]> git.mxchange.org Git - flightgear.git/blobdiff - src/Scenery/tileentry.cxx
Make use of the ground material types
[flightgear.git] / src / Scenery / tileentry.cxx
index ee77b9c2ce2848626161ea37efa75f0b96a2ce11..7845bd0325772897c3de8c9b744ce76399c373a7 100644 (file)
@@ -2,7 +2,7 @@
 //
 // Written by Curtis Olson, started May 1998.
 //
-// Copyright (C) 1998 - 2001  Curtis L. Olson  - curt@flightgear.org
+// Copyright (C) 1998 - 2001  Curtis L. Olson  - http://www.flightgear.org/~curt
 //
 // This program is free software; you can redistribute it and/or
 // modify it under the terms of the GNU General Public License as
@@ -16,7 +16,7 @@
 //
 // 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.
 //
 // $Id$
 
 #endif
 
 #include <simgear/compiler.h>
+#include <plib/ul.h>
+#include <Main/main.hxx>
+
+
+#include STL_STRING
 
 #include <simgear/bucket/newbucket.hxx>
 #include <simgear/debug/logstream.hxx>
+#include <simgear/math/polar3d.hxx>
 #include <simgear/math/sg_geodesy.hxx>
 #include <simgear/math/sg_random.h>
 #include <simgear/misc/sgstream.hxx>
+#include <simgear/scene/material/mat.hxx>
+#include <simgear/scene/material/matlib.hxx>
+#include <simgear/scene/tgdb/apt_signs.hxx>
+#include <simgear/scene/tgdb/obj.hxx>
+#include <simgear/scene/tgdb/vasi.hxx>
+#include <simgear/scene/model/placementtrans.hxx>
 
 #include <Aircraft/aircraft.hxx>
 #include <Include/general.hxx>
+#include <Main/fg_props.hxx>
 #include <Main/globals.hxx>
 #include <Main/viewer.hxx>
 #include <Scenery/scenery.hxx>
 #include <Time/light.hxx>
-#include <Objects/apt_signs.hxx>
-#include <Objects/matlib.hxx>
-#include <Objects/newmat.hxx>
-#include <Objects/obj.hxx>
 
 #include "tileentry.hxx"
 #include "tilemgr.hxx"
 
+SG_USING_STD(string);
+
 
 // Constructor
 FGTileEntry::FGTileEntry ( const SGBucket& b )
-    : /* ncount( 0 ), */
-      center( Point3D( 0.0 ) ),
+    : center( Point3D( 0.0 ) ),
       tile_bucket( b ),
-      terra_transform( new ssgTransform ),
-      rwy_lights_transform( new ssgTransform ),
-      taxi_lights_transform( new ssgTransform ),
+      terra_transform( new ssgPlacementTransform ),
+      vasi_lights_transform( new ssgPlacementTransform ),
+      rwy_lights_transform( new ssgPlacementTransform ),
+      taxi_lights_transform( new ssgPlacementTransform ),
       terra_range( new ssgRangeSelector ),
+      vasi_lights_selector( new ssgSelector ),
+      rwy_lights_selector( new ssgSelector ),
+      taxi_lights_selector( new ssgSelector ),
       loaded(false),
       pending_models(0),
+      is_inner_ring(false),
       free_tracker(0)
 {
     // update the contents
@@ -186,16 +201,6 @@ static void my_remove_branch( ssgBranch * branch ) {
 // is intended to spread the load of freeing a complex tile out over
 // several frames.
 static int fgPartialFreeSSGtree( ssgBranch *b, int n ) {
-
-#if 0
-    // for testing: we could call the following two lines and replace
-    // the functionality of this entire function and everything will
-    // get properly freed, but it will happen all at once and could
-    // cause a huge frame rate hit.
-    ssgDeRefDelete( b );
-    return 0;
-#endif
-
     int num_deletes = 0;
 
     if ( n > 0 ) {
@@ -249,7 +254,7 @@ bool FGTileEntry::free_tile() {
         // disconnected from the scene graph)
         SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING terra_transform" );
         if ( fgPartialFreeSSGtree( terra_transform, delete_size ) == 0 ) {
-            ssgDeRefDelete( terra_transform );
+            terra_transform = 0;
             free_tracker |= TERRA_NODE;
         }
     } else if ( !(free_tracker & GROUND_LIGHTS) && gnd_lights_transform ) {
@@ -257,23 +262,31 @@ bool FGTileEntry::free_tile() {
         // disconnected from the scene graph)
         SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING gnd_lights_transform" );
         if ( fgPartialFreeSSGtree( gnd_lights_transform, delete_size ) == 0 ) {
-            ssgDeRefDelete( gnd_lights_transform );
+            gnd_lights_transform = 0;
             free_tracker |= GROUND_LIGHTS;
         }
-    } else if ( !(free_tracker & RWY_LIGHTS) && rwy_lights_transform ) {
+    } else if ( !(free_tracker & VASI_LIGHTS) && vasi_lights_selector ) {
         // delete the runway lighting branch (this should already have
         // been disconnected from the scene graph)
-        SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING rwy_lights_transform" );
-        if ( fgPartialFreeSSGtree( rwy_lights_transform, delete_size ) == 0 ) {
-            ssgDeRefDelete( rwy_lights_transform );
+        SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING vasi_lights_selector" );
+        if ( fgPartialFreeSSGtree( vasi_lights_selector, delete_size ) == 0 ) {
+            vasi_lights_selector = 0;
+            free_tracker |= VASI_LIGHTS;
+        }
+    } else if ( !(free_tracker & RWY_LIGHTS) && rwy_lights_selector ) {
+        // delete the runway lighting branch (this should already have
+        // been disconnected from the scene graph)
+        SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING rwy_lights_selector" );
+        if ( fgPartialFreeSSGtree( rwy_lights_selector, delete_size ) == 0 ) {
+            rwy_lights_selector = 0;
             free_tracker |= RWY_LIGHTS;
         }
-    } else if ( !(free_tracker & TAXI_LIGHTS) && taxi_lights_transform ) {
+    } else if ( !(free_tracker & TAXI_LIGHTS) && taxi_lights_selector ) {
         // delete the taxi lighting branch (this should already have been
         // disconnected from the scene graph)
-        SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING taxi_lights_transform" );
-        if ( fgPartialFreeSSGtree( taxi_lights_transform, delete_size ) == 0 ) {
-            ssgDeRefDelete( taxi_lights_transform );
+        SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING taxi_lights_selector" );
+        if ( fgPartialFreeSSGtree( taxi_lights_selector, delete_size ) == 0 ) {
+            taxi_lights_selector = 0;
             free_tracker |= TAXI_LIGHTS;
         }
     } else if ( !(free_tracker & LIGHTMAPS) ) {
@@ -294,8 +307,6 @@ bool FGTileEntry::free_tile() {
 void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
     if ( !loaded ) return;
 
