]> git.mxchange.org Git - flightgear.git/blobdiff - src/Cockpit/panel.cxx
Merge branch 'maint' into next
[flightgear.git] / src / Cockpit / panel.cxx
index 18887b83bff04c54d802bbe3f03f61790bf59061..a7b860afa43aa4ac8433a640f0e4640f9021a5c8 100644 (file)
 //  WITHOUT ANY WARRANTY; without even the implied warranty of
 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 //  General Public License for more details.
-// 
+//
 //  You should have received a copy of the GNU General Public License
 //  along with this program; if not, write to the Free Software
-//  Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+//  Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
 //
 //  $Id$
 
+//JVK
+// On 2D panels all instruments include light sources were in night displayed
+// with a red mask (instrument light). It is not correct for light sources
+// (bulbs). There is added new layer property "emissive" (boolean) (only for
+// textured layers).
+// If a layer has to shine set it in the "instrument_def_file.xml" inside the
+// <layer> tag by adding <emissive>true</emissive> tag. When omitted the default
+// value is for backward compatibility set to false.
+
 #ifdef HAVE_CONFIG_H
 #  include <config.h>
 #endif
 
-#ifdef HAVE_WINDOWS_H          
-#  include <windows.h>
-#endif
-
 #include <stdio.h>     // sprintf
 #include <string.h>
+#include <iostream>
+
+#include <osg/CullFace>
+#include <osg/Depth>
+#include <osg/Material>
+#include <osg/TexEnv>
+#include <osg/PolygonOffset>
+
+#include <simgear/compiler.h>
 
-#include <plib/ssg.h>
 #include <plib/fnt.h>
 
 #include <simgear/debug/logstream.hxx>
 #include <simgear/misc/sg_path.hxx>
+#include <simgear/scene/model/model.hxx>
+#include <osg/GLU>
 
 #include <Main/globals.hxx>
 #include <Main/fg_props.hxx>
 #include <Main/viewmgr.hxx>
-#include <Objects/texload.h>
 #include <Time/light.hxx>
+#include <GUI/new_gui.hxx>     // FGFontCache
 
 #include "hud.hxx"
 #include "panel.hxx"
 #define WIN_W 1024
 #define WIN_H 768
 
-#if defined( NONE ) && defined( _MSC_VER )
-#  pragma message( "A sloppy coder has defined NONE as a macro!!!" )
-#  undef NONE
-#elif defined( NONE )
-#  pragma warn A sloppy coder has defined NONE as a macro!!!
-#  undef NONE
-#endif
+// The number of polygon-offset "units" to place between layers.  In
+// principle, one is supposed to be enough.  In practice, I find that
+// my hardware/driver requires many more.
+#define POFF_UNITS 8
 
-\f
 ////////////////////////////////////////////////////////////////////////
 // Local functions.
 ////////////////////////////////////////////////////////////////////////
@@ -83,48 +94,52 @@ get_aspect_adjust (int xsize, int ysize)
 bool
 fgPanelVisible ()
 {
-     if(current_panel == 0)
+     const FGPanel* current = globals->get_current_panel();
+     if (current == 0)
        return false;
-     if(current_panel->getVisibility() == 0)
+     if (current->getVisibility() == 0)
        return false;
-     if(globals->get_viewmgr()->get_current() != 0)
+     if (globals->get_viewmgr()->get_current() != 0)
        return false;
-     if(globals->get_current_view()->getHeadingOffset_deg() * SGD_DEGREES_TO_RADIANS != 0 &&
-        !fgGetBool("/sim/virtual-cockpit"))
+     if (current->getAutohide() && globals->get_current_view()->getHeadingOffset_deg() * SGD_DEGREES_TO_RADIANS != 0)
        return false;
      return true;
 }
 
-
 \f
 ////////////////////////////////////////////////////////////////////////
 // Implementation of FGTextureManager.
 ////////////////////////////////////////////////////////////////////////
 
-map<string,ssgTexture *> FGTextureManager::_textureMap;
+map<string,osg::ref_ptr<osg::Texture2D> > FGTextureManager::_textureMap;
 
-ssgTexture *
-FGTextureManager::createTexture (const string &relativePath)
+osg::Texture2D*
+FGTextureManager::createTexture (const string &relativePath, bool staticTexture)
 {
-  ssgTexture * texture = _textureMap[relativePath];
+  osg::Texture2D* texture = _textureMap[relativePath].get();
   if (texture == 0) {
     SG_LOG( SG_COCKPIT, SG_DEBUG,
             "Texture " << relativePath << " does not yet exist" );
     SGPath tpath(globals->get_fg_root());
     tpath.append(relativePath);
-    texture = new ssgTexture((char *)tpath.c_str(), false, false);
+
+    texture = SGLoadTexture2D(staticTexture, tpath);
+
     _textureMap[relativePath] = texture;
-    if (_textureMap[relativePath] == 0
+    if (!_textureMap[relativePath].valid()
       SG_LOG( SG_COCKPIT, SG_ALERT, "Texture *still* doesn't exist" );
-    SG_LOG( SG_COCKPIT, SG_DEBUG, "Created texture " << relativePath
-            << " handle=" << texture->getHandle() );
+    SG_LOG( SG_COCKPIT, SG_DEBUG, "Created texture " << relativePath );
   }
 
   return texture;
 }
 
 
-
+void FGTextureManager::addTexture(const string &relativePath,
+                                  osg::Texture2D* texture)
+{
+    _textureMap[relativePath] = texture;
+}
 \f
 ////////////////////////////////////////////////////////////////////////
 // Implementation of FGCropped Texture.
@@ -152,13 +167,16 @@ FGCroppedTexture::~FGCroppedTexture ()
 }
 
