]> git.mxchange.org Git - flightgear.git/blobdiff - src/Objects/obj.cxx
Moved some of the low level scene graph construction code over to simgear.
[flightgear.git] / src / Objects / obj.cxx
index 9685c76266923e052481a0bdebbce2591845c780..09fab77b734bb91132e79282a19d74aaf160eddf 100644 (file)
@@ -1,4 +1,5 @@
-// obj.cxx -- routines to handle "sorta" WaveFront .obj format files.
+// obj.cxx -- routines to handle loading scenery and building the plib
+//            scene graph.
 //
 // Written by Curtis Olson, started October 1997.
 //
 #include <simgear/misc/sgstream.hxx>
 #include <simgear/misc/stopwatch.hxx>
 #include <simgear/misc/texcoord.hxx>
+#include <simgear/scene/material/mat.hxx>
+#include <simgear/scene/material/matlib.hxx>
+#include <simgear/scene/tgdb/leaf.hxx>
+#include <simgear/scene/tgdb/pt_lights.hxx>
 
 #include <Main/globals.hxx>
 #include <Main/fg_props.hxx>
 #include <Time/light.hxx>
-#include <Scenery/tileentry.hxx>
 
-#include "newmat.hxx"
-#include "matlib.hxx"
-#include "pt_lights.hxx"
+
 #include "obj.hxx"
 
 SG_USING_STD(string);
@@ -71,85 +73,39 @@ typedef int_list::iterator int_list_iterator;
 typedef int_list::const_iterator int_point_list_iterator;
 
 
-static double normals[FG_MAX_NODES][3];
-static double tex_coords[FG_MAX_NODES*3][3];
-
-#if 0
 // not used because plib branches don't honor call backs.
 static int
-runway_lights_predraw (ssgEntity * e)
+runway_lights_pretrav (ssgEntity * e, int mask)
 {
                                 // Turn on lights only at night
     float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
-    return int((sun_angle > 90.0) ||
+    return int((sun_angle > 85.0) ||
                (fgGetDouble("/environment/visibility-m") < 5000.0));
 }
-#endif
-
-
-#define FG_TEX_CONSTANT 69.0
-
-// Calculate texture coordinates for a given point.
-static Point3D local_calc_tex_coords(const Point3D& node, const Point3D& ref) {
-    Point3D cp;
-    Point3D pp;
-    // double tmplon, tmplat;
-
-    // cout << "-> " << node[0] << " " << node[1] << " " << node[2] << endl;
-    // cout << "-> " << ref.x() << " " << ref.y() << " " << ref.z() << endl;
-
-    cp = Point3D( node[0] + ref.x(),
-                  node[1] + ref.y(),
-                  node[2] + ref.z() );
-
-    pp = sgCartToPolar3d(cp);
-
-    // tmplon = pp.lon() * SGD_RADIANS_TO_DEGREES;
-    // tmplat = pp.lat() * SGD_RADIANS_TO_DEGREES;
-    // cout << tmplon << " " << tmplat << endl;
-
-    pp.setx( fmod(SGD_RADIANS_TO_DEGREES * FG_TEX_CONSTANT * pp.x(), 11.0) );
-    pp.sety( fmod(SGD_RADIANS_TO_DEGREES * FG_TEX_CONSTANT * pp.y(), 11.0) );
-
-    if ( pp.x() < 0.0 ) {
-        pp.setx( pp.x() + 11.0 );
-    }
-
-    if ( pp.y() < 0.0 ) {
-        pp.sety( pp.y() + 11.0 );
-    }
-
-    // cout << pp << endl;
-
-    return(pp);
-}
 
 
 // Generate an ocean tile
 bool fgGenTile( const string& path, SGBucket b,
-                      Point3D *center,
-                      double *bounding_radius,
-                      ssgBranch* geometry )
+                Point3D *center, double *bounding_radius,
+                SGMaterialLib *matlib, ssgBranch* geometry )
 {
-    FGNewMat *newmat;
-
     ssgSimpleState *state = NULL;
 
-    geometry -> setName ( (char *)path.c_str() ) ;
+    geometry->setName( (char *)path.c_str() );
 
     double tex_width = 1000.0;
     // double tex_height;
 
     // find Ocean material in the properties list
-    newmat = material_lib.find( "Ocean" );
-    if ( newmat != NULL ) {
+    SGMaterial *mat = matlib->find( "Ocean" );
+    if ( mat != NULL ) {
         // set the texture width and height values for this
         // material
-        tex_width = newmat->get_xsize();
+        tex_width = mat->get_xsize();
         // tex_height = newmat->get_ysize();
         
         // set ssgState
-        state = newmat->get_state();
+        state = mat->get_state();
     } else {
         SG_LOG( SG_TERRAIN, SG_ALERT, 
                 "Ack! unknown usemtl name = " << "Ocean" 
@@ -275,48 +231,6 @@ static void random_pt_inside_tri( float *res,
 }
 