-    SetOffset( p );
-
     // visibility can change from frame to frame so we update the
     // range selector cutoff's each time.
     terra_range->setRange( 0, SG_ZERO );
@@ -306,10 +317,10 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
         gnd_lights_range->setRange( 1, vis * 1.5 + bounding_radius );
     }
 
-    sgVec3 sgTrans;
-    sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
-    terra_transform->setTransform( sgTrans );
+    sgdVec3 sgdTrans;
+    sgdSetVec3( sgdTrans, center.x(), center.y(), center.z() );
 
+    FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
     if ( gnd_lights_transform ) {
         // we need to lift the lights above the terrain to avoid
         // z-buffer fighting.  We do this based on our altitude and
@@ -322,15 +333,11 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
         sgCopyVec3( lift_vec, up );
 
         double agl;
-        agl = globals->get_current_view()->getAltitudeASL_ft()
-            * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev();
+        agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
+          - globals->get_current_view()->getSGLocation()->get_cur_elev_m();
 
-        // sgTrans just happens to be the
-        // vector from scenery center to the center of this tile which
-        // is what we want to calculate the distance of
-        sgVec3 to;
-        sgCopyVec3( to, sgTrans );
-        double dist = sgLengthVec3( to );
+        // Compute the distance of the scenery center from the view position.
+        double dist = center.distance3D(p);
 
         if ( general.get_glDepthBits() > 16 ) {
             sgScaleVec3( lift_vec, 10.0 + agl / 100.0 + dist / 10000 );
@@ -338,14 +345,15 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
             sgScaleVec3( lift_vec, 10.0 + agl / 20.0 + dist / 5000 );
         }
 
-        sgVec3 lt_trans;
-        sgCopyVec3( lt_trans, sgTrans );
-
-        sgAddVec3( lt_trans, lift_vec );
-        gnd_lights_transform->setTransform( lt_trans );
+        sgdVec3 dlt_trans;
+        sgdCopyVec3( dlt_trans, sgdTrans );
+        sgdVec3 dlift_vec;
+        sgdSetVec3( dlift_vec, lift_vec );
+        sgdAddVec3( dlt_trans, dlift_vec );
+        gnd_lights_transform->setTransform( dlt_trans );
 
         // select which set of lights based on sun angle
-        float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
+        float sun_angle = l->get_sun_angle() * SGD_RADIANS_TO_DEGREES;
         if ( sun_angle > 95 ) {
             gnd_lights_brightness->select(0x04);
         } else if ( sun_angle > 92 ) {
@@ -357,7 +365,7 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
         }
     }
 
-    if ( rwy_lights_transform ) {
+    if ( vasi_lights_transform ) {
         // we need to lift the lights above the terrain to avoid
         // z-buffer fighting.  We do this based on our altitude and
         // the distance this tile is away from scenery center.
@@ -368,36 +376,69 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
         // we fudge agl by 30 meters so that the lifting function
         // doesn't phase in until we are > 30m agl.
         double agl;
-        agl = globals->get_current_view()->getAltitudeASL_ft()
-            * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev()
-            - 30.0;
+        agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
+          - globals->get_current_view()->getSGLocation()->get_cur_elev_m()
+          - 30.0;
         if ( agl < 0.0 ) {
             agl = 0.0;
         }
         
         if ( general.get_glDepthBits() > 16 ) {
-            sgScaleVec3( lift_vec, 0.0 + agl / 500.0 );
+            sgScaleVec3( lift_vec, 0.25 + agl / 400.0 + agl*agl / 5000000.0 );
         } else {
-            sgScaleVec3( lift_vec, 0.0 + agl / 150.0 );
+            sgScaleVec3( lift_vec, 0.25 + agl / 150.0 );
         }
 
