/* lavalite --- 3D Simulation a Lava Lite, written by jwz.
*
- * This software Copyright (c) 2002-2006 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
#include "marching.h"
#include "rotator.h"
#include "gltrackball.h"
-#include "xpm-ximage.h"
+#include "ximage-loader.h"
#include <ctype.h>
#ifdef USE_GL /* whole file */
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();
{
Display *dpy = mi->dpy;
Visual *visual = mi->xgwa.visual;
- Colormap cmap = mi->xgwa.colormap;
char buf[1024];
XImage *image;
return False;
}
- image = xpm_file_to_ximage (dpy, visual, cmap, filename);
+ image = file_to_ximage (dpy, visual, filename);
+ if (!image) return False;
clear_gl_error();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
{
lavalite_configuration *bp = &bps[MI_SCREEN(mi)];
- if (event->xany.type == ButtonPress &&
- event->xbutton.button == Button1)
- {
- bp->button_down_p = True;
- gltrackball_start (bp->trackball,
- event->xbutton.x, event->xbutton.y,
- MI_WIDTH (mi), MI_HEIGHT (mi));
- return True;
- }
- else if (event->xany.type == ButtonRelease &&
- event->xbutton.button == Button1)
- {
- bp->button_down_p = False;
- return True;
- }
- else if (event->xany.type == ButtonPress &&
- (event->xbutton.button == Button4 ||
- event->xbutton.button == Button5 ||
- event->xbutton.button == Button6 ||
- event->xbutton.button == Button7))
- {
- gltrackball_mousewheel (bp->trackball, event->xbutton.button, 5,
- !!event->xbutton.state);
- return True;
- }
- else if (event->xany.type == MotionNotify &&
- bp->button_down_p)
- {
- gltrackball_track (bp->trackball,
- event->xmotion.x, event->xmotion.y,
- MI_WIDTH (mi), MI_HEIGHT (mi));
- return True;
- }
+ if (gltrackball_event_handler (event, bp->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &bp->button_down_p))
+ return True;
return False;
}
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)];
bp->rot2 = make_rotator (spin_speed, 0, 0,
1, 0.1,
False);
- bp->trackball = gltrackball_init ();
-
- /* 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);
+ bp->trackball = gltrackball_init (False);
+
+ /* 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);