 
-static void gen_random_surface_points( ssgLeaf *leaf, ssgVertexArray *lights,
-                                       double factor ) {
-    int num = leaf->getNumTriangles();
-    if ( num > 0 ) {
-        short int n1, n2, n3;
-        float *p1, *p2, *p3;
-        sgVec3 result;
-
-        // generate a repeatable random seed
-        p1 = leaf->getVertex( 0 );
-        unsigned int seed = (unsigned int)(fabs(p1[0]*100));
-        sg_srandom( seed );
-
-        for ( int i = 0; i < num; ++i ) {
-            leaf->getTriangle( i, &n1, &n2, &n3 );
-            p1 = leaf->getVertex(n1);
-            p2 = leaf->getVertex(n2);
-            p3 = leaf->getVertex(n3);
-            double area = sgTriArea( p1, p2, p3 );
-            double num = area / factor;
-
-            // generate a light point for each unit of area
-            while ( num > 1.0 ) {
-                random_pt_inside_tri( result, p1, p2, p3 );
-                lights->add( result );
-                num -= 1.0;
-            }
-            // for partial units of area, use a zombie door method to
-            // create the proper random chance of a light being created
-            // for this triangle
-            if ( num > 0.0 ) {
-                if ( sg_random() <= num ) {
-                    // a zombie made it through our door
-                    random_pt_inside_tri( result, p1, p2, p3 );
-                    lights->add( result );
-                }
-            }
-        }
-    }
-}
-
-
 /**
  * User data for populating leaves when they come in range.
  */
@@ -324,9 +238,9 @@ class LeafUserData : public ssgBase
 {
 public:
     bool is_filled_in;
-    ssgLeaf * leaf;
-    FGNewMat * mat;
-    ssgBranch * branch;
+    ssgLeaf *leaf;
+    SGMaterial *mat;
+    ssgBranch *branch;
     float sin_lat;
     float cos_lat;
     float sin_lon;
@@ -348,13 +262,13 @@ public:
   float * p3;
     sgVec3 center;
     double area;
-  FGNewMat::ObjectGroup * object_group;
+  SGMaterial::ObjectGroup * object_group;
   ssgBranch * branch;
     LeafUserData * leafData;
   unsigned int seed;
 
     void fill_in_triangle();
-    void add_object_to_triangle(FGNewMat::Object * object);
+    void add_object_to_triangle(SGMaterial::Object * object);
     void makeWorldMatrix (sgMat4 ROT, double hdg_deg );
 };
 
@@ -375,13 +289,13 @@ void TriUserData::fill_in_triangle ()
     int nObjects = object_group->get_object_count();
 
     for (int i = 0; i < nObjects; i++) {
-      FGNewMat::Object * object = object_group->get_object(i);
+      SGMaterial::Object * object = object_group->get_object(i);
       double num = area / object->get_coverage_m2();
 
       // place an object each unit of area
       while ( num > 1.0 ) {
-            add_object_to_triangle(object);
-        num -= 1.0;
+          add_object_to_triangle(object);
+          num -= 1.0;
       }
       // for partial units of area, use a zombie door method to
       // create the proper random chance of an object being created
@@ -395,11 +309,11 @@ void TriUserData::fill_in_triangle ()
     }
 }
 
-void TriUserData::add_object_to_triangle (FGNewMat::Object * object)
+void TriUserData::add_object_to_triangle (SGMaterial::Object * object)
 {
     // Set up the random heading if required.
     double hdg_deg = 0;
-    if (object->get_heading_type() == FGNewMat::Object::HEADING_RANDOM)
+    if (object->get_heading_type() == SGMaterial::Object::HEADING_RANDOM)
         hdg_deg = sg_random() * 360;
 
     sgMat4 mat;
@@ -407,7 +321,11 @@ void TriUserData::add_object_to_triangle (FGNewMat::Object * object)
 
     ssgTransform * pos = new ssgTransform;
     pos->setTransform(mat);
-    pos->addKid(object->get_random_model());
+    pos->addKid( object->get_random_model( globals->get_model_loader(),
+                                           globals->get_fg_root(),
+                                           globals->get_props(),
+                                           globals->get_sim_time_sec() )
+                 );
     branch->addKid(pos);
 }
 
@@ -506,7 +424,7 @@ tri_out_of_range_callback (ssgEntity * entity, int mask)
  * it works and seems fairly efficient (since branches can still
  * be culled when they're out of the view frustum).
  */
-class DummyBSphereEntity : public ssgEntity
+class DummyBSphereEntity : public ssgBranch
 {
 public:
   DummyBSphereEntity (float radius)
@@ -516,10 +434,6 @@ public:
   }
   virtual ~DummyBSphereEntity () {}
   virtual void recalcBSphere () { bsphere_is_invalid = false; }
-  virtual void cull (sgFrustum *f, sgMat4 m, int test_needed) {}
-  virtual void isect (sgSphere *s, sgMat4 m, int test_needed) {}
-  virtual void hot (sgVec3 s, sgMat4 m, int test_needed) {}
-  virtual void los (sgVec3 s, sgMat4 m, int test_needed) {}
 };
 
