changed grid tile and subdued the effect slightly
[vrfileman] / src / backdrop.cc
index f9dbe22..02d1635 100644 (file)
@@ -5,6 +5,8 @@
 #include "mesh.h"
 #include "meshgen.h"
 #include "backdrop.h"
+#include "app.h"
+#include "color.h"
 
 static unsigned int sdr_grid;
 static Texture *tex_grid;
@@ -12,17 +14,21 @@ 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);
+static Vec3 grid_color;
+static int uloc_grid_color;
 
 bool init_backdrop()
 {
+       grid_color = color(1.0, 0.07, 1.0);
+       Vec3 mid_color = color(0.133, 0.006, 0.612);
+       Vec3 horiz_color = color(0.612, 0.006, 1.0);
+       Vec3 zenith_color = color(0.029, 0.029, 0.029);
+       Vec3 fog_color = color(0.01, 0.01, 0.01);
+
        if(!(sdr_grid = create_program_load("sdr/grid.v.glsl", "sdr/grid.p.glsl"))) {
                return false;
        }
+       uloc_grid_color = get_uniform_loc(sdr_grid, "grid_color");
        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);
 
@@ -34,15 +40,18 @@ bool init_backdrop()
        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"))) {
+       if(!(tex_grid = load_texture("data/pgrid.png"))) {
                delete tex_grid;
                return false;
        }
+       tex_grid->set_anisotropy(glcaps.max_aniso);
 
        mesh_skydome = new Mesh;
-       gen_sphere(mesh_skydome, 500.0, 32, 16, 1, 0.5);
+       gen_sphere(mesh_skydome, 100.0, 32, 16, 1, 0.5);
        mesh_skydome->flip();
 
+       glClearColor(fog_color.x, fog_color.y, fog_color.z, 1.0);
+
        return true;
 }
 
@@ -56,9 +65,21 @@ void cleanup_backdrop()
 void draw_backdrop()
 {
        // draw sky
+       Mat4 view_mat_inf = view_matrix.upper3x3();
+       glPushMatrix();
+       glLoadMatrixf(view_mat_inf[0]);
+
+       glDisable(GL_DEPTH_TEST);
+       glDepthMask(0);
+
        bind_program(sdr_skydome);
        mesh_skydome->draw();
 
+       glEnable(GL_DEPTH_TEST);
+       glDepthMask(1);
+
+       glPopMatrix();
+
        // draw grid
        Mat4 xform;
        xform.scaling(500.0);
@@ -66,6 +87,8 @@ void draw_backdrop()
        glMultMatrixf(xform[0]);
 
        bind_program(sdr_grid);
+       float pulse = 1.0 + sin(time_sec * 3.0) * 0.25;
+       glUniform3f(uloc_grid_color, grid_color.x * pulse, grid_color.y * pulse, grid_color.z * pulse);
        bind_texture(tex_grid);
 
        glBegin(GL_QUADS);