-        sgVec3 lt_trans;
-        sgCopyVec3( lt_trans, sgTrans );
+        sgdVec3 dlt_trans;
+        sgdCopyVec3( dlt_trans, sgdTrans );
+        sgdVec3 dlift_vec;
+        sgdSetVec3( dlift_vec, lift_vec );
+        sgdAddVec3( dlt_trans, dlift_vec );
+        vasi_lights_transform->setTransform( dlt_trans );
 
-        sgAddVec3( lt_trans, lift_vec );
-        rwy_lights_transform->setTransform( lt_trans );
+        // generally, vasi lights are always on
+        vasi_lights_selector->select(0x01);
+    }
 
-        // select which set of lights based on sun angle
-        // float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
-        // if ( sun_angle > 95 ) {
-        //     gnd_lights_brightness->select(0x04);
-        // } else if ( sun_angle > 92 ) {
-        //     gnd_lights_brightness->select(0x02);
-        // } else if ( sun_angle > 89 ) {
-        //     gnd_lights_brightness->select(0x01);
-        // } else {
-        //     gnd_lights_brightness->select(0x00);
-        // }
+    if ( rwy_lights_transform ) {
+        // we need to lift the lights above the terrain to avoid
+        // z-buffer fighting.  We do this based on our altitude and
+        // the distance this tile is away from scenery center.
+
+        sgVec3 lift_vec;
+        sgCopyVec3( lift_vec, up );
+
+        // we fudge agl by 30 meters so that the lifting function
+        // doesn't phase in until we are > 30m agl.
+        double agl;
+        agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
+          - globals->get_current_view()->getSGLocation()->get_cur_elev_m()
+          - 30.0;
+        if ( agl < 0.0 ) {
+            agl = 0.0;
+        }
+        
+        if ( general.get_glDepthBits() > 16 ) {
+            sgScaleVec3( lift_vec, 0.01 + agl / 400.0 + agl*agl / 5000000.0 );
+        } else {
+            sgScaleVec3( lift_vec, 0.25 + agl / 150.0 );
+        }
+
+        sgdVec3 dlt_trans;
+        sgdCopyVec3( dlt_trans, sgdTrans );
+        sgdVec3 dlift_vec;
+        sgdSetVec3( dlift_vec, lift_vec );
+        sgdAddVec3( dlt_trans, dlift_vec );
+        rwy_lights_transform->setTransform( dlt_trans );
+
+        // turn runway lights on/off based on sun angle and visibility
+        float sun_angle = l->get_sun_angle() * SGD_RADIANS_TO_DEGREES;
+        if ( sun_angle > 85 ||
+             (fgGetDouble("/environment/visibility-m") < 5000.0) ) {
+            rwy_lights_selector->select(0x01);
+        } else {
+            rwy_lights_selector->select(0x00);
+        }
     }
 
     if ( taxi_lights_transform ) {
@@ -411,36 +452,83 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
         // we fudge agl by 30 meters so that the lifting function
         // doesn't phase in until we are > 30m agl.
         double agl;
-        agl = globals->get_current_view()->getAltitudeASL_ft()
-            * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev()
-            - 30.0;
+        agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
+          - globals->get_current_view()->getSGLocation()->get_cur_elev_m()
+          - 30.0;
         if ( agl < 0.0 ) {
             agl = 0.0;
         }
         
         if ( general.get_glDepthBits() > 16 ) {
-            sgScaleVec3( lift_vec, 0.0 + agl / 500.0 );
+            sgScaleVec3( lift_vec, 0.01 + agl / 400.0 + agl*agl / 5000000.0 );
         } else {
-            sgScaleVec3( lift_vec, 0.0 + agl / 150.0 );
+            sgScaleVec3( lift_vec, 0.25 + agl / 150.0 );
         }
 
-        sgVec3 lt_trans;
-        sgCopyVec3( lt_trans, sgTrans );
-
-        sgAddVec3( lt_trans, lift_vec );
-        taxi_lights_transform->setTransform( lt_trans );
+        sgdVec3 dlt_trans;
+        sgdCopyVec3( dlt_trans, sgdTrans );
+        sgdVec3 dlift_vec;
+        sgdSetVec3( dlift_vec, lift_vec );
+        sgdAddVec3( dlt_trans, dlift_vec );
+        taxi_lights_transform->setTransform( dlt_trans );
+
+        // turn taxi lights on/off based on sun angle and visibility
+        float sun_angle = l->get_sun_angle() * SGD_RADIANS_TO_DEGREES;
+        if ( sun_angle > 85 ||
+             (fgGetDouble("/environment/visibility-m") < 5000.0) ) {
+            taxi_lights_selector->select(0x01);
+        } else {
+            taxi_lights_selector->select(0x00);
+        }
+    }
 