 
-ssgTexture *
+osg::StateSet*
 FGCroppedTexture::getTexture ()
 {
   if (_texture == 0) {
-    _texture = FGTextureManager::createTexture(_path);
+    _texture = new osg::StateSet;
+    _texture->setTextureAttribute(0, FGTextureManager::createTexture(_path));
+    _texture->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
+    _texture->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
   }
-  return _texture;
+  return _texture.get();
 }
 
 
@@ -167,10 +185,9 @@ FGCroppedTexture::getTexture ()
 // Implementation of FGPanel.
 ////////////////////////////////////////////////////////////////////////
 
-FGPanel * current_panel = NULL;
 static fntRenderer text_renderer;
-static fntTexFont *default_font;
-static fntTexFont *led_font;
+static sgVec4 panel_color;
+static sgVec4 emissive_panel_color = {1,1,1,1};
 
 /**
  * Constructor.
@@ -179,12 +196,16 @@ FGPanel::FGPanel ()
   : _mouseDown(false),
     _mouseInstrument(0),
     _width(WIN_W), _height(int(WIN_H * 0.5768 + 1)),
-    _x_offset(0), _y_offset(0), _view_height(int(WIN_H * 0.4232)),
-    _jitter(0.0),
+    _view_height(int(WIN_H * 0.4232)),
+    _visibility(fgGetNode("/sim/panel/visibility", true)),
+    _x_offset(fgGetNode("/sim/panel/x-offset", true)),
+    _y_offset(fgGetNode("/sim/panel/y-offset", true)),
+    _jitter(fgGetNode("/sim/panel/jitter", true)),
+    _flipx(fgGetNode("/sim/panel/flip-x", true)),
     _xsize_node(fgGetNode("/sim/startup/xsize", true)),
-    _ysize_node(fgGetNode("/sim/startup/ysize", true))
+    _ysize_node(fgGetNode("/sim/startup/ysize", true)),
+    _enable_depth_test(false)
 {
-  setVisibility(fgPanelVisible());
 }
 
 
@@ -218,28 +239,6 @@ FGPanel::addInstrument (FGPanelInstrument * instrument)
 void
 FGPanel::init ()
 {
-    SGPath base_path;
-    char* envp = ::getenv( "FG_FONTS" );
-    if ( envp != NULL ) {
-        base_path.set( envp );
-    } else {
-        base_path.set( globals->get_fg_root() );
-       base_path.append( "Fonts" );
-    }
-
-    SGPath fntpath;
-
-    // Install the default font
-    fntpath = base_path;
-    fntpath.append( "typewriter.txf" );
-    default_font = new fntTexFont ;
-    default_font -> load ( (char *)fntpath.c_str() ) ;
-
-    // Install the LED font
-    fntpath = base_path;
-    fntpath.append( "led.txf" );
-    led_font = new fntTexFont ;
-    led_font -> load ( (char *)fntpath.c_str() ) ;
 }
 
 
@@ -265,245 +264,265 @@ FGPanel::unbind ()
 }
 
 
+void
+FGPanel::update (double dt)
+{
+  std::cout << "OSGFIXME" << std::endl;
+}
+
+void
+FGPanel::update (osg::State& state, GLfloat winx, GLfloat winw, GLfloat winy, GLfloat winh)
+{
+                               // Calculate accelerations
+                               // and jiggle the panel accordingly
+                               // The factors and bounds are just
+                               // initial guesses; using sqrt smooths
+                               // out the spikes.
+  double x_offset = _x_offset->getIntValue();
+  double y_offset = _y_offset->getIntValue();
+
+
+  glMatrixMode(GL_PROJECTION);
+  glPushMatrix();
+  glLoadIdentity();
+  if ( _flipx->getBoolValue() ) {
+    gluOrtho2D(winx + winw, winx, winy + winh, winy); /* up side down */
+  } else {
+    gluOrtho2D(winx, winx + winw, winy, winy + winh); /* right side up */
+  }
+  
+  glMatrixMode(GL_MODELVIEW);
+  glPushMatrix();
+  glLoadIdentity();
+  
+  glTranslated(x_offset, y_offset, 0);
+  
+  draw(state);
+
+  glMatrixMode(GL_PROJECTION);
+  glPopMatrix();
+  glMatrixMode(GL_MODELVIEW);
+  glPopMatrix();
+}
+
 /**
  * Update the panel.
  */
 void
-FGPanel::update (int dt)
+FGPanel::update (osg::State& state)
 {
-                               // TODO: cache the nodes
-    _visibility = fgGetBool("/sim/panel/visibility");
-    _x_offset = fgGetInt("/sim/panel/x-offset");
-    _y_offset = fgGetInt("/sim/panel/y-offset");
-    _jitter = fgGetFloat("/sim/panel/jitter");
-
                                // Do nothing if the panel isn't visible.
     if ( !fgPanelVisible() ) {
         return;
     }
 
-                               // If the mouse is down, do something
-    if (_mouseDown) {
-        _mouseDelay--;
-        if (_mouseDelay < 0) {
-            _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
-            _mouseDelay = 2;
-        }
-    }
+    updateMouseDelay();
 
                                // Now, draw the panel
     float aspect_adjust = get_aspect_adjust(_xsize_node->getIntValue(),
                                             _ysize_node->getIntValue());
     if (aspect_adjust <1.0)
-        update(WIN_X, int(WIN_W * aspect_adjust), WIN_Y, WIN_H);
+        update(state, WIN_X, int(WIN_W * aspect_adjust), WIN_Y, WIN_H);
     else
-        update(WIN_X, WIN_W, WIN_Y, int(WIN_H / aspect_adjust));
+        update(state, WIN_X, WIN_W, WIN_Y, int(WIN_H / aspect_adjust));
+}
+
+/**
+ * Handle repeatable mouse events.  Called from update() and from
+ * fgUpdate3DPanels().  This functionality needs to move into the
+ * input subsystem.  Counting a tick every two frames is clumsy...
+ */
+void FGPanel::updateMouseDelay()
+{
+    if (_mouseDown) {
+        _mouseDelay--;
+        if (_mouseDelay < 0) {
+            _mouseInstrument->doMouseAction(_mouseButton, 0, _mouseX, _mouseY);
+            _mouseDelay = 2;
+        }
+    }
 }
 