 
@@ -581,7 +495,7 @@ void LeafUserData::setup_triangle (int i )
     int num_groups = mat->get_object_group_count();
     for (int j = 0; j < num_groups; j++) {
                                 // Look up the random object.
-        FGNewMat::ObjectGroup * group = mat->get_object_group(j);
+        SGMaterial::ObjectGroup * group = mat->get_object_group(j);
 
                                 // Set up the range selector for the entire
                                 // triangle; note that we use the object
@@ -702,26 +616,19 @@ leaf_out_of_range_callback (ssgEntity * entity, int mask)
 static void
 gen_random_surface_objects (ssgLeaf *leaf,
                             ssgBranch *branch,
-                            Point3D * center,
-                            const string &material_name)
+                            Point3D *center,
+                            SGMaterial *mat )
 {
                                 // If the surface has no triangles, return
                                 // now.
     int num_tris = leaf->getNumTriangles();
     if (num_tris < 1)
-      return;
-
-                                // Get the material for this surface.
-    FGNewMat * mat = material_lib.find(material_name);
-    if (mat == 0) {
-      SG_LOG(SG_INPUT, SG_ALERT, "Unknown material " << material_name);
-      return;
-    }
+        return;
 
                                 // If the material has no randomly-placed
                                 // objects, return now.
     if (mat->get_object_group_count() < 1)
-      return;
+        return;
 
                                 // Calculate the geodetic centre of
                                 // the tile, for aligning automatic
@@ -772,602 +679,14 @@ gen_random_surface_objects (ssgLeaf *leaf,
 // Scenery loaders.
 ////////////////////////////////////////////////////////////////////////
 