-        // select which set of lights based on sun angle
-        // float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
-        // if ( sun_angle > 95 ) {
-        //     gnd_lights_brightness->select(0x04);
-        // } else if ( sun_angle > 92 ) {
-        //     gnd_lights_brightness->select(0x02);
-        // } else if ( sun_angle > 89 ) {
-        //     gnd_lights_brightness->select(0x01);
-        // } else {
-        //     gnd_lights_brightness->select(0x00);
-        // }
+    if ( vasi_lights_transform && is_inner_ring ) {
+        // now we need to traverse the list of vasi lights and update
+        // their coloring (but only for the inner ring, no point in
+        // doing this extra work for tiles that are relatively far
+        // away.)
+        for ( int i = 0; i < vasi_lights_transform->getNumKids(); ++i ) {
+            // cout << "vasi root = " << i << endl;
+            ssgBranch *v = (ssgBranch *)vasi_lights_transform->getKid(i);
+            for ( int j = 0; j < v->getNumKids(); ++j ) {
+                // cout << "  vasi branch = " << j << endl;
+                ssgTransform *kid = (ssgTransform *)v->getKid(j);
+                SGVASIUserData *vasi = (SGVASIUserData *)kid->getUserData();
+
+                if ( vasi != NULL ) {
+                    sgdVec3 s;
+                    sgdCopyVec3( s, vasi->get_abs_pos() );
+                    Point3D start(s[0], s[1], s[2]);
+
+                    sgdVec3 d;
+                    sgdCopyVec3( d, globals->get_current_view()->get_absolute_view_pos() );
+
+                    double dist = sgdDistanceVec3( s, d );
+
+                    if ( dist < 10000 ) {
+                        double cur_alt
+                            = globals->get_current_view()->getAltitudeASL_ft()
+                            * SG_FEET_TO_METER;
+
+                        double y = cur_alt - vasi->get_alt_m();
+
+                        double angle;
+                        if ( dist != 0 ) {
+                            angle = asin( y / dist );
+                        } else {
+                            angle = 0.0;
+                        }
+
+                        vasi->set_color(angle * SG_RADIANS_TO_DEGREES);
+                    }
+                    // cout << "    dist = " << dist
+                    //      << " angle = " << angle * SG_RADIANS_TO_DEGREES
+                    //      << endl;
+                } else {
+                    SG_LOG( SG_TERRAIN, SG_ALERT, "no vasi data!" );
+                }
+            }
+        }
     }
 }
 
@@ -448,34 +536,32 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
 // Set up lights rendering call backs
 static int fgLightsPredraw( ssgEntity *e ) {
 #if 0
-#ifdef GL_EXT_point_parameters
-    if (glutExtensionSupported("GL_EXT_point_parameters")) {
+    if (glPointParameterIsSupported) {
         static float quadratic[3] = {1.0, 0.01, 0.0001};
-        glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, quadratic);
-        glPointParameterfEXT(GL_POINT_SIZE_MIN_EXT, 1.0); 
+        glPointParameterfvProc(GL_DISTANCE_ATTENUATION_EXT, quadratic);
+        glPointParameterfProc(GL_POINT_SIZE_MIN_EXT, 1.0); 
         glPointSize(4.0);
     }
-#endif
 #endif
     return true;
 }
 
 static int fgLightsPostdraw( ssgEntity *e ) {
 #if 0
-#ifdef GL_EXT_point_parameters
-    if (glutExtensionSupported("GL_EXT_point_parameters")) {
+    if (glPointParameterIsSupported) {
         static float default_attenuation[3] = {1.0, 0.0, 0.0};
-        glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
+        glPointParameterfvProc(GL_DISTANCE_ATTENUATION_EXT,
                               default_attenuation);
         glPointSize(1.0);
     }
-#endif
 #endif
     return true;
 }
 
 
-ssgLeaf* FGTileEntry::gen_lights( ssgVertexArray *lights, int inc, float bright ) {
+ssgLeaf* FGTileEntry::gen_lights( SGMaterialLib *matlib, ssgVertexArray *lights,
+                                  int inc, float bright )
+{
     // generate a repeatable random seed
     float *p1 = lights->get( 0 );
     unsigned int *seed = (unsigned int *)p1;
@@ -525,8 +611,8 @@ ssgLeaf* FGTileEntry::gen_lights( ssgVertexArray *lights, int inc, float bright
         new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
 
     // assign state
-    FGNewMat *newmat = material_lib.find( "GROUND_LIGHTS" );
-    leaf->setState( newmat->get_state() );
+    SGMaterial *mat = matlib->find( "GROUND_LIGHTS" );
+    leaf->setState( mat->get_state() );
     leaf->setCallback( SSG_CALLBACK_PREDRAW, fgLightsPredraw );
     leaf->setCallback( SSG_CALLBACK_POSTDRAW, fgLightsPostdraw );
 
@@ -534,253 +620,295 @@ ssgLeaf* FGTileEntry::gen_lights( ssgVertexArray *lights, int inc, float bright
 }
 
 
-bool FGTileEntry::obj_load( const std::string& path,
-                            ssgBranch* geometry,
-                            ssgBranch* rwy_lights,
-                            ssgBranch* taxi_lights,
-                            ssgVertexArray* ground_lights, bool is_base )
+bool FGTileEntry::obj_load( const string& path,
+                            ssgBranch *geometry,
+                            ssgBranch *vasi_lights,
+                            ssgBranch *rwy_lights,
+                            ssgBranch *taxi_lights,
+                            ssgVertexArray *ground_lights, bool is_base )
 {
     Point3D c;                  // returned center point
     double br;                  // returned bounding radius
 