 
 void
-FGPanel::update (GLfloat winx, GLfloat winw, GLfloat winy, GLfloat winh)
-{
-                               // Calculate accelerations
-                               // and jiggle the panel accordingly
-                               // The factors and bounds are just
-                               // initial guesses; using sqrt smooths
-                               // out the spikes.
-  double x_offset = _x_offset;
-  double y_offset = _y_offset;
-
-  if (_jitter != 0.0) {
-    double a_x_pilot = current_aircraft.fdm_state->get_A_X_pilot();
-    double a_y_pilot = current_aircraft.fdm_state->get_A_Y_pilot();
-    double a_z_pilot = current_aircraft.fdm_state->get_A_Z_pilot();
-
-    double a_zx_pilot = a_z_pilot - a_x_pilot;
-    
-    int x_adjust = int(sqrt(fabs(a_y_pilot) * _jitter)) *
-                  (a_y_pilot < 0 ? -1 : 1);
-    int y_adjust = int(sqrt(fabs(a_zx_pilot) * _jitter)) *
-                  (a_zx_pilot < 0 ? -1 : 1);
-
-                               // adjustments in screen coordinates
-    x_offset += x_adjust;
-    y_offset += y_adjust;
-  }
-
-  if(fgGetBool("/sim/virtual-cockpit")) {
-      setupVirtualCockpit();
-  } else {
-      glMatrixMode(GL_PROJECTION);
-      glPushMatrix();
-      glLoadIdentity();
-      gluOrtho2D(winx, winx + winw, winy, winy + winh); /* right side up */
-      // gluOrtho2D(winx + winw, winx, winy + winh, winy); /* up side down */
-      
-      glMatrixMode(GL_MODELVIEW);
-      glPushMatrix();
-      glLoadIdentity();
-      
-      glTranslated(x_offset, y_offset, 0);
+FGPanel::draw(osg::State& state)
+{
+  // In 3D mode, it's possible that we are being drawn exactly on top
+  // of an existing polygon.  Use an offset to prevent z-fighting.  In
+  // 2D mode, this is a no-op.
+  static osg::ref_ptr<osg::StateSet> panelStateSet;
+  if (!panelStateSet.valid()) {
+    panelStateSet = new osg::StateSet;
+    panelStateSet->setAttributeAndModes(new osg::PolygonOffset(-1, -POFF_UNITS));
+    panelStateSet->setTextureAttribute(0, new osg::TexEnv);
+
+    // Draw the background
+    panelStateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
+    panelStateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
+    panelStateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
+    panelStateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
+    osg::Material* material = new osg::Material;
+    material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
+    material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 1, 1, 1));
+    material->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 1, 1, 1));
+    material->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 0, 0, 1));
+    material->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 0, 0, 1));
+    panelStateSet->setAttribute(material);
+    panelStateSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
+    panelStateSet->setAttributeAndModes(new osg::CullFace(osg::CullFace::BACK));
+    panelStateSet->setAttributeAndModes(new osg::Depth(osg::Depth::LEQUAL));
   }
-  
-  // Draw the background
-  glEnable(GL_TEXTURE_2D);
-  glDisable(GL_LIGHTING);
-  glEnable(GL_BLEND);
-  glEnable(GL_ALPHA_TEST);
-  glEnable(GL_COLOR_MATERIAL);
-  // glColor4f(1.0, 1.0, 1.0, 1.0);
-  if ( cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES < 95.0 ) {
-      glColor4fv( cur_light_params.scene_diffuse );
-  } else {
-      glColor4f(0.7, 0.2, 0.2, 1.0);
+  if ( _enable_depth_test )
+    panelStateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
+  else
+    panelStateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
+  state.pushStateSet(panelStateSet.get());
+  state.apply();
+  state.setActiveTextureUnit(0);
+  state.setClientActiveTextureUnit(0);
+
+  FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
+  sgCopyVec4( panel_color, l->scene_diffuse().data());
+  if ( fgGetDouble("/systems/electrical/outputs/instrument-lights") > 1.0 ) {
+      if ( panel_color[0] < 0.7 ) panel_color[0] = 0.7;
+      if ( panel_color[1] < 0.2 ) panel_color[1] = 0.2;
+      if ( panel_color[2] < 0.2 ) panel_color[2] = 0.2;
   }
+  glColor4fv( panel_color );
   if (_bg != 0) {
-    glBindTexture(GL_TEXTURE_2D, _bg->getHandle());
-    // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
-    // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
-    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+    state.pushStateSet(_bg.get());
+    state.apply();
+    state.setActiveTextureUnit(0);
+    state.setClientActiveTextureUnit(0);
+
     glBegin(GL_POLYGON);
-    glTexCoord2f(0.0, 0.0); glVertex3f(WIN_X, WIN_Y, 0);
-    glTexCoord2f(1.0, 0.0); glVertex3f(WIN_X + _width, WIN_Y, 0);
-    glTexCoord2f(1.0, 1.0); glVertex3f(WIN_X + _width, WIN_Y + _height, 0);
-    glTexCoord2f(0.0, 1.0); glVertex3f(WIN_X, WIN_Y + _height, 0);
+    glTexCoord2f(0.0, 0.0); glVertex2f(WIN_X, WIN_Y);
+    glTexCoord2f(1.0, 0.0); glVertex2f(WIN_X + _width, WIN_Y);
+    glTexCoord2f(1.0, 1.0); glVertex2f(WIN_X + _width, WIN_Y + _height);
+    glTexCoord2f(0.0, 1.0); glVertex2f(WIN_X, WIN_Y + _height);
     glEnd();
+    state.popStateSet();
+    state.apply();
+    state.setActiveTextureUnit(0);
+    state.setClientActiveTextureUnit(0);
+
   } else {
     for (int i = 0; i < 4; i ++) {
       // top row of textures...(1,3,5,7)
-      glBindTexture(GL_TEXTURE_2D, _mbg[i*2]->getHandle());
-      glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+      state.pushStateSet(_mbg[i*2].get());
+      state.apply();
+      state.setActiveTextureUnit(0);
+      state.setClientActiveTextureUnit(0);
+
       glBegin(GL_POLYGON);
-      glTexCoord2f(0.0, 0.0); glVertex3f(WIN_X + (_width/4) * i, WIN_Y + (_height/2), 0);
-      glTexCoord2f(1.0, 0.0); glVertex3f(WIN_X + (_width/4) * (i+1), WIN_Y + (_height/2), 0);
-      glTexCoord2f(1.0, 1.0); glVertex3f(WIN_X + (_width/4) * (i+1), WIN_Y + _height, 0);
-      glTexCoord2f(0.0, 1.0); glVertex3f(WIN_X + (_width/4) * i, WIN_Y + _height, 0);
+      glTexCoord2f(0.0, 0.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y + (_height/2));
+      glTexCoord2f(1.0, 0.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y + (_height/2));
+      glTexCoord2f(1.0, 1.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y + _height);
+      glTexCoord2f(0.0, 1.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y + _height);
       glEnd();
+      state.popStateSet();
+      state.apply();
+      state.setActiveTextureUnit(0);
+      state.setClientActiveTextureUnit(0);
+
       // bottom row of textures...(2,4,6,8)
-      glBindTexture(GL_TEXTURE_2D, _mbg[(i*2)+1]->getHandle());
-      glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+      state.pushStateSet(_mbg[i*2+1].get());
+      state.apply();
+      state.setActiveTextureUnit(0);
+      state.setClientActiveTextureUnit(0);
+
       glBegin(GL_POLYGON);
-      glTexCoord2f(0.0, 0.0); glVertex3f(WIN_X + (_width/4) * i, WIN_Y, 0);
-      glTexCoord2f(1.0, 0.0); glVertex3f(WIN_X + (_width/4) * (i+1), WIN_Y, 0);
-      glTexCoord2f(1.0, 1.0); glVertex3f(WIN_X + (_width/4) * (i+1), WIN_Y + (_height/2), 0);
-      glTexCoord2f(0.0, 1.0); glVertex3f(WIN_X + (_width/4) * i, WIN_Y + (_height/2), 0);
+      glTexCoord2f(0.0, 0.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y);
+      glTexCoord2f(1.0, 0.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y);
+      glTexCoord2f(1.0, 1.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y + (_height/2));
+      glTexCoord2f(0.0, 1.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y + (_height/2));
       glEnd();
-    }
+      state.popStateSet();
+      state.apply();
+      state.setActiveTextureUnit(0);
+      state.setClientActiveTextureUnit(0);
 