-
-// Load an Ascii obj file
-ssgBranch *fgAsciiObjLoad( const string& path, FGTileEntry *t,
-                           ssgVertexArray *lights, const bool is_base)
-{
-    FGNewMat *newmat = NULL;
-    string material;
-    float coverage = -1;
-    Point3D pp;
-    // sgVec3 approx_normal;
-    // double normal[3], scale = 0.0;
-    // double x, y, z, xmax, xmin, ymax, ymin, zmax, zmin;
-    // GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 };
-    // GLint display_list = 0;
-    int shading;
-    bool in_faces = false;
-    int vncount, vtcount;
-    int n1 = 0, n2 = 0, n3 = 0;
-    int tex;
-    // int last1 = 0, last2 = 0;
-    bool odd = false;
-    point_list nodes;
-    Point3D node;
-    Point3D center;
-    double scenery_version = 0.0;
-    double tex_width = 1000.0, tex_height = 1000.0;
-    bool shared_done = false;
-    int_list fan_vertices;
-    int_list fan_tex_coords;
-    int i;
-    ssgSimpleState *state = NULL;
-    sgVec3 *vtlist, *vnlist;
-    sgVec2 *tclist;
-
-    ssgBranch *tile = new ssgBranch () ;
-
-    tile -> setName ( (char *)path.c_str() ) ;
-
-    // Attempt to open "path.gz" or "path"
-    sg_gzifstream in( path );
-    if ( ! in.is_open() ) {
-        SG_LOG( SG_TERRAIN, SG_DEBUG, "Cannot open file: " << path );
-        SG_LOG( SG_TERRAIN, SG_DEBUG, "default to ocean tile: " << path );
-
-        delete tile;
-
-        return NULL;
-    }
-
-    shading = fgGetBool("/sim/rendering/shading");
-
-    if ( is_base ) {
-        t->ncount = 0;
-    }
-    vncount = 0;
-    vtcount = 0;
-    if ( is_base ) {
-        t->bounding_radius = 0.0;
-    }
-    center = t->center;
-
-    // StopWatch stopwatch;
-    // stopwatch.start();
-
-    // ignore initial comments and blank lines. (priming the pump)
-    // in >> skipcomment;
-    // string line;
-
-    string token;
-    char c;
-
-#ifdef __MWERKS__
-    while ( in.get(c) && c  != '\0' ) {
-        in.putback(c);
-#else
-    while ( ! in.eof() ) {
-#endif
-        in >> ::skipws;
-
-        if ( in.get( c ) && c == '#' ) {
-            // process a comment line
-
-            // getline( in, line );
-            // cout << "comment = " << line << endl;
-
-            in >> token;
-
-            if ( token == "Version" ) {
-                // read scenery versions number
-                in >> scenery_version;
-                // cout << "scenery_version = " << scenery_version << endl;
-                if ( scenery_version > 0.4 ) {
-                    SG_LOG( SG_TERRAIN, SG_ALERT, 
-                            "\nYou are attempting to load a tile format that\n"
-                            << "is newer than this version of flightgear can\n"
-                            << "handle.  You should upgrade your copy of\n"
-                            << "FlightGear to the newest version.  For\n"
-                            << "details, please see:\n"
-                            << "\n    http://www.flightgear.org\n" );
-                    exit(-1);
-                }
-            } else if ( token == "gbs" ) {
-                // reference point (center offset)
-                if ( is_base ) {
-                    in >> t->center >> t->bounding_radius;
-                } else {
-                    Point3D junk1;
-                    double junk2;
-                    in >> junk1 >> junk2;
-                }
-                center = t->center;
-                // cout << "center = " << center 
-                //      << " radius = " << t->bounding_radius << endl;
-            } else if ( token == "bs" ) {
-                // reference point (center offset)
-                // (skip past this)
-                Point3D junk1;
-                double junk2;
-                in >> junk1 >> junk2;
-            } else if ( token == "usemtl" ) {
-                // material property specification
-
-                // if first usemtl with shared_done = false, then set
-                // shared_done true and build the ssg shared lists
-                if ( ! shared_done ) {
-                    // sanity check
-                    if ( (int)nodes.size() != vncount ) {
-                        SG_LOG( SG_TERRAIN, SG_ALERT, 
-                                "Tile has mismatched nodes = " << nodes.size()
-                                << " and normals = " << vncount << " : " 
-                                << path );
-                        // exit(-1);
-                    }
-                    shared_done = true;
-
-                    vtlist = new sgVec3 [ nodes.size() ];
-                    t->vec3_ptrs.push_back( vtlist );
-                    vnlist = new sgVec3 [ vncount ];
-                    t->vec3_ptrs.push_back( vnlist );
-                    tclist = new sgVec2 [ vtcount ];
-                    t->vec2_ptrs.push_back( tclist );
-
-                    for ( i = 0; i < (int)nodes.size(); ++i ) {
-                        sgSetVec3( vtlist[i], 
-                                   nodes[i][0], nodes[i][1], nodes[i][2] );
-                    }
-                    for ( i = 0; i < vncount; ++i ) {
-                        sgSetVec3( vnlist[i], 
-                                   normals[i][0], 
-                                   normals[i][1],
-                                   normals[i][2] );
-                    }
-                    for ( i = 0; i < vtcount; ++i ) {
-                        sgSetVec2( tclist[i],
-                                   tex_coords[i][0],
-                                   tex_coords[i][1] );
-                    }
-                }
-
-                // display_list = xglGenLists(1);
-                // xglNewList(display_list, GL_COMPILE);
-                // printf("xglGenLists(); xglNewList();\n");
-                in_faces = false;
-
-                // scan the material line
-                in >> material;
-                
-                // find this material in the properties list
-
-                newmat = material_lib.find( material );
-                if ( newmat == NULL ) {
-                    // see if this is an on the fly texture
-                    string file = path;
-                    int pos = file.rfind( "/" );
-                    file = file.substr( 0, pos );
-                    // cout << "current file = " << file << endl;
-                    file += "/";
-                    file += material;
-                    // cout << "current file = " << file << endl;
-                    if ( ! material_lib.add_item( file ) ) {
-                        SG_LOG( SG_TERRAIN, SG_ALERT, 
-                                "Ack! unknown usemtl name = " << material 
-                                << " in " << path );
-                    } else {
-                        // locate our newly created material
-                        newmat = material_lib.find( material );
-                        if ( newmat == NULL ) {
-                            SG_LOG( SG_TERRAIN, SG_ALERT, 
-                                    "Ack! bad on the fly materia create = "
-                                    << material << " in " << path );
-                        }
-                    }
-                }
-
-                if ( newmat != NULL ) {
-                    // set the texture width and height values for this
-                    // material
-                    tex_width = newmat->get_xsize();
-                    tex_height = newmat->get_ysize();
-                    state = newmat->get_state();
-                    coverage = newmat->get_light_coverage();
-                    // cout << "(w) = " << tex_width << " (h) = "
-                    //      << tex_width << endl;
-                } else {
-                    coverage = -1;
-                }
-            } else {
-                // unknown comment, just gobble the input until the
-                // end of line
-
-                in >> skipeol;
-            }
-        } else {
-            in.putback( c );
-        
-            in >> token;
-
-            // cout << "token = " << token << endl;
-
-            if ( token == "vn" ) {
-                // vertex normal
-                if ( vncount < FG_MAX_NODES ) {
-                    in >> normals[vncount][0]
-                       >> normals[vncount][1]
-                       >> normals[vncount][2];
-                    vncount++;
-                } else {
-                    SG_LOG( SG_TERRAIN, SG_ALERT, 
-                            "Read too many vertex normals in " << path 
-                            << " ... dying :-(" );
-                    exit(-1);
-                }
-            } else if ( token == "vt" ) {
-                // vertex texture coordinate
-                if ( vtcount < FG_MAX_NODES*3 ) {
-                    in >> tex_coords[vtcount][0]
-                       >> tex_coords[vtcount][1];
-                    vtcount++;
-                } else {
-                    SG_LOG( SG_TERRAIN, SG_ALERT, 
-                            "Read too many vertex texture coords in " << path
-                            << " ... dying :-("
-                            );
-                    exit(-1);
-                }
-            } else if ( token == "v" ) {
-                // node (vertex)
-                if ( t->ncount < FG_MAX_NODES ) {
-                    /* in >> nodes[t->ncount][0]
-                       >> nodes[t->ncount][1]
-                       >> nodes[t->ncount][2]; */
-                    in >> node;
-                    nodes.push_back(node);
-                    if ( is_base ) {
-                        t->ncount++;
-                    }
-                } else {
-                    SG_LOG( SG_TERRAIN, SG_ALERT, 
-                            "Read too many nodes in " << path 
-                            << " ... dying :-(");
-                    exit(-1);
-                }
-            } else if ( (token == "tf") || (token == "ts") || (token == "f") ) {
-                // triangle fan, strip, or individual face
-                // SG_LOG( SG_TERRAIN, SG_INFO, "new fan or strip");
-
-                fan_vertices.clear();
-                fan_tex_coords.clear();
-                odd = true;
-
-                // xglBegin(GL_TRIANGLE_FAN);
-
-                in >> n1;
-                fan_vertices.push_back( n1 );
-                // xglNormal3dv(normals[n1]);
-                if ( in.get( c ) && c == '/' ) {
-                    in >> tex;
-                    fan_tex_coords.push_back( tex );
-                    if ( scenery_version >= 0.4 ) {
-                        if ( tex_width > 0 ) {
-                            tclist[tex][0] *= (1000.0 / tex_width);
-                        }
-                        if ( tex_height > 0 ) {
-                            tclist[tex][1] *= (1000.0 / tex_height);
-                        }
-                    }
-                    pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
-                    pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
-                } else {
-                    in.putback( c );
-                    pp = local_calc_tex_coords(nodes[n1], center);
-                }
-                // xglTexCoord2f(pp.x(), pp.y());