+    bool use_random_objects =
+        fgGetBool("/sim/rendering/random-objects", true);
+
     // try loading binary format
-    if ( fgBinObjLoad( path, is_base,
-                       &c, &br, geometry,
-                       rwy_lights, taxi_lights, ground_lights ) )
+    if ( sgBinObjLoad( path, is_base,
+                       &c, &br, globals->get_matlib(), use_random_objects,
+                       geometry, vasi_lights, rwy_lights, taxi_lights,
+                       ground_lights ) )
     {
         if ( is_base ) {
             center = c;
             bounding_radius = br;
         }
-    } else {
-        // default to an ocean tile
-        if ( fgGenTile( path, tile_bucket, &c, &br, geometry ) ) {
-            center = c;
-            bounding_radius = br;
-        } else {
-            SG_LOG( SG_TERRAIN, SG_ALERT,
-                    "Warning: failed to generate ocean tile!" );
-        }
     }
 
     return (geometry != NULL);
 }
 
 
+typedef enum {
+    OBJECT,
+    OBJECT_SHARED,
+    OBJECT_STATIC,
+    OBJECT_SIGN,
+    OBJECT_RUNWAY_SIGN
+} object_type;
+
+
+// storage class for deferred object processing in FGTileEntry::load()
+struct Object {
+    Object(object_type t, const string& token, const SGPath& p, istream& in)
+        : type(t), path(p)
+    {
+        in >> name;
+        if (type != OBJECT)
+            in >> lon >> lat >> elev >> hdg;
+        in >> ::skipeol;
+
+        if (type == OBJECT)
+            SG_LOG(SG_TERRAIN, SG_INFO, "    " << token << "  " << name);
+        else
+            SG_LOG(SG_TERRAIN, SG_INFO, "    " << token << "  " << name << "  lon=" <<
+                    lon << "  lat=" << lat << "  elev=" << elev << "  hdg=" << hdg);
+    }
+    object_type type;
+    string name;
+    SGPath path;
+    double lon, lat, elev, hdg;
+};
+
+
 void
-FGTileEntry::load( const SGPath& base, bool is_base )
+FGTileEntry::load( const string_list &path_list, bool is_base )
 {
-    SG_LOG( SG_TERRAIN, SG_INFO, "load() base = " << base.str() );
+    bool found_tile_base = false;
+
+    SGPath object_base;
+    vector<const Object*> objects;
 
-    // Generate names for later use
     string index_str = tile_bucket.gen_index_str();
+    SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << index_str );
+
+    // scan and parse all files and store information
+    for (unsigned int i = 0; i < path_list.size(); i++) {
+        // If we found a terrain tile in Terrain/, we have to process the
+        // Objects/ dir in the same group, too, before we can stop scanning.
+        // FGGlobals::set_fg_scenery() inserts an empty string to path_list
+        // as marker.
+        if (path_list[i].empty()) {
+            if (found_tile_base)
+                break;
+            else
+                continue;
+        }
 
-    SGPath tile_path = base;
-    tile_path.append( tile_bucket.gen_base_path() );
+        bool has_base = false;
 
-    SGPath basename = tile_path;
-    basename.append( index_str );
-    // string path = basename.str();
+        SGPath tile_path = path_list[i];
+        tile_path.append( tile_bucket.gen_base_path() );
 
-    SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << basename.str() );
+        SGPath basename = tile_path;
+        basename.append( index_str );
 
-#define FG_MAX_LIGHTS 1000
+        SG_LOG( SG_TERRAIN, SG_INFO, "  Trying " << basename.str() );
 
-    // obj_load() will generate ground lighting for us ...
-    ssgVertexArray *light_pts = new ssgVertexArray( 100 );
 
-    ssgBranch* new_tile = new ssgBranch;
-
-    // Check for master .stg (scene terra gear) file
-    SGPath stg_name = basename;
-    stg_name.concat( ".stg" );
-
-    sg_gzifstream in( stg_name.str() );
+        // Check for master .stg (scene terra gear) file
+        SGPath stg_name = basename;
+        stg_name.concat( ".stg" );
 
-    if ( in.is_open() ) {
-        string token, name;
+        sg_gzifstream in( stg_name.str() );
+        if ( !in.is_open() )
+            continue;
 
         while ( ! in.eof() ) {
+            string token;
             in >> token;
 
+            if ( token[0] == '#' ) {
+               in >> ::skipeol;
+               continue;
+            }
+                            // Load only once (first found)
             if ( token == "OBJECT_BASE" ) {
+                string name;
                 in >> name >> ::skipws;
-                SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
-                        << " name = " << name );
+                SG_LOG( SG_TERRAIN, SG_INFO, "    " << token << " " << name );
 
-                SGPath custom_path = tile_path;
-                custom_path.append( name );
+                if (!found_tile_base) {
+                    found_tile_base = true;
+                    has_base = true;
 
-                ssgBranch *geometry = new ssgBranch;
-                if ( obj_load( custom_path.str(),
-                               geometry, NULL, NULL, light_pts, true ) )
-                {
-                    new_tile -> addKid( geometry );
-                } else {
-                    delete geometry;
-                }
+                    object_base = tile_path;
+                    object_base.append(name);
+
+                } else
+                    SG_LOG(SG_TERRAIN, SG_INFO, "    (skipped)");
+
+                            // Load only if base is not in another file
             } else if ( token == "OBJECT" ) {
-                in >> name >> ::skipws;
-                SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
-                        << " name = " << name );
-
-                SGPath custom_path = tile_path;
-                custom_path.append( name );
-
-                ssgBranch *geometry = new ssgBranch;
-                ssgBranch *rwy_lights = new ssgBranch;
-                ssgBranch *taxi_lights = new ssgBranch;
-                if ( obj_load( custom_path.str(),
-                               geometry, rwy_lights, taxi_lights,
-                               NULL, false ) )
-                {
-                    if ( geometry -> getNumKids() > 0 ) {
-                        new_tile -> addKid( geometry );
-                    } else {
-                        delete geometry;
-                    }
-                    if ( rwy_lights -> getNumKids() > 0 ) {
-                        rwy_lights_transform -> addKid( rwy_lights );
-                    } else {
-                        delete rwy_lights;
-                    }
-                    if ( taxi_lights -> getNumKids() > 0 ) {
-                        taxi_lights_transform -> addKid( taxi_lights );
-                    } else {
-                        delete taxi_lights;
-                    }
-                } else {
-                    delete geometry;
-                    delete rwy_lights;
-                    delete taxi_lights;
+                if (!found_tile_base || has_base)
+                    objects.push_back(new Object(OBJECT, token, tile_path, in));
+                else {
+                    string name;
+                    in >> name >> ::skipeol;
+                    SG_LOG(SG_TERRAIN, SG_INFO, "    " << token << "  "
+                            << name << "  (skipped)");
                 }
 