+    }
   }
 
-                               // Draw the instruments.
+  // Draw the instruments.
+  // Syd Adams: added instrument clipping
   instrument_list_type::const_iterator current = _instruments.begin();
   instrument_list_type::const_iterator end = _instruments.end();
 
+  GLdouble blx[4]={1.0,0.0,0.0,0.0};
+  GLdouble bly[4]={0.0,1.0,0.0,0.0};
+  GLdouble urx[4]={-1.0,0.0,0.0,0.0};
+  GLdouble ury[4]={0.0,-1.0,0.0,0.0};
+
   for ( ; current != end; current++) {
     FGPanelInstrument * instr = *current;
     glPushMatrix();
     glTranslated(instr->getXPos(), instr->getYPos(), 0);
-    instr->draw();
+
+    int ix= instr->getWidth();
+    int iy= instr->getHeight();
+    glPushMatrix();
+    glTranslated(-ix/2,-iy/2,0);
+    glClipPlane(GL_CLIP_PLANE0,blx);
+    glClipPlane(GL_CLIP_PLANE1,bly);
+    glEnable(GL_CLIP_PLANE0);
+    glEnable(GL_CLIP_PLANE1);
+
+    glTranslated(ix,iy,0);
+    glClipPlane(GL_CLIP_PLANE2,urx);
+    glClipPlane(GL_CLIP_PLANE3,ury);
+    glEnable(GL_CLIP_PLANE2);
+    glEnable(GL_CLIP_PLANE3);
     glPopMatrix();
-  }
+    instr->draw(state);
 
-  if(fgGetBool("/sim/virtual-cockpit")) {
-      cleanupVirtualCockpit();
-  } else {
-      glMatrixMode(GL_PROJECTION);
-      glPopMatrix();
-      glMatrixMode(GL_MODELVIEW);
-      glPopMatrix();
+    glPopMatrix();
   }
 
-  ssgForceBasicState();
-  glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-}
+  glDisable(GL_CLIP_PLANE0);
+  glDisable(GL_CLIP_PLANE1);
+  glDisable(GL_CLIP_PLANE2);
+  glDisable(GL_CLIP_PLANE3);
+
+  state.popStateSet();
+  state.apply();
+  state.setActiveTextureUnit(0);
+  state.setClientActiveTextureUnit(0);
+
+
+  // Draw yellow "hotspots" if directed to.  This is a panel authoring
+  // feature; not intended to be high performance or to look good.
+  if ( fgGetBool("/sim/panel-hotspots") ) {
+    static osg::ref_ptr<osg::StateSet> hotspotStateSet;
+    if (!hotspotStateSet.valid()) {
+      hotspotStateSet = new osg::StateSet;
+      hotspotStateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
+      hotspotStateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
+    }
 