-                // xglVertex3dv(nodes[n1].get_n());
-
-                in >> n2;
-                fan_vertices.push_back( n2 );
-                // xglNormal3dv(normals[n2]);
-                if ( in.get( c ) && c == '/' ) {
-                    in >> tex;
-                    fan_tex_coords.push_back( tex );
-                    if ( scenery_version >= 0.4 ) {
-                        if ( tex_width > 0 ) {
-                            tclist[tex][0] *= (1000.0 / tex_width);
-                        }
-                        if ( tex_height > 0 ) {
-                            tclist[tex][1] *= (1000.0 / tex_height);
-                        }
-                    }
-                    pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
-                    pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
-                } else {
-                    in.putback( c );
-                    pp = local_calc_tex_coords(nodes[n2], center);
-                }
-                // xglTexCoord2f(pp.x(), pp.y());
-                // xglVertex3dv(nodes[n2].get_n());
-                
-                // read all subsequent numbers until next thing isn't a number
-                while ( true ) {
-                    in >> ::skipws;
-
-                    char c;
-                    in.get(c);
-                    in.putback(c);
-                    if ( ! isdigit(c) || in.eof() ) {
-                        break;
-                    }
-
-                    in >> n3;
-                    fan_vertices.push_back( n3 );
-                    // cout << "  triangle = "
-                    //      << n1 << "," << n2 << "," << n3
-                    //      << endl;
-                    // xglNormal3dv(normals[n3]);
-                    if ( in.get( c ) && c == '/' ) {
-                        in >> tex;
-                        fan_tex_coords.push_back( tex );
-                        if ( scenery_version >= 0.4 ) {
-                            if ( tex_width > 0 ) {
-                                tclist[tex][0] *= (1000.0 / tex_width);
-                            }
-                            if ( tex_height > 0 ) {
-                                tclist[tex][1] *= (1000.0 / tex_height);
-                            }
-                        }
-                        pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
-                        pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
-                    } else {
-                        in.putback( c );
-                        pp = local_calc_tex_coords(nodes[n3], center);
-                    }
-                    // xglTexCoord2f(pp.x(), pp.y());
-                    // xglVertex3dv(nodes[n3].get_n());
-
-                    if ( (token == "tf") || (token == "f") ) {
-                        // triangle fan
-                        n2 = n3;
-                    } else {
-                        // triangle strip
-                        odd = !odd;
-                        n1 = n2;
-                        n2 = n3;
-                    }
-                }
-
-                // xglEnd();
-
-                // build the ssg entity
-                int size = (int)fan_vertices.size();
-                ssgVertexArray   *vl = new ssgVertexArray( size );
-                ssgNormalArray   *nl = new ssgNormalArray( size );
-                ssgTexCoordArray *tl = new ssgTexCoordArray( size );
-                ssgColourArray   *cl = new ssgColourArray( 1 );
-
-                sgVec4 color;
-                sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
-                cl->add( color );
-
-                sgVec2 tmp2;
-                sgVec3 tmp3;
-                for ( i = 0; i < size; ++i ) {
-                    sgCopyVec3( tmp3, vtlist[ fan_vertices[i] ] );
-                    vl -> add( tmp3 );
-
-                    sgCopyVec3( tmp3, vnlist[ fan_vertices[i] ] );
-                    nl -> add( tmp3 );
-
-                    sgCopyVec2( tmp2, tclist[ fan_tex_coords[i] ] );
-                    tl -> add( tmp2 );
-                }
-
-                ssgLeaf *leaf = NULL;
-                if ( token == "tf" ) {
-                    // triangle fan
-                    leaf = 
-                        new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
-                } else if ( token == "ts" ) {
-                    // triangle strip
-                    leaf = 
-                        new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, nl, tl, cl );
-                } else if ( token == "f" ) {
-                    // triangle
-                    leaf = 
-                        new ssgVtxTable ( GL_TRIANGLES, vl, nl, tl, cl );
-                }
-                // leaf->makeDList();
-                leaf->setState( state );
-
-                tile->addKid( leaf );
-
-                if ( is_base ) {
-                    if ( coverage > 0.0 ) {
-                        if ( coverage < 10000.0 ) {
-                            SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
-                                   << coverage << ", pushing up to 10000");
-                            coverage = 10000;
-                        }
-                        gen_random_surface_points(leaf, lights, coverage);
-                    }
-                }
-            } else {
-                SG_LOG( SG_TERRAIN, SG_WARN, "Unknown token in " 
-                        << path << " = " << token );
-            }
-
-            // eat white space before start of while loop so if we are
-            // done with useful input it is noticed before hand.
-            in >> ::skipws;
-        }
-    }
-
-    if ( is_base ) {
-        t->nodes = nodes;
-    }
-
-    // stopwatch.stop();
-    // SG_LOG( SG_TERRAIN, SG_DEBUG, 
-    //     "Loaded " << path << " in " 
-    //     << stopwatch.elapsedSeconds() << " seconds" );
-
-    return tile;
-}
-
-
-ssgLeaf *gen_leaf( const string& path,
-                   const GLenum ty, const string& material,
-                   const point_list& nodes, const point_list& normals,
-                   const point_list& texcoords,
-                   const int_list& node_index,
-                   const int_list& normal_index,
-                   const int_list& tex_index,
-                   const bool calc_lights, ssgVertexArray *lights )
-{
-    double tex_width = 1000.0, tex_height = 1000.0;
-    ssgSimpleState *state = NULL;
-    float coverage = -1;
-
-    FGNewMat *newmat = material_lib.find( material );
-    if ( newmat == NULL ) {
-        // see if this is an on the fly texture
-        string file = path;
-        string::size_type pos = file.rfind( "/" );
-        file = file.substr( 0, pos );
-        // cout << "current file = " << file << endl;
-        file += "/";
-        file += material;
-        // cout << "current file = " << file << endl;
-        if ( ! material_lib.add_item( file ) ) {
-            SG_LOG( SG_TERRAIN, SG_ALERT, 
-                    "Ack! unknown usemtl name = " << material 
-                    << " in " << path );
-        } else {
-            // locate our newly created material
-            newmat = material_lib.find( material );
-            if ( newmat == NULL ) {
-                SG_LOG( SG_TERRAIN, SG_ALERT, 
-                        "Ack! bad on the fly material create = "
-                        << material << " in " << path );
-            }
-        }
-    }
-
-    if ( newmat != NULL ) {
-        // set the texture width and height values for this
-        // material
-        tex_width = newmat->get_xsize();
-        tex_height = newmat->get_ysize();
-        state = newmat->get_state();
-        coverage = newmat->get_light_coverage();
-        // cout << "(w) = " << tex_width << " (h) = "
-        //      << tex_width << endl;
-    } else {
-        coverage = -1;
-    }
-
-    sgVec2 tmp2;
-    sgVec3 tmp3;
-    sgVec4 tmp4;
-    int i;
-
-    // vertices
-    int size = node_index.size();
-    if ( size < 1 ) {
-        SG_LOG( SG_TERRAIN, SG_ALERT, "Woh! node list size < 1" );
-        exit(-1);
-    }
-    ssgVertexArray *vl = new ssgVertexArray( size );
-    Point3D node;
-    for ( i = 0; i < size; ++i ) {
-        node = nodes[ node_index[i] ];
-        sgSetVec3( tmp3, node[0], node[1], node[2] );
-        vl -> add( tmp3 );
-    }
-
-    // normals
-    Point3D normal;
-    ssgNormalArray *nl = new ssgNormalArray( size );
-    if ( normal_index.size() ) {
-        // object file specifies normal indices (i.e. normal indices
-        // aren't 'implied'
-        for ( i = 0; i < size; ++i ) {
-            normal = normals[ normal_index[i] ];
-            sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
-            nl -> add( tmp3 );
-        }
-    } else {
-        // use implied normal indices.  normal index = vertex index.
-        for ( i = 0; i < size; ++i ) {
-            normal = normals[ node_index[i] ];
-            sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
-            nl -> add( tmp3 );
-        }
-    }
-
-    // colors
-    ssgColourArray *cl = new ssgColourArray( 1 );
-    sgSetVec4( tmp4, 1.0, 1.0, 1.0, 1.0 );
-    cl->add( tmp4 );
-
-    // texture coordinates
-    size = tex_index.size();
-    Point3D texcoord;
-    ssgTexCoordArray *tl = new ssgTexCoordArray( size );
-    if ( size == 1 ) {
-        texcoord = texcoords[ tex_index[0] ];
-        sgSetVec2( tmp2, texcoord[0], texcoord[1] );
-        sgSetVec2( tmp2, texcoord[0], texcoord[1] );
-        if ( tex_width > 0 ) {
-            tmp2[0] *= (1000.0 / tex_width);
-        }
-        if ( tex_height > 0 ) {
-            tmp2[1] *= (1000.0 / tex_height);
-        }
-        tl -> add( tmp2 );
-    } else if ( size > 1 ) {
-        for ( i = 0; i < size; ++i ) {
-            texcoord = texcoords[ tex_index[i] ];
-            sgSetVec2( tmp2, texcoord[0], texcoord[1] );
-            if ( tex_width > 0 ) {
-                tmp2[0] *= (1000.0 / tex_width);
-            }
-            if ( tex_height > 0 ) {
-                tmp2[1] *= (1000.0 / tex_height);
-            }
-            tl -> add( tmp2 );
-        }
-    }
-
-    ssgLeaf *leaf = new ssgVtxTable ( ty, vl, nl, tl, cl );
-
-    // lookup the state record
-
-    leaf->setState( state );
-
-    if ( calc_lights ) {
-        if ( coverage > 0.0 ) {
-            if ( coverage < 10000.0 ) {
-                SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
-                       << coverage << ", pushing up to 10000");
-                coverage = 10000;
-            }
-            gen_random_surface_points(leaf, lights, coverage);
-        }
-    }
-
-    return leaf;
-}
-
-
 // Load an Binary obj file
 bool fgBinObjLoad( const string& path, const bool is_base,
                    Point3D *center,
                    double *bounding_radius,
+                   SGMaterialLib *matlib,
                    ssgBranch* geometry,
                    ssgBranch* rwy_lights,
+                   ssgBranch* taxi_lights,
                    ssgVertexArray *ground_lights )
 {
     SGBinObject obj;
@@ -1385,7 +704,7 @@ bool fgBinObjLoad( const string& path, const bool is_base,
     *bounding_radius = obj.get_gbs_radius();
 
