766 GLfloat texx2 = texx1 + texw;
767 GLfloat texy2 = texy1 + texh;
769 glBindTexture (GL_TEXTURE_2D, img->texid);
770 glColor4f (1, 1, 1, sp->opacity);
771 glNormal3f (0, 0, 1);
773 glTexCoord2f (texx1, texy2); glVertex3f (0, 0, 0);
774 glTexCoord2f (texx2, texy2); glVertex3f (1, 0, 0);
775 glTexCoord2f (texx2, texy1); glVertex3f (1, 1, 0);
776 glTexCoord2f (texx1, texy1); glVertex3f (0, 1, 0);
779 if (debug_p) /* Draw a border around the image */
781 if (!wire) glDisable (GL_TEXTURE_2D);
784 glColor4f (sp->opacity, 0, 0, 1);
786 glColor4f (0, 0, sp->opacity, 1);
788 glBegin (GL_LINE_LOOP);
789 glVertex3f (0, 0, 0);
790 glVertex3f (0, 1, 0);
791 glVertex3f (1, 1, 0);
792 glVertex3f (1, 0, 0);
795 if (!wire) glEnable (GL_TEXTURE_2D);
801 img->title && *img->title)
804 int y = mi->xgwa.height - 10;
805 glColor4f (0, 0, 0, sp->opacity); /* cheap-assed dropshadow */
806 print_gl_string (mi->dpy, ss->xfont, ss->font_dlist,
807 mi->xgwa.width, mi->xgwa.height, x, y,
810 glColor4f (1, 1, 1, sp->opacity);
811 print_gl_string (mi->dpy, ss->xfont, ss->font_dlist,
812 mi->xgwa.width, mi->xgwa.height, x, y,
820 if (!wire) glDisable (GL_TEXTURE_2D);
823 glColor4f (1, 0, 0, 1);
825 glColor4f (0, 0, 1, 1);
827 /* Draw the "from" and "to" boxes
829 glBegin (GL_LINE_LOOP);
830 glVertex3f (sp->from.x, sp->from.y, 0);
831 glVertex3f (sp->from.x + sp->from.w, sp->from.y, 0);
832 glVertex3f (sp->from.x + sp->from.w, sp->from.y + sp->from.h, 0);
833 glVertex3f (sp->from.x, sp->from.y + sp->from.h, 0);
836 glBegin (GL_LINE_LOOP);
837 glVertex3f (sp->to.x, sp->to.y, 0);
838 glVertex3f (sp->to.x + sp->to.w, sp->to.y, 0);
839 glVertex3f (sp->to.x + sp->to.w, sp->to.y + sp->to.h, 0);
840 glVertex3f (sp->to.x, sp->to.y + sp->to.h, 0);
843 if (!wire) glEnable (GL_TEXTURE_2D);
849 tick_sprites (ModeInfo *mi)
851 slideshow_state *ss = &sss[MI_SCREEN(mi)];
853 for (i = 0; i < ss->nsprites; i++)
854 tick_sprite (mi, ss->sprites[i]);
859 draw_sprites (ModeInfo *mi)
861 slideshow_state *ss = &sss[MI_SCREEN(mi)];
864 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
867 for (i = 0; i < ss->nsprites; i++)
868 draw_sprite (mi, ss->sprites[i]);
871 if (debug_p) /* draw a white box (the "screen") */
873 int wire = MI_IS_WIREFRAME(mi);
875 if (!wire) glDisable (GL_TEXTURE_2D);
877 glColor4f (1, 1, 1, 1);
878 glBegin (GL_LINE_LOOP);
879 glVertex3f (0, 0, 0);
880 glVertex3f (0, 1, 0);
881 glVertex3f (1, 1, 0);
882 glVertex3f (1, 0, 0);
885 if (!wire) glEnable (GL_TEXTURE_2D);
891 reshape_slideshow (ModeInfo *mi, int width, int height)
893 slideshow_state *ss = &sss[MI_SCREEN(mi)];
895 glViewport (0, 0, width, height);
896 glMatrixMode (GL_PROJECTION);
898 glMatrixMode (GL_MODELVIEW);
905 s *= (zoom / 100.0) * 0.75;
906 if (s < 0.1) s = 0.1;
910 glTranslatef (-0.5, -0.5, 0);
912 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
914 ss->redisplay_needed_p = True;
919 slideshow_handle_event (ModeInfo *mi, XEvent *event)
921 slideshow_state *ss = &sss[MI_SCREEN(mi)];
923 if (event->xany.type == ButtonPress &&
924 event->xbutton.button == Button1)
926 ss->change_now_p = True;
929 else if (event->xany.type == KeyPress)
933 XLookupString (&event->xkey, &c, 1, &keysym, 0);
934 if (c == ' ' || c == '\r' || c == '\n' || c == '\t')
936 ss->change_now_p = True;
940 else if (event->xany.type == Expose ||
941 event->xany.type == GraphicsExpose ||
942 event->xany.type == VisibilityNotify)
944 ss->redisplay_needed_p = True;
946 fprintf (stderr, "%s: exposure\n", blurb());
954 /* Do some sanity checking on various user-supplied values, and make
955 sure they are all internally consistent.