-void
-FGPanel::setupVirtualCockpit()
-{
-    int i;
-    FGViewer* view = globals->get_current_view();
-
-    // Generate corners for the panel quad.  Put the top edge of the
-    // panel 1m in and 6 degrees down from the forward direction, and
-    // make the whole thing 60 degrees wide.  In principle, these
-    // should be settable per-panel, so that you can have lots of
-    // panel objects plastered about the cockpit in realistic
-    // positions and orientations.
-    float a[3], b[3], c[3];
-    float pw = tan(30*SGD_DEGREES_TO_RADIANS);
-    float ph = 2 * pw * (float)_height/(float)_width;
-    float ptop = -tan(6*SGD_DEGREES_TO_RADIANS);
-    a[0] = -pw; a[1] = ptop-ph; a[2] = -1; // bottom left
-    b[0] =  pw; b[1] = ptop-ph; b[2] = -1; // bottom right
-    c[0] = -pw; c[1] = ptop;    c[2] = -1; // top left
-
-    // A standard projection, in meters, with especially close clip
-    // planes.
-    glMatrixMode(GL_PROJECTION);
-    glPushMatrix();
-    glLoadIdentity();
-    gluPerspective(view->get_v_fov(), 1/view->get_aspect_ratio(), 
-                  0.01, 100);
+    state.pushStateSet(hotspotStateSet.get());
+    state.apply();
+    state.setActiveTextureUnit(0);
+    state.setClientActiveTextureUnit(0);
 
-    glMatrixMode(GL_MODELVIEW);
-    glPushMatrix();
-    glLoadIdentity();
-
-    // Generate a "look at" matrix using OpenGL (!) coordinate
-    // conventions.
-    float lookat[3];
-    float pitch = view->getPitchOffset_deg() * SGD_DEGREES_TO_RADIANS;
-    float rot = view->getHeadingOffset_deg() * SGD_DEGREES_TO_RADIANS;
-    lookat[0] = -sin(rot);
-    lookat[1] = sin(pitch) / cos(pitch);
-    lookat[2] = -cos(rot);
-    if(fabs(lookat[1]) > 9999) lookat[1] = 9999; // FPU sanity
-    gluLookAt(0, 0, 0, lookat[0], lookat[1], lookat[2], 0, 1, 0);
-
-    // Translate the origin to the location of the panel quad
-    glTranslatef(a[0], a[1], a[2]);
-    // Generate a matrix to translate unit square coordinates from the
-    // panel to real world coordinates.  Use a transposed basis for
-    // the panel quad.  Note: this matrix is relatively expensive to
-    // compute, and is invariant.  Consider precomputing and storing
-    // it.  Also, consider using the plib vector math routines, so the
-    // reuse junkies don't yell at me.  (Fine, I hard-coded a cross
-    // product.  Just shoot me and be done with it.)
-    float u[3], v[3], w[3], m[16];
-    for(i=0; i<3; i++) u[i] = b[i] - a[i]; // U = B - A
-    for(i=0; i<3; i++) v[i] = c[i] - a[i]; // V = C - A
-    w[0] = u[1]*v[2] - v[1]*u[2];          // W = U x V
-    w[1] = u[2]*v[0] - v[2]*u[0];
-    w[2] = u[0]*v[1] - v[0]*u[1];
-
-    m[0] = u[0]; m[4] = v[0]; m[8]  = w[0]; m[12] = 0; //     |Ux Vx Wx|
-    m[1] = u[1]; m[5] = v[1]; m[9]  = w[1]; m[13] = 0; // m = |Uy Vy Wy|
-    m[2] = u[2]; m[6] = v[2]; m[10] = w[2]; m[14] = 0; //     |Uz Vz Wz|
-    m[3] = 0;    m[7] = 0;    m[11] = 0;    m[15] = 1;
-    glMultMatrixf(m);
-
-    // Finally, a scaling factor to map the panel's width and height
-    // to the unit square.
-    glScalef(1./_width, 1./_height, 1);
-
-    // Now, turn off the Z buffer.  The panel code doesn't need
-    // it, and we're using different clip planes anyway (meaning we
-    // can't share it without glDepthRange() hackery or much
-    // framebuffer bandwidth wasteage)
-    glDisable(GL_DEPTH_TEST);
-}
 
-void
-FGPanel::cleanupVirtualCockpit()
-{
-    glMatrixMode(GL_PROJECTION);
-    glPopMatrix();
-    glMatrixMode(GL_MODELVIEW);
-    glPopMatrix();
-    glEnable(GL_DEPTH_TEST);
-}
+    glPushAttrib(GL_ENABLE_BIT);
+    glDisable(GL_COLOR_MATERIAL);
+    glColor3f(1, 1, 0);
+    
+    for ( unsigned int i = 0; i < _instruments.size(); i++ )
+      _instruments[i]->drawHotspots(state);
+
+    glPopAttrib();
+
+    state.popStateSet();
+    state.apply();
+    state.setActiveTextureUnit(0);
+    state.setClientActiveTextureUnit(0);
 
+  }
+}
 
 /**
  * Set the panel's visibility.
@@ -511,7 +530,7 @@ FGPanel::cleanupVirtualCockpit()
 void
 FGPanel::setVisibility (bool visibility)
 {
-  _visibility = visibility;
+  _visibility->setBoolValue( visibility );
 }
 
 
@@ -521,7 +540,7 @@ FGPanel::setVisibility (bool visibility)
 bool
 FGPanel::getVisibility () const
 {
-  return _visibility;
+  return _visibility->getBoolValue();
 }
 
 
@@ -529,19 +548,28 @@ FGPanel::getVisibility () const
  * Set the panel's background texture.
  */
 void
-FGPanel::setBackground (ssgTexture * texture)
+FGPanel::setBackground (osg::Texture2D* texture)
 {
-  _bg = texture;
+  osg::StateSet* stateSet = new osg::StateSet;
+  stateSet->setTextureAttribute(0, texture);
+  stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
+  stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
+  _bg = stateSet;
 }
 
