--- /dev/null
+#include "opengl.h"
+#include "gmath/gmath.h"
+#include "sdr.h"
+#include "texture.h"
+#include "mesh.h"
+#include "meshgen.h"
+#include "backdrop.h"
+
+static unsigned int sdr_grid;
+static Texture *tex_grid;
+
+static Mesh *mesh_skydome;
+static unsigned int sdr_skydome;
+
+static const Vec3 grid_color = Vec3(1.0, 0.3, 1.0);
+static const Vec3 mid_color = Vec3(0.4, 0.1, 0.8);
+static const Vec3 horiz_color = Vec3(0.8, 0.1, 1.0);
+static const Vec3 zenith_color = Vec3(0.2, 0.2, 0.2);
+static const Vec3 fog_color = Vec3(0.12, 0.12, 0.12);
+
+bool init_backdrop()
+{
+ if(!(sdr_grid = create_program_load("sdr/grid.v.glsl", "sdr/grid.p.glsl"))) {
+ return false;
+ }
+ set_uniform_float3(sdr_grid, "grid_color", grid_color.x, grid_color.y, grid_color.z);
+ set_uniform_float3(sdr_grid, "fog_color", fog_color.x, fog_color.y, fog_color.z);
+
+ if(!(sdr_skydome = create_program_load("sdr/skydome.v.glsl", "sdr/skydome.p.glsl"))) {
+ return false;
+ }
+ set_uniform_float3(sdr_skydome, "zenith_color", zenith_color.x, zenith_color.y, zenith_color.z);
+ set_uniform_float3(sdr_skydome, "mid_color", mid_color.x, mid_color.y, mid_color.z);
+ set_uniform_float3(sdr_skydome, "horiz_color", horiz_color.x, horiz_color.y, horiz_color.z);
+ set_uniform_float3(sdr_skydome, "fog_color", fog_color.x, fog_color.y, fog_color.z);
+
+ if(!(tex_grid = load_texture("data/grid2.png"))) {
+ delete tex_grid;
+ return false;
+ }
+
+ mesh_skydome = new Mesh;
+ gen_sphere(mesh_skydome, 100.0, 32, 16, 1, 0.5);
+ mesh_skydome->flip();
+
+ return true;
+}
+
+void cleanup_backdrop()
+{
+ delete mesh_skydome;
+ delete tex_grid;
+ free_program(sdr_grid);
+}
+
+void draw_backdrop()
+{
+ // draw sky
+ bind_program(sdr_skydome);
+ mesh_skydome->draw();
+
+ // draw grid
+ Mat4 xform;
+ xform.scaling(500.0);
+ glPushMatrix();
+ glMultMatrixf(xform[0]);
+
+ bind_program(sdr_grid);
+ bind_texture(tex_grid);
+
+ glBegin(GL_QUADS);
+ glNormal3f(0, 1, 0);
+ glVertex3f(-1, 0, 1);
+ glVertex3f(1, 0, 1);
+ glVertex3f(1, 0, -1);
+ glVertex3f(-1, 0, -1);
+ glEnd();
+
+ glPopMatrix();
+}