     point_list const& nodes = obj.get_wgs84_nodes();
-    point_list const& colors = obj.get_colors();
+    // point_list const& colors = obj.get_colors();
     point_list const& normals = obj.get_normals();
     point_list const& texcoords = obj.get_texcoords();
 
@@ -1403,26 +722,27 @@ bool fgBinObjLoad( const string& path, const bool is_base,
        if ( pt_materials[i].substr(0, 3) == "RWY" ) {
             sgVec3 up;
             sgSetVec3( up, center->x(), center->y(), center->z() );
+            // returns a transform -> lod -> leaf structure
             ssgBranch *branch = gen_directional_lights( nodes, normals,
                                                         pts_v[i], pts_n[i],
-                                                        pt_materials[i],
+                                                        matlib, pt_materials[i],
                                                         up );
-            float ranges[] = { 0, 12000 };
             // branches don't honor callbacks as far as I know so I'm
             // commenting this out to avoid a plib runtime warning.
-            // branch->setCallback( SSG_CALLBACK_PREDRAW,
-            //                      runway_lights_predraw );
-            ssgRangeSelector *lod = new ssgRangeSelector;
-            lod->setRanges( ranges, 2 );
-            lod->addKid( branch );
-            rwy_lights->addKid( lod );
+            branch->setTravCallback( SSG_CALLBACK_PRETRAV,
+                                     runway_lights_pretrav );
+            if ( pt_materials[i].substr(0, 16) == "RWY_BLUE_TAXIWAY" ) {
+                taxi_lights->addKid( branch );
+            } else {
+                rwy_lights->addKid( branch );
+            }
         } else {
             material = pt_materials[i];
             tex_index.clear();
-            ssgLeaf *leaf = gen_leaf( path, GL_POINTS, material,
-                                      nodes, normals, texcoords,
-                                      pts_v[i], pts_n[i], tex_index,
-                                      false, ground_lights );
+            ssgLeaf *leaf = sgMakeLeaf( path, GL_POINTS, matlib, material,
+                                        nodes, normals, texcoords,
+                                        pts_v[i], pts_n[i], tex_index,
+                                        false, ground_lights );
             geometry->addKid( leaf );
         }
     }
@@ -1446,14 +766,22 @@ bool fgBinObjLoad( const string& path, const bool is_base,
     group_list const& tris_n = obj.get_tris_n();
     group_list const& tris_tc = obj.get_tris_tc();
     for ( i = 0; i < tris_v.size(); ++i ) {
-        ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLES, tri_materials[i],
-                                  nodes, normals, texcoords,
-                                  tris_v[i], tris_n[i], tris_tc[i],
-                                  is_base, ground_lights );
-
-        if (use_random_objects)
-          gen_random_surface_objects(leaf, random_object_branch,
-                                     center, tri_materials[i]);
+        ssgLeaf *leaf = sgMakeLeaf( path, GL_TRIANGLES, matlib,
+                                    tri_materials[i],
+                                    nodes, normals, texcoords,
+                                    tris_v[i], tris_n[i], tris_tc[i],
+                                    is_base, ground_lights );
+
+        if ( use_random_objects ) {
+            SGMaterial *mat = matlib->find( tri_materials[i] );
+            if ( mat == NULL ) {
+                SG_LOG( SG_INPUT, SG_ALERT,
+                        "Unknown material for random surface objects = "
+                        << tri_materials[i] );
+            }
+            gen_random_surface_objects( leaf, random_object_branch,
+                                        center, mat );
+        }
         geometry->addKid( leaf );
     }
 