958 sanity_check (ModeInfo *mi)
960 if (zoom < 1) zoom = 1; /* zoom is a positive percentage */
961 else if (zoom > 100) zoom = 100;
963 if (zoom == 100) /* with no zooming, there is no panning */
966 if (pan_seconds < fade_seconds) /* pan is inclusive of fade */
967 pan_seconds = fade_seconds;
969 if (pan_seconds == 0) /* no zero-length cycles, please... */
972 if (image_seconds < pan_seconds) /* we only change images at fade-time */
973 image_seconds = pan_seconds;
975 /* If we're not panning/zooming within the image, then there's no point
976 in crossfading the image with itself -- only do crossfades when changing
978 if (zoom == 100 && pan_seconds < image_seconds)
979 pan_seconds = image_seconds;
981 /* No need to use mipmaps if we're not changing the image size much */
982 if (zoom >= 80) mipmap_p = False;
984 if (fps_cutoff < 0) fps_cutoff = 0;
985 else if (fps_cutoff > 30) fps_cutoff = 30;
990 check_fps (ModeInfo *mi)
992 #ifndef HAVE_COCOA /* always assume Cocoa is fast enough */
994 slideshow_state *ss = &sss[MI_SCREEN(mi)];
996 double start_time, end_time, wall_elapsed, frame_duration, fps;
999 start_time = ss->now;
1000 end_time = double_time();
1001 frame_duration = end_time - start_time; /* time spent drawing this frame */
1002 ss->time_elapsed += frame_duration; /* time spent drawing all frames */
1003 ss->frames_elapsed++;
1005 wall_elapsed = end_time - ss->dawn_of_time;
1006 fps = ss->frames_elapsed / ss->time_elapsed;
1007 ss->theoretical_fps = fps;
1009 if (ss->checked_fps_p) return;
1011 if (wall_elapsed <= 8) /* too early to be sure */
1014 ss->checked_fps_p = True;
1016 if (fps >= fps_cutoff)
1020 "%s: %.1f fps is fast enough (with %d frames in %.1f secs)\n",
1021 blurb(), fps, ss->frames_elapsed, wall_elapsed);
1026 "%s: only %.1f fps! Turning off pan/fade to compensate...\n",
1033 for (i = 0; i < ss->nsprites; i++)
1035 sprite *sp = ss->sprites[i];
1036 randomize_sprite (mi, sp);
1040 ss->redisplay_needed_p = True;
1042 /* Need this in case zoom changed. */
1043 reshape_slideshow (mi, mi->xgwa.width, mi->xgwa.height);
1044 #endif /* HAVE_COCOA */
1048 /* Kludge to add "-v" to invocation of "xscreensaver-getimage" in -debug mode
1051 hack_resources (void)
1054 char *res = "desktopGrabber";
1055 char *val = get_string_resource (res, "DesktopGrabber");
1059 sprintf (buf1, "%.100s.%.100s", progclass, res);
1060 sprintf (buf2, "%.200s -v", val);
1062 value.size = strlen(buf2);
1063 XrmPutResource (&db, buf1, "String", &value);
1069 init_slideshow (ModeInfo *mi)
1071 int screen = MI_SCREEN(mi);
1072 slideshow_state *ss;
1073 int wire = MI_IS_WIREFRAME(mi);
1076 if ((sss = (slideshow_state *)
1077 calloc (MI_NUM_SCREENS(mi), sizeof(slideshow_state))) == NULL)
1082 if ((ss->glx_context = init_GL(mi)) != NULL) {