 /**
  * Set the panel's multiple background textures.
  */
 void
-FGPanel::setMultiBackground (ssgTexture * texture, int idx)
+FGPanel::setMultiBackground (osg::Texture2D* texture, int idx)
 {
   _bg = 0;
-  _mbg[idx] = texture;
+
+  osg::StateSet* stateSet = new osg::StateSet;
+  stateSet->setTextureAttribute(0, texture);
+  stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
+  stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
+  _mbg[idx] = stateSet;
 }
 
 /**
@@ -551,7 +579,7 @@ void
 FGPanel::setXOffset (int offset)
 {
   if (offset <= 0 && offset >= -_width + WIN_W)
-    _x_offset = offset;
+    _x_offset->setIntValue( offset );
 }
 
 
@@ -562,43 +590,27 @@ void
 FGPanel::setYOffset (int offset)
 {
   if (offset <= 0 && offset >= -_height)
-    _y_offset = offset;
+    _y_offset->setIntValue( offset );
 }
 
-
 /**
- * Perform a mouse action.
+ * Handle a mouse action in panel-local (not screen) coordinates.
+ * Used by the 3D panel code in Model/panelnode.cxx, in situations
+ * where the panel doesn't control its own screen location.
  */
 bool
-FGPanel::doMouseAction (int button, int updown, int x, int y)
+FGPanel::doLocalMouseAction(int button, int updown, int x, int y)
 {
-                               // FIXME: this same code appears in update()
-  int xsize = _xsize_node->getIntValue();
-  int ysize = _ysize_node->getIntValue();
-  float aspect_adjust = get_aspect_adjust(xsize, ysize);
-
-                               // Note a released button and return
-  // cerr << "Doing mouse action\n";
+  // Note a released button and return
   if (updown == 1) {
+    if (_mouseInstrument != 0)
+        _mouseInstrument->doMouseAction(_mouseButton, 1, _mouseX, _mouseY);
     _mouseDown = false;
     _mouseInstrument = 0;
     return false;
   }
 
-                               // Scale for the real window size.
-  if (aspect_adjust < 1.0) {
-    x = int(((float)x / xsize) * WIN_W * aspect_adjust);
-    y = int(WIN_H - ((float(y) / ysize) * WIN_H));
-  } else {
-    x = int(((float)x / xsize) * WIN_W);
-    y = int((WIN_H - ((float(y) / ysize) * WIN_H)) / aspect_adjust);
-  }
-
-                               // Adjust for offsets.
-  x -= _x_offset;
-  y -= _y_offset;
-
-                               // Search for a matching instrument.
+  // Search for a matching instrument.
   for (int i = 0; i < (int)_instruments.size(); i++) {
     FGPanelInstrument *inst = _instruments[i];
     int ix = inst->getXPos();
@@ -612,13 +624,47 @@ FGPanel::doMouseAction (int button, int updown, int x, int y)
       _mouseButton = button;
       _mouseX = x - ix;
       _mouseY = y - iy;
-                               // Always do the action once.
-      return _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
+      // Always do the action once.
+      return _mouseInstrument->doMouseAction(_mouseButton, 0,
+                                             _mouseX, _mouseY);
     }
   }
   return false;
 }
 
+/**
+ * Perform a mouse action.
+ */
+bool
+FGPanel::doMouseAction (int button, int updown, int x, int y)
+{
+                               // FIXME: this same code appears in update()
+  int xsize = _xsize_node->getIntValue();
+  int ysize = _ysize_node->getIntValue();
+  float aspect_adjust = get_aspect_adjust(xsize, ysize);
+
+                               // Scale for the real window size.
+  if (aspect_adjust < 1.0) {
+    x = int(((float)x / xsize) * WIN_W * aspect_adjust);
+    y = int(WIN_H - ((float(y) / ysize) * WIN_H));
+  } else {
+    x = int(((float)x / xsize) * WIN_W);
+    y = int((WIN_H - ((float(y) / ysize) * WIN_H)) / aspect_adjust);
+  }
+
+                               // Adjust for offsets.
+  x -= _x_offset->getIntValue();
+  y -= _y_offset->getIntValue();
+
+  // Having fixed up the coordinates, fall through to the local
+  // coordinate handler.
+  return doLocalMouseAction(button, updown, x, y);
+} 
+
+void FGPanel::setDepthTest (bool enable) {
+    _enable_depth_test = enable;
+}
+
 
 \f
 ////////////////////////////////////////////////////////////////////////.
@@ -629,31 +675,39 @@ FGPanelAction::FGPanelAction ()
 {
 }
 
-FGPanelAction::FGPanelAction (int button, int x, int y, int w, int h)
-  : _button(button), _x(x), _y(y), _w(w), _h(h)
+FGPanelAction::FGPanelAction (int button, int x, int y, int w, int h,
+                              bool repeatable)
+    : _button(button), _x(x), _y(y), _w(w), _h(h), _repeatable(repeatable)
 {
-  for (unsigned int i = 0; i < _bindings.size(); i++)
-    delete _bindings[i];
 }
 
 FGPanelAction::~FGPanelAction ()
 {
+  for (unsigned int i = 0; i < 2; i++) {
+      for (unsigned int j = 0; j < _bindings[i].size(); j++)
+          delete _bindings[i][j];
+  }
 }
 
 void
-FGPanelAction::addBinding (FGBinding * binding)
+FGPanelAction::addBinding (SGBinding * binding, int updown)
 {
-  _bindings.push_back(binding);
+  _bindings[updown].push_back(binding);
 }
 
-void
-FGPanelAction::doAction ()
+bool
+FGPanelAction::doAction (int updown)
 {
   if (test()) {
-    int nBindings = _bindings.size();
-    for (int i = 0; i < nBindings; i++) {
-      _bindings[i]->fire();
+    if ((updown != _last_state) || (updown == 0 && _repeatable)) {
+        int nBindings = _bindings[updown].size();
+        for (int i = 0; i < nBindings; i++)
+            _bindings[updown][i]->fire();
     }
+    _last_state = updown;
+    return true;
+  } else {
+    return false;
   }
 }
 