@@ -1463,14 +791,22 @@ bool fgBinObjLoad( const string& path, const bool is_base,
     group_list const& strips_n = obj.get_strips_n();
     group_list const& strips_tc = obj.get_strips_tc();
     for ( i = 0; i < strips_v.size(); ++i ) {
-        ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_STRIP, strip_materials[i],
-                                  nodes, normals, texcoords,
-                                  strips_v[i], strips_n[i], strips_tc[i],
-                                  is_base, ground_lights );
-
-        if (use_random_objects)
-          gen_random_surface_objects(leaf, random_object_branch,
-                                     center,strip_materials[i]);
+        ssgLeaf *leaf = sgMakeLeaf( path, GL_TRIANGLE_STRIP,
+                                    matlib, strip_materials[i],
+                                    nodes, normals, texcoords,
+                                    strips_v[i], strips_n[i], strips_tc[i],
+                                    is_base, ground_lights );
+
+        if ( use_random_objects ) {
+            SGMaterial *mat = matlib->find( strip_materials[i] );
+            if ( mat == NULL ) {
+                SG_LOG( SG_INPUT, SG_ALERT,
+                        "Unknown material for random surface objects = "
+                        << strip_materials[i] );
+            }
+            gen_random_surface_objects( leaf, random_object_branch,
+                                        center, mat );
+        }
         geometry->addKid( leaf );
     }
 