1083 reshape_slideshow (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
1089 fprintf (stderr, "%s: pan: %d; fade: %d; img: %d; zoom: %d%%\n",
1090 blurb(), pan_seconds, fade_seconds, image_seconds, zoom);
1095 fprintf (stderr, "%s: pan: %d; fade: %d; img: %d; zoom: %d%%\n\n",
1096 blurb(), pan_seconds, fade_seconds, image_seconds, zoom);
1098 glDisable (GL_LIGHTING);
1099 glDisable (GL_DEPTH_TEST);
1100 glDepthMask (GL_FALSE);
1101 glEnable (GL_CULL_FACE);
1102 glCullFace (GL_BACK);
1106 glEnable (GL_TEXTURE_2D);
1107 glShadeModel (GL_SMOOTH);
1108 glEnable (GL_BLEND);
1109 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1112 if (debug_p) glLineWidth (3);
1114 load_font (mi->dpy, "titleFont", &ss->xfont, &ss->font_dlist);
1119 ss->now = double_time();
1120 ss->dawn_of_time = ss->now;
1121 ss->prev_frame_time = ss->now;
1123 ss->awaiting_first_image_p = True;
1129 draw_slideshow (ModeInfo *mi)
1131 slideshow_state *ss = &sss[MI_SCREEN(mi)];
1134 if (!ss->glx_context)
1137 glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(ss->glx_context));
1139 if (ss->awaiting_first_image_p)
1141 image *img = ss->images[0];
1146 ss->awaiting_first_image_p = False;
1147 ss->dawn_of_time = double_time();
1149 /* start the very first sprite fading in */
1153 ss->now = double_time();
1155 /* Each sprite has three states: fading in, full, fading out.
1156 The in/out states overlap like this:
1158 iiiiiiFFFFFFFFFFFFoooooo . . . . . . . . . . . . . . . . .
1159 . . . . . . . . . iiiiiiFFFFFFFFFFFFoooooo . . . . . . . .
1160 . . . . . . . . . . . . . . . . . . iiiiiiFFFFFFFFFFFFooooo
1162 So as soon as a sprite goes into the "out" state, we create
1163 a new sprite (in the "in" state.)
1166 if (ss->nsprites > 2) abort();
1168 /* If a sprite is just entering the fade-out state,
1169 then add a new sprite in the fade-in state.
1171 for (i = 0; i < ss->nsprites; i++)
1173 sprite *sp = ss->sprites[i];
1174 if (sp->state != sp->prev_state &&
1175 sp->state == (fade_seconds == 0 ? DEAD : OUT))
1181 /* Now garbage collect the dead sprites.
1183 for (i = 0; i < ss->nsprites; i++)
1185 sprite *sp = ss->sprites[i];
1186 if (sp->state == DEAD)
1188 destroy_sprite (mi, sp);
1193 /* We can only ever end up with no sprites at all if the machine is
1194 being really slow and we hopped states directly from FULL to DEAD
1195 without passing OUT... */
1196 if (ss->nsprites == 0)
1199 if (!ss->redisplay_needed_p)
1202 if (debug_p && ss->now - ss->prev_frame_time > 1)
1203 fprintf (stderr, "%s: static screen for %.1f secs\n",
1204 blurb(), ss->now - ss->prev_frame_time);
1208 ss->fps = fps_1 (mi);
1209 if (mi->fps_p) fps_2 (mi);
1212 glXSwapBuffers (MI_DISPLAY (mi), MI_WINDOW(mi));
1213 ss->prev_frame_time = ss->now;
1214 ss->redisplay_needed_p = False;
1218 XSCREENSAVER_MODULE_2 ("GLSlideshow", glslideshow, slideshow)