2 #include "gmath/gmath.h"
11 static unsigned int sdr_grid;
12 static Texture *tex_grid;
14 static Mesh *mesh_skydome;
15 static unsigned int sdr_skydome;
20 Vec3 grid_color = color(1.0, 0.07, 1.0);
21 Vec3 mid_color = color(0.133, 0.006, 0.612);
22 Vec3 horiz_color = color(0.612, 0.006, 1.0);
23 Vec3 zenith_color = color(0.029, 0.029, 0.029);
24 Vec3 fog_color = color(0.01, 0.01, 0.01);
26 if(!(sdr_grid = create_program_load("sdr/grid.v.glsl", "sdr/grid.p.glsl"))) {
29 set_uniform_float3(sdr_grid, "grid_color", grid_color.x, grid_color.y, grid_color.z);
30 set_uniform_float3(sdr_grid, "fog_color", fog_color.x, fog_color.y, fog_color.z);
32 if(!(sdr_skydome = create_program_load("sdr/skydome.v.glsl", "sdr/skydome.p.glsl"))) {
35 set_uniform_float3(sdr_skydome, "zenith_color", zenith_color.x, zenith_color.y, zenith_color.z);
36 set_uniform_float3(sdr_skydome, "mid_color", mid_color.x, mid_color.y, mid_color.z);
37 set_uniform_float3(sdr_skydome, "horiz_color", horiz_color.x, horiz_color.y, horiz_color.z);
38 set_uniform_float3(sdr_skydome, "fog_color", fog_color.x, fog_color.y, fog_color.z);
40 if(!(tex_grid = load_texture("data/grid2.png"))) {
44 tex_grid->set_anisotropy(glcaps.max_aniso);
46 mesh_skydome = new Mesh;
47 gen_sphere(mesh_skydome, 500.0, 32, 16, 1, 0.5);
50 glClearColor(fog_color.x, fog_color.y, fog_color.z, 1.0);
55 void cleanup_backdrop()
59 free_program(sdr_grid);
65 Mat4 view_mat_inf = view_matrix.upper3x3();
67 glLoadMatrixf(view_mat_inf[0]);
69 glDisable(GL_DEPTH_TEST);
72 bind_program(sdr_skydome);
75 glEnable(GL_DEPTH_TEST);
84 glMultMatrixf(xform[0]);
86 bind_program(sdr_grid);
87 bind_texture(tex_grid);
94 glVertex3f(-1, 0, -1);