/* lavalite --- 3D Simulation a Lava Lite, written by jwz.
*
- * This software Copyright (c) 2002-2014 Jamie Zawinski <jwz@jwz.org>
+ * This software Copyright (c) 2002-2017 Jamie Zawinski <jwz@jwz.org>
*
* Permission to use, copy, modify, distribute, and sell this software and its
* documentation for any purpose is hereby granted without fee, provided that
"*geometry: 600x900\n" \
"*count: " DEF_COUNT " \n" \
-# define refresh_lavalite 0
+# define free_lavalite 0
# define release_lavalite 0
reshape_lavalite (ModeInfo *mi, int width, int height)
{
GLfloat h = (GLfloat) height / (GLfloat) width;
+ int y = 0;
- glViewport (0, 0, (GLint) width, (GLint) height);
+ if (width > height * 5) { /* tiny window: show middle */
+ height = width * 3;
+ y = -height/2;
+ h = height / (GLfloat) width;
+ }
+
+ glViewport (0, y, (GLint) width, (GLint) height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
lavalite_configuration *bp;
int wire = MI_IS_WIREFRAME(mi);
- if (!bps) {
- bps = (lavalite_configuration *)
- calloc (MI_NUM_SCREENS(mi), sizeof (lavalite_configuration));
- if (!bps) {
- fprintf(stderr, "%s: out of memory\n", progname);
- exit(1);
- }
- }
+ MI_INIT (mi, bps);
bp = &bps[MI_SCREEN(mi)];
False);
bp->trackball = gltrackball_init (False);
- /* move initial camera position up by around 15 degrees:
- in other words, tilt the scene toward the viewer. */
- gltrackball_start (bp->trackball, 50, 50, 100, 100);
- gltrackball_track (bp->trackball, 50, 5, 100, 100);
-
- /* Oh, but if it's the "Giant" model, tilt the scene away: make it
- look like we're looking up at it instead of down at it! */
- if (bp->style == GIANT)
- gltrackball_track (bp->trackball, 50, -12, 100, 100);
- else if (bp->style == ROCKET) /* same for rocket, but not as much */
- gltrackball_track (bp->trackball, 50, -4, 100, 100);
+ /* Tilt the scene a bit: lean the normal lamps toward the viewer,
+ and the huge lamps away. */
+ gltrackball_reset (bp->trackball,
+ -0.3 + frand(0.6),
+ (bp->style == ROCKET || bp->style == GIANT
+ ? frand (0.2)
+ : -frand (0.6)));
}
switch (bp->style)
gltrackball_rotate (bp->trackball); /* Apply mouse-based camera position */
+ glRotatef (-90, 1, 0, 0); /* Right side up */
+
+
/* Place the lights relative to the object, before the object has
been rotated or wandered within the scene. */
glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);