-            } else if ( token == "OBJECT_STATIC" ||
-                        token == "OBJECT_SHARED" ) {
-                // load object info
-                double lon, lat, elev, hdg;
-                in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
-                SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
-                        << " name = " << name 
-                        << " pos = " << lon << ", " << lat
-                        << " elevation = " << elev
-                        << " heading = " << hdg );
-
-                // object loading is deferred to main render thread,
-                // but lets figure out the paths right now.
-                SGPath custom_path;
-                if ( token == "OBJECT_STATIC" )
-                    custom_path= tile_path;
-                custom_path.append( name );
-
-                sgCoord obj_pos;
-                WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
-                
-                ssgTransform *obj_trans = new ssgTransform;
-                obj_trans->setTransform( &obj_pos );
-
-                // wire as much of the scene graph together as we can
-                new_tile->addKid( obj_trans );
-
-                // bump up the pending models count
-                pending_models++;
-
-                // push an entry onto the model load queue
-                FGDeferredModel *dm
-                    = new FGDeferredModel( custom_path.str(), tile_path.str(),
-                                           this, obj_trans );
-                FGTileMgr::model_ready( dm );
-            } else if ( token == "OBJECT_TAXI_SIGN" ) {
-                // load object info
-                double lon, lat, elev, hdg;
-                in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
-                SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
-                        << " name = " << name 
-                        << " pos = " << lon << ", " << lat
-                        << " elevation = " << elev
-                        << " heading = " << hdg );
-
-                // load the object itself
-                SGPath custom_path = tile_path;
-                custom_path.append( name );
-
-                sgCoord obj_pos;
-                WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
-
-                ssgTransform *obj_trans = new ssgTransform;
-                obj_trans->setTransform( &obj_pos );
-
-                ssgBranch *custom_obj
-                    = gen_taxi_sign( custom_path.str(), name );
-
-                // wire the pieces together
-                if ( custom_obj != NULL ) {
-                    obj_trans -> addKid( custom_obj );
-                }
-                new_tile->addKid( obj_trans );
+                            // Always OK to load
+            } else if ( token == "OBJECT_STATIC" ) {
+                objects.push_back(new Object(OBJECT_STATIC, token, tile_path, in));
+
+            } else if ( token == "OBJECT_SHARED" ) {
+                objects.push_back(new Object(OBJECT_SHARED, token, tile_path, in));
+
+            } else if ( token == "OBJECT_SIGN" ) {
+                objects.push_back(new Object(OBJECT_SIGN, token, tile_path, in));
+
             } else if ( token == "OBJECT_RUNWAY_SIGN" ) {
-                // load object info
-                double lon, lat, elev, hdg;
-                in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
-                SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
-                        << " name = " << name 
-                        << " pos = " << lon << ", " << lat
-                        << " elevation = " << elev
-                        << " heading = " << hdg );
-
-                // load the object itself
-                SGPath custom_path = tile_path;
-                custom_path.append( name );
-
-                sgCoord obj_pos;
-                WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
-
-                ssgTransform *obj_trans = new ssgTransform;
-                obj_trans->setTransform( &obj_pos );
-
-                ssgBranch *custom_obj
-                    = gen_runway_sign( custom_path.str(), name );
-
-                // wire the pieces together
-                if ( custom_obj != NULL ) {
-                    obj_trans -> addKid( custom_obj );
-                }
-                new_tile->addKid( obj_trans );
-            } else if ( token == "RWY_LIGHTS" ) {
-                double lon, lat, hdg, len, width;
-                string common, end1, end2;
-                in >> lon >> lat >> hdg >> len >> width
-                   >> common >> end1 >> end2;
-                SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
-                        << " pos = " << lon << ", " << lat
-                        << " hdg = " << hdg
-                        << " size = " << len << ", " << width
-                        << " codes = " << common << " "
-                        << end1 << " " << end2 );
+                objects.push_back(new Object(OBJECT_RUNWAY_SIGN, token, tile_path, in));
+
             } else {
-                SG_LOG( SG_TERRAIN, SG_ALERT,
-                        "Unknown token " << token << " in "
-                        << stg_name.str() );
+                SG_LOG( SG_TERRAIN, SG_DEBUG,
+                        "Unknown token '" << token << "' in " << stg_name.str() );
                 in >> ::skipws;
             }
         }
+    }
+
+
+    // obj_load() will generate ground lighting for us ...
+    ssgVertexArray *light_pts = new ssgVertexArray( 100 );
+    ssgBranch* new_tile = new ssgBranch;
+
+
+    if (found_tile_base) {
+        // load tile if found ...
+        ssgSharedPtr<ssgBranch> geometry = new ssgBranch;
+        if ( obj_load( object_base.str(), geometry,
+                       NULL, NULL, NULL, light_pts, true ) ) {
+            geometry->getKid( 0 )->setTravCallback(SSG_CALLBACK_PRETRAV,
+                    &FGTileMgr::tile_filter_cb);
+
+            new_tile -> addKid( geometry );
+        }
+
     } else {
-        // no .stg file, generate an ocean tile on the fly for this
-        // area
-        ssgBranch *geometry = new ssgBranch;
+        // ... or generate an ocean tile on the fly
+        SG_LOG(SG_TERRAIN, SG_INFO, "  Generating ocean tile");
+        ssgSharedPtr<ssgBranch> geometry = new ssgBranch;
         Point3D c;
         double br;
-        if ( fgGenTile( basename.str(), tile_bucket, &c, &br, geometry ) ) {
+        if ( sgGenTile( path_list[0], tile_bucket, &c, &br,
+                        globals->get_matlib(), geometry ) ) {
             center = c;
             bounding_radius = br;
             new_tile -> addKid( geometry );
         } else {
-            delete geometry;
             SG_LOG( SG_TERRAIN, SG_ALERT,
                     "Warning: failed to generate ocean tile!" );
         }
     }
 