@@ -1480,13 +816,21 @@ bool fgBinObjLoad( const string& path, const bool is_base,
     group_list const& fans_n = obj.get_fans_n();
     group_list const& fans_tc = obj.get_fans_tc();
     for ( i = 0; i < fans_v.size(); ++i ) {
-        ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_FAN, fan_materials[i],
-                                  nodes, normals, texcoords,
-                                  fans_v[i], fans_n[i], fans_tc[i],
-                                  is_base, ground_lights );
-        if (use_random_objects)
-          gen_random_surface_objects(leaf, random_object_branch,
-                                     center, fan_materials[i]);
+        ssgLeaf *leaf = sgMakeLeaf( path, GL_TRIANGLE_FAN,
+                                    matlib, fan_materials[i],
+                                    nodes, normals, texcoords,
+                                    fans_v[i], fans_n[i], fans_tc[i],
+                                    is_base, ground_lights );
+        if ( use_random_objects ) {
+            SGMaterial *mat = matlib->find( fan_materials[i] );
+            if ( mat == NULL ) {
+                SG_LOG( SG_INPUT, SG_ALERT,
+                        "Unknown material for random surface objects = "
+                        << fan_materials[i] );
+            }
+            gen_random_surface_objects( leaf, random_object_branch,
+                                        center, mat );
+        }
         geometry->addKid( leaf );
     }