@@ -702,6 +756,25 @@ FGPanelInstrument::~FGPanelInstrument ()
   }
 }
 
+void
+FGPanelInstrument::drawHotspots(osg::State& state)
+{
+  for ( unsigned int i = 0; i < _actions.size(); i++ ) {
+    FGPanelAction* a = _actions[i];
+    float x1 = getXPos() + a->getX();
+    float x2 = x1 + a->getWidth();
+    float y1 = getYPos() + a->getY();
+    float y2 = y1 + a->getHeight();
+
+    glBegin(GL_LINE_LOOP);
+    glVertex2f(x1, y1);
+    glVertex2f(x1, y2);
+    glVertex2f(x2, y2);
+    glVertex2f(x2, y1);
+    glEnd();
+  }
+}
+
 void
 FGPanelInstrument::setPosition (int x, int y)
 {
@@ -748,16 +821,15 @@ FGPanelInstrument::addAction (FGPanelAction * action)
 
                                // Coordinates relative to centre.
 bool
-FGPanelInstrument::doMouseAction (int button, int x, int y)
+FGPanelInstrument::doMouseAction (int button, int updown, int x, int y)
 {
   if (test()) {
     action_list_type::iterator it = _actions.begin();
     action_list_type::iterator last = _actions.end();
     for ( ; it != last; it++) {
-      if ((*it)->inArea(button, x, y)) {
-       (*it)->doAction();
-       return true;
-      }
+      if ((*it)->inArea(button, x, y) &&
+          (*it)->doAction(updown))
+        return true;
     }
   }
   return false;
@@ -783,16 +855,15 @@ FGLayeredInstrument::~FGLayeredInstrument ()
 }
 
 void
-FGLayeredInstrument::draw ()
+FGLayeredInstrument::draw (osg::State& state)
 {
-  if (test()) {
-    for (int i = 0; i < (int)_layers.size(); i++) {
-      glPushMatrix();
-      if(!fgGetBool("/sim/virtual-cockpit"))
-         glTranslatef(0.0, 0.0, (i / 100.0) + 0.1);
-      _layers[i]->draw();
-      glPopMatrix();
-    }
+  if (!test())
+    return;
+  
+  for (int i = 0; i < (int)_layers.size(); i++) {
+    glPushMatrix();
+    _layers[i]->draw(state);
+    glPopMatrix();
   }
 }
 
@@ -811,7 +882,7 @@ FGLayeredInstrument::addLayer (FGInstrumentLayer *layer)
 }
 
 int
-FGLayeredInstrument::addLayer (FGCroppedTexture &texture,
+FGLayeredInstrument::addLayer (const FGCroppedTexture &texture,
                               int w, int h)
 {
   return addLayer(new FGTexturedLayer(texture, w, h));
@@ -825,6 +896,28 @@ FGLayeredInstrument::addTransformation (FGPanelTransformation * transformation)
 }
 
 
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGSpecialInstrument.
+////////////////////////////////////////////////////////////////////////
+
+FGSpecialInstrument::FGSpecialInstrument (DCLGPS* sb)
+  : FGPanelInstrument()
+{
+  complex = sb;
+}
+
+FGSpecialInstrument::~FGSpecialInstrument ()
+{
+}
+
+void
+FGSpecialInstrument::draw (osg::State& state)
+{
+  complex->draw();
+}
+
+
 \f
 ////////////////////////////////////////////////////////////////////////
 // Implementation of FGInstrumentLayer.
@@ -855,12 +948,16 @@ FGInstrumentLayer::transform () const
     FGPanelTransformation *t = *it;
     if (t->test()) {
       float val = (t->node == 0 ? 0.0 : t->node->getFloatValue());
+
+      if (t->has_mod)
+          val = fmod(val, t->mod);
       if (val < t->min) {
        val = t->min;
       } else if (val > t->max) {
        val = t->max;
       }
-      if(t->table==0) {
+
+      if (t->table==0) {
        val = val * t->factor + t->offset;
       } else {
        val = t->table->interpolate(val) * t->factor + t->offset;
@@ -905,12 +1002,13 @@ FGGroupLayer::~FGGroupLayer ()
 }
 
 void
-FGGroupLayer::draw ()
+FGGroupLayer::draw (osg::State& state)
 {
   if (test()) {
+    transform();
     int nLayers = _layers.size();
     for (int i = 0; i < nLayers; i++)
-      _layers[i]->draw();
+      _layers[i]->draw(state);
   }
 }
 
@@ -928,7 +1026,8 @@ FGGroupLayer::addLayer (FGInstrumentLayer * layer)
 
 
 FGTexturedLayer::FGTexturedLayer (const FGCroppedTexture &texture, int w, int h)
-  : FGInstrumentLayer(w, h)
+  : FGInstrumentLayer(w, h),
+    _emissive(false)
 {
   setTexture(texture);
 }
@@ -940,30 +1039,38 @@ FGTexturedLayer::~FGTexturedLayer ()
 
 
 void
-FGTexturedLayer::draw ()
+FGTexturedLayer::draw (osg::State& state)
 {
   if (test()) {
     int w2 = _w / 2;
     int h2 = _h / 2;
     
     transform();
-    glBindTexture(GL_TEXTURE_2D, _texture.getTexture()->getHandle());
+    state.pushStateSet(_texture.getTexture());
+    state.apply();
+    state.setActiveTextureUnit(0);
+    state.setClientActiveTextureUnit(0);
+
     glBegin(GL_POLYGON);
-    
+
+    if (_emissive) {
+      glColor4fv( emissive_panel_color );
+    } else {
                                // From Curt: turn on the panel
                                // lights after sundown.
-    if ( cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES < 95.0 ) {
-      glColor4fv( cur_light_params.scene_diffuse );
-    } else {
-      glColor4f(0.7, 0.2, 0.2, 1.0);
+      glColor4fv( panel_color );
     }
 