+
+    // now that we have a valid center, process all the objects
+    for (unsigned int j = 0; j < objects.size(); j++) {
+        const Object *obj = objects[j];
+
+        if (obj->type == OBJECT) {
+            SGPath custom_path = obj->path;
+            custom_path.append( obj->name );
+
+            ssgSharedPtr<ssgBranch> geometry = new ssgBranch;
+            ssgSharedPtr<ssgBranch> vasi_lights = new ssgBranch;
+            ssgSharedPtr<ssgBranch> rwy_lights = new ssgBranch;
+            ssgSharedPtr<ssgBranch> taxi_lights = new ssgBranch;
+
+            if ( obj_load( custom_path.str(),
+                           geometry, vasi_lights, rwy_lights,
+                           taxi_lights, NULL, false ) ) {
+
+                if ( geometry -> getNumKids() > 0 ) {
+                    geometry->getKid( 0 )->setTravCallback(
+                                                SSG_CALLBACK_PRETRAV,
+                                                &FGTileMgr::tile_filter_cb );
+                    new_tile -> addKid( geometry );
+                }
+
+                if ( vasi_lights -> getNumKids() > 0 )
+                    vasi_lights_transform -> addKid( vasi_lights );
+
+                if ( rwy_lights -> getNumKids() > 0 )
+                    rwy_lights_transform -> addKid( rwy_lights );
+
+                if ( taxi_lights -> getNumKids() > 0 )
+                    taxi_lights_transform -> addKid( taxi_lights );
+            }
+
+
+        } else if (obj->type == OBJECT_SHARED || obj->type == OBJECT_STATIC) {
+            // object loading is deferred to main render thread,
+            // but lets figure out the paths right now.
+            SGPath custom_path;
+            if ( obj->type == OBJECT_STATIC ) {
+                custom_path = obj->path;
+            } else {
+                custom_path = globals->get_fg_root();
+            }
+            custom_path.append( obj->name );
+
+            sgCoord obj_pos;
+            WorldCoordinate( &obj_pos, center, obj->lat, obj->lon, obj->elev, obj->hdg );
+
+            ssgTransform *obj_trans = new ssgTransform;
+            obj_trans->setTransform( &obj_pos );
+
+            // wire as much of the scene graph together as we can
+            new_tile->addKid( obj_trans );
+            pending_models++;
+
+            // push an entry onto the model load queue
+            FGDeferredModel *dm
+                = new FGDeferredModel( custom_path.str(),
+                                       obj->path.str(),
+                                       tile_bucket,
+                                       this, obj_trans,
+                                       obj->type == OBJECT_SHARED );
+            FGTileMgr::model_ready( dm );
+
+
+        } else if (obj->type == OBJECT_SIGN || obj->type == OBJECT_RUNWAY_SIGN) {
+            ssgBranch *(*make_sign)(SGMaterialLib *, const string, const string);
+            make_sign = obj->type == OBJECT_SIGN ? sgMakeSign : sgMakeRunwaySign;
+
+            // load the object itself
+            SGPath custom_path = obj->path;
+            custom_path.append( obj->name );
+
+            sgCoord obj_pos;
+            WorldCoordinate( &obj_pos, center, obj->lat, obj->lon, obj->elev, obj->hdg );
+
+            ssgTransform *obj_trans = new ssgTransform;
+            obj_trans->setTransform( &obj_pos );
+
+            ssgBranch *custom_obj
+                = (*make_sign)(globals->get_matlib(), custom_path.str(), obj->name);
+
+            // wire the pieces together
+            if ( custom_obj != NULL ) {
+                obj_trans -> addKid( custom_obj );
+            }
+            new_tile->addKid( obj_trans );
+
+        }
+        delete obj;
+    }
+
+
     if ( new_tile != NULL ) {
         terra_range->addKid( new_tile );
     }
@@ -788,62 +916,83 @@ FGTileEntry::load( const SGPath& base, bool is_base )
     terra_transform->addKid( terra_range );
 
