2 #include "gmath/gmath.h"
10 static unsigned int sdr_grid;
11 static Texture *tex_grid;
13 static Mesh *mesh_skydome;
14 static unsigned int sdr_skydome;
16 static const Vec3 grid_color = Vec3(1.0, 0.07, 1.0);
17 static const Vec3 mid_color = Vec3(0.133, 0.006, 0.612);
18 static const Vec3 horiz_color = Vec3(0.612, 0.006, 1.0);
19 static const Vec3 zenith_color = Vec3(0.029, 0.029, 0.029);
20 static const Vec3 fog_color = Vec3(0.01, 0.01, 0.01);
24 if(!(sdr_grid = create_program_load("sdr/grid.v.glsl", "sdr/grid.p.glsl"))) {
27 set_uniform_float3(sdr_grid, "grid_color", grid_color.x, grid_color.y, grid_color.z);
28 set_uniform_float3(sdr_grid, "fog_color", fog_color.x, fog_color.y, fog_color.z);
30 if(!(sdr_skydome = create_program_load("sdr/skydome.v.glsl", "sdr/skydome.p.glsl"))) {
33 set_uniform_float3(sdr_skydome, "zenith_color", zenith_color.x, zenith_color.y, zenith_color.z);
34 set_uniform_float3(sdr_skydome, "mid_color", mid_color.x, mid_color.y, mid_color.z);
35 set_uniform_float3(sdr_skydome, "horiz_color", horiz_color.x, horiz_color.y, horiz_color.z);
36 set_uniform_float3(sdr_skydome, "fog_color", fog_color.x, fog_color.y, fog_color.z);
38 if(!(tex_grid = load_texture("data/grid2.png"))) {
42 tex_grid->set_anisotropy(glcaps.max_aniso);
44 mesh_skydome = new Mesh;
45 gen_sphere(mesh_skydome, 500.0, 32, 16, 1, 0.5);
48 glClearColor(fog_color.x, fog_color.y, fog_color.z, 1.0);
53 void cleanup_backdrop()
57 free_program(sdr_grid);
63 Mat4 view_mat_inf = view_matrix.upper3x3();
65 glLoadMatrixf(view_mat_inf[0]);
67 glDisable(GL_DEPTH_TEST);
70 bind_program(sdr_skydome);
73 glEnable(GL_DEPTH_TEST);
82 glMultMatrixf(xform[0]);
84 bind_program(sdr_grid);
85 bind_texture(tex_grid);
92 glVertex3f(-1, 0, -1);