-
     glTexCoord2f(_texture.getMinX(), _texture.getMinY()); glVertex2f(-w2, -h2);
     glTexCoord2f(_texture.getMaxX(), _texture.getMinY()); glVertex2f(w2, -h2);
     glTexCoord2f(_texture.getMaxX(), _texture.getMaxY()); glVertex2f(w2, h2);
     glTexCoord2f(_texture.getMinX(), _texture.getMaxY()); glVertex2f(-w2, h2);
     glEnd();
+    state.popStateSet();
+    state.apply();
+    state.setActiveTextureUnit(0);
+    state.setClientActiveTextureUnit(0);
+
   }
 }
 
@@ -974,7 +1081,7 @@ FGTexturedLayer::draw ()
 ////////////////////////////////////////////////////////////////////////
 
 FGTextLayer::FGTextLayer (int w, int h)
-  : FGInstrumentLayer(w, h), _pointSize(14.0), _font_name("default")
+  : FGInstrumentLayer(w, h), _pointSize(14.0), _font_name("Helvetica.txf")
 {
   _then.stamp();
   _color[0] = _color[1] = _color[2] = 0.0;
@@ -991,31 +1098,46 @@ FGTextLayer::~FGTextLayer ()
 }
 
 void
-FGTextLayer::draw ()
+FGTextLayer::draw (osg::State& state)
 {
   if (test()) {
-    glPushMatrix();
     glColor4fv(_color);
     transform();
-    if ( _font_name == "led" ) {
-       text_renderer.setFont(led_font);
-    } else {
-       text_renderer.setFont(guiFntHandle);
-    }
+
+    FGFontCache *fc = globals->get_fontcache();
+    text_renderer.setFont(fc->getTexFont(_font_name.c_str()));
+
     text_renderer.setPointSize(_pointSize);
     text_renderer.begin();
     text_renderer.start3f(0, 0, 0);
 
     _now.stamp();
-    if (_now - _then > 100000) {
+    long diff = _now - _then;
+
+    if (diff > 100000 || diff < 0 ) {
+      // ( diff < 0 ) is a sanity check and indicates our time stamp
+      // difference math probably overflowed.  We can handle a max
+      // difference of 35.8 minutes since the returned value is in
+      // usec.  So if the panel is left off longer than that we can
+      // over flow the math with it is turned back on.  This (diff <
+      // 0) catches that situation, get's us out of trouble, and
+      // back on track.
       recalc_value();
       _then = _now;
     }
+
+    // Something is goofy.  The code in this file renders only CCW
+    // polygons, and I have verified that the font code in plib
+    // renders only CCW trianbles.  Yet they come out backwards.
+    // Something around here or in plib is either changing the winding
+    // order or (more likely) pushing a left-handed matrix onto the
+    // stack.  But I can't find it; get out the chainsaw...
+    glFrontFace(GL_CW);
     text_renderer.puts((char *)(_value.c_str()));
+    glFrontFace(GL_CCW);
 
     text_renderer.end();
     glColor4f(1.0, 1.0, 1.0, 1.0);     // FIXME
-    glPopMatrix();
   }
 }
 
@@ -1043,7 +1165,7 @@ FGTextLayer::setPointSize (float size)
 void
 FGTextLayer::setFontName(const string &name)
 {
-  _font_name = name;
+  _font_name = name + ".txf";
 }
 
 
@@ -1080,8 +1202,9 @@ FGTextLayer::Chunk::Chunk (const string &text, const string &fmt)
 }
 
 FGTextLayer::Chunk::Chunk (ChunkType type, const SGPropertyNode * node,
-                          const string &fmt, float mult)
-  : _type(type), _fmt(fmt), _mult(mult)
+                          const string &fmt, float mult, float offs,
+                           bool truncation)
+  : _type(type), _fmt(fmt), _mult(mult), _offs(offs), _trunc(truncation)
 {
   if (_fmt.empty()) {
     if (type == TEXT_VALUE)
@@ -1105,7 +1228,9 @@ FGTextLayer::Chunk::getValue () const
       sprintf(_buf, _fmt.c_str(), _node->getStringValue());
       break;
     case DOUBLE_VALUE:
-      sprintf(_buf, _fmt.c_str(), _node->getFloatValue() * _mult);
+      double d = _offs + _node->getFloatValue() * _mult;
+      if (_trunc)  d = (d < 0) ? -floor(-d) : floor(d);
+      sprintf(_buf, _fmt.c_str(), d);
       break;
     }
     return _buf;
@@ -1120,34 +1245,25 @@ FGTextLayer::Chunk::getValue () const
 // Implementation of FGSwitchLayer.
 ////////////////////////////////////////////////////////////////////////
 
-FGSwitchLayer::FGSwitchLayer (int w, int h, const SGPropertyNode * node,
-                             FGInstrumentLayer * layer1,
-                             FGInstrumentLayer * layer2)
-  : FGInstrumentLayer(w, h), _node(node), _layer1(layer1), _layer2(layer2)
-{
-}
-
-FGSwitchLayer::~FGSwitchLayer ()
+FGSwitchLayer::FGSwitchLayer ()
+  : FGGroupLayer()
 {
-  delete _layer1;
-  delete _layer2;
 }
 
 void
-FGSwitchLayer::draw ()
+FGSwitchLayer::draw (osg::State& state)
 {
   if (test()) {
     transform();
-    if (_node->getBoolValue()) {
-      _layer1->draw();
-    } else {
-      _layer2->draw();
+    int nLayers = _layers.size();
+    for (int i = 0; i < nLayers; i++) {
+      if (_layers[i]->test()) {
+          _layers[i]->draw(state);
+          return;
+      }
     }
   }
 }
 
 \f
 // end of panel.cxx
-
-
-