/* lavalite --- 3D Simulation a Lava Lite, written by jwz.
*
- * This software Copyright (c) 2002-2006 Jamie Zawinski <jwz@jwz.org>
+ * This software Copyright (c) 2002-2014 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
int wire = MI_IS_WIREFRAME(mi);
int faces = resolution * 1.5;
Bool smooth = do_smooth;
- Bool have_texture = False;
const lamp_geometry *top_slice = bp->model;
const char *current_texture = 0;
break;
}
- have_texture = False;
if (!wire && texture && texture != current_texture)
{
current_texture = texture;
- have_texture = load_texture (mi, current_texture);
+ load_texture (mi, current_texture);
}
/* Color the discs darker than the tube walls. */
}
- have_texture = !wire && load_texture (mi, table_tex);
+ if (!wire) load_texture (mi, table_tex);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, table_color);
bp->bottle_poly_count += draw_table (top_slice->elevation, wire);
{
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))
- {
- 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;
}
fprintf(stderr, "%s: out of memory\n", progname);
exit(1);
}
-
- bp = &bps[MI_SCREEN(mi)];
}
bp = &bps[MI_SCREEN(mi)];
bp->rot2 = make_rotator (spin_speed, 0, 0,
1, 0.1,
False);
- bp->trackball = gltrackball_init ();
+ bp->trackball = gltrackball_init (False);
/* move initial camera position up by around 15 degrees:
in other words, tilt the scene toward the viewer. */
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 odwn at 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 */
#endif /* 0 */
glLoadIdentity();
+ glRotatef(current_device_rotation(), 0, 0, 1);
gluLookAt ((cx - 0.5) * 8, /* Position the camera */
(cy - 0.5) * 8,
gltrackball_rotate (bp->trackball); /* Apply mouse-based camera position */
-
/* 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);