View is too small

hi all,
I’m going to view 3d points in my view.
The problem is that is the curve is too small.
I want this view to be moved to the middle and make it bigger/zoom.
Can anybody plz help me with this.
image

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#define SCREEN_WIDTH 1064
#define SCREEN_HEIGHT 780

void keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
GLfloat rotationX = 0.0f;
GLfloat rotationY = 0.0f;

int main(void)
{
    GLFWwindow* window;

    // Initialize the library
    if (!glfwInit())
    {
        return -1;
    }

    // Create a windowed mode window and its OpenGL context
    window = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Hello World", NULL, NULL);

    glfwSetKeyCallback(window, keyCallback);
    glfwSetInputMode(window, GLFW_STICKY_KEYS, 1);

    int screenWidth, screenHeight;
    glfwGetFramebufferSize(window, &screenWidth, &screenHeight);

    if (!window)
    {
        glfwTerminate();
        return -1;
    }

    // Make the window's context current
    glfwMakeContextCurrent(window);

    glViewport(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT); // specifies the part of the window to which OpenGL will draw (in pixels), convert from normalised to pixels
    glMatrixMode(GL_PROJECTION); // projection matrix defines the properties of the camera that views the objects in the world coordinate frame. Here you typically set the zoom factor, aspect ratio and the near and far clipping planes
    glLoadIdentity(); // replace the current matrix with the identity matrix and starts us a fresh because matrix transforms such as glOrpho and glRotate cumulate, basically puts us at (0, 0, 0)
    glOrtho(0, SCREEN_WIDTH, 0, SCREEN_HEIGHT, 0, 1000); // essentially set coordinate system
    glMatrixMode(GL_MODELVIEW); // (default matrix mode) modelview matrix defines how your objects are transformed (meaning translation, rotation and scaling) in your world
    glLoadIdentity(); // same as above comment

    GLfloat halfScreenWidth = SCREEN_WIDTH / 2;
    GLfloat halfScreenHeight = SCREEN_HEIGHT / 2;

    GLfloat lineVertices[] =
    {
 0.880204		,	60.1862		,	4.91689,
0.966022		,	60.1704			,4.72757,
1.03989			  ,     60.1549		,	4.53326,
1.10158			    ,    60.1399	,		4.33471,
1.15083			 ,       60.1254	,		4.13268,
1.18746			 ,       60.1115	,		3.92793,
1.21133			 ,       60.0985		,	3.72125,
1.22234			      ,  60.0863		,	3.51345,
1.22047			   ,     60.0751		,	3.3053,
1.2057			   ,     60.0648	,		3.09763,
1.1781			    ,    60.0554		,	2.89122,
1.13777			    ,    60.0471		,	2.68687,
1.08487			       , 60.0398	,		2.48537,
1.01959			     ,   60.0334	,		2.2875,



    };

    // Loop until the user closes the window
    while (!glfwWindowShouldClose(window))
    {
        glClear(GL_COLOR_BUFFER_BIT);

        glPushMatrix();
        //glTranslatef(halfScreenWidth, halfScreenHeight, -500);
        glRotatef(rotationX, 1, 0, 0);
        glRotatef(rotationY, 0, 1, 0);
        //glTranslatef(-halfScreenWidth, -halfScreenHeight, 500);
        glPointSize(1000);
        glEnableClientState(GL_VERTEX_ARRAY);
        glVertexPointer(3, GL_FLOAT, 0, lineVertices);
        glDrawArrays(GL_LINE_STRIP, 0, 49);
        glDisableClientState(GL_VERTEX_ARRAY);

        glPopMatrix();

        // Swap front and back buffers
        glfwSwapBuffers(window);

        // Poll for and process events
        glfwPollEvents();
    }

    glfwTerminate();

    return 0;
}

void keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
    std::cout << key << std::endl;

    const GLfloat rotationSpeed = 10;

    // actions are GLFW_PRESS, GLFW_RELEASE or GLFW_REPEAT
    if (action == GLFW_PRESS || action == GLFW_REPEAT)
    {
        switch (key)
        {
        case GLFW_KEY_UP:
            rotationX -= rotationSpeed;
            break;
        case GLFW_KEY_DOWN:
            rotationX += rotationSpeed;
            break;
        case GLFW_KEY_RIGHT:
            rotationY += rotationSpeed;
            break;
        case GLFW_KEY_LEFT:
            rotationY -= rotationSpeed;
            break;
        }


    }
}

There are 49 points

Vertex positions undergo a series of transformations that ultimately determine what ends up where on your screen. The steps are roughly:

Input Vertex Position --(ModelView Matrix)–> View Space Position --(Projection Matrix)–> Clip Space Position --(Perspective Division)–> Normalized Device Coordinate (NDC) Position --(Viewport Transformation)–> Window Position

Since you set the ModelView matrix to identity the first step is a no-op (ignoring the rotation stuff), and your Projection matrix is an orthographic projection that maps coordinates in the cube (0, 0, 0) to (SCREEN_WIDTH, SCREEN_HEIGHT, 1000) to the (-1, 1) unit cube and your viewport transformation takes that and maps it to your entire screen.
In the end that means if you want some other part of your scene to be mapped to the screen, adjust the parameters of your orthographic projection.

Thank You and I will look into it.