     // calculate initial tile offset
-    SetOffset( globals->get_scenery()->get_center() );
-    sgCoord sgcoord;
-    sgSetCoord( &sgcoord,
-                offset.x(), offset.y(), offset.z(),
-                0.0, 0.0, 0.0 );
-    terra_transform->setTransform( &sgcoord );
-    // terrain->addKid( terra_transform );
+    sgdVec3 sgdTrans;
+    sgdSetVec3( sgdTrans, center.x(), center.y(), center.z() );
+    terra_transform->setTransform( sgdTrans );
 
     // Add ground lights to scene graph if any exist
     gnd_lights_transform = NULL;
     gnd_lights_range = NULL;
     if ( light_pts->getNum() ) {
         SG_LOG( SG_TERRAIN, SG_DEBUG, "generating lights" );
-        gnd_lights_transform = new ssgTransform;
+        gnd_lights_transform = new ssgPlacementTransform;
         gnd_lights_range = new ssgRangeSelector;
         gnd_lights_brightness = new ssgSelector;
         ssgLeaf *lights;
 
-        lights = gen_lights( light_pts, 4, 0.7 );
+        lights = gen_lights( globals->get_matlib(), light_pts, 4, 0.7 );
         gnd_lights_brightness->addKid( lights );
 
-        lights = gen_lights( light_pts, 2, 0.85 );
+        lights = gen_lights( globals->get_matlib(), light_pts, 2, 0.85 );
         gnd_lights_brightness->addKid( lights );
 
-        lights = gen_lights( light_pts, 1, 1.0 );
+        lights = gen_lights( globals->get_matlib(), light_pts, 1, 1.0 );
         gnd_lights_brightness->addKid( lights );
 
         gnd_lights_range->addKid( gnd_lights_brightness );
         gnd_lights_transform->addKid( gnd_lights_range );
-        gnd_lights_transform->setTransform( &sgcoord );
+        gnd_lights_transform->setTransform( sgdTrans );
     }
 
-    // Add runway lights to scene graph if any exist
+    // Update vasi lights transform
+    if ( vasi_lights_transform->getNumKids() > 0 ) {
+        vasi_lights_transform->setTransform( sgdTrans );
+    }
+
+    // Update runway lights transform
     if ( rwy_lights_transform->getNumKids() > 0 ) {
-        SG_LOG( SG_TERRAIN, SG_DEBUG, "adding runway lights" );
-        rwy_lights_transform->setTransform( &sgcoord );
+        rwy_lights_transform->setTransform( sgdTrans );
     }
 
-     // Add taxi lights to scene graph if any exist
+     // Update taxi lights transform
     if ( taxi_lights_transform->getNumKids() > 0 ) {
-        SG_LOG( SG_TERRAIN, SG_DEBUG, "adding taxi lights" );
-        taxi_lights_transform->setTransform( &sgcoord );
+        taxi_lights_transform->setTransform( sgdTrans );
     }
+
+    delete light_pts;
 }
 
+void
+FGTileEntry::makeDList( ssgBranch *b )
+{
+    int nb = b->getNumKids();
+    for (int i = 0; i<nb; i++) {
+        ssgEntity *e = b->getKid(i);
+        if (e->isAKindOf(ssgTypeLeaf())) {
+            ((ssgLeaf*)e)->makeDList();
+        } else if (e->isAKindOf(ssgTypeBranch())) {
+            makeDList( (ssgBranch*)e );
+        }
+    }
+}
 
 void
-FGTileEntry::add_ssg_nodes( ssgBranch* terrain_branch,
-                            ssgBranch* gnd_lights_branch,
-                            ssgBranch* rwy_lights_branch,
-                            ssgBranch* taxi_lights_branch )
+FGTileEntry::add_ssg_nodes( ssgBranch *terrain_branch,
+                            ssgBranch *gnd_lights_branch,
+                            ssgBranch *vasi_lights_branch,
+                            ssgBranch *rwy_lights_branch,
+                            ssgBranch *taxi_lights_branch )
 {
     // bump up the ref count so we can remove this later without
     // having ssg try to free the memory.
-    terra_transform->ref();
+#if PLIB_VERSION > 183
+    if ( fgGetBool( "/sim/rendering/use-display-list", true ) ) {
+        makeDList( terra_transform );
+    }
+#endif
+
     terrain_branch->addKid( terra_transform );
+    globals->get_scenery()->register_placement_transform(terra_transform);
 
     SG_LOG( SG_TERRAIN, SG_DEBUG,
             "connected a tile into scene graph.  terra_transform = "
@@ -854,22 +1003,32 @@ FGTileEntry::add_ssg_nodes( ssgBranch* terrain_branch,
     if ( gnd_lights_transform != NULL ) {
         // bump up the ref count so we can remove this later without
         // having ssg try to free the memory.
-        gnd_lights_transform->ref();
         gnd_lights_branch->addKid( gnd_lights_transform );
+        globals->get_scenery()->register_placement_transform(gnd_lights_transform);
+    }
+
+    if ( vasi_lights_transform != NULL ) {
+        // bump up the ref count so we can remove this later without
+        // having ssg try to free the memory.
+        vasi_lights_selector->addKid( vasi_lights_transform );
+        globals->get_scenery()->register_placement_transform(vasi_lights_transform);
+        vasi_lights_branch->addKid( vasi_lights_selector );
     }
 
     if ( rwy_lights_transform != NULL ) {
         // bump up the ref count so we can remove this later without
         // having ssg try to free the memory.
-        rwy_lights_transform->ref();
-        rwy_lights_branch->addKid( rwy_lights_transform );
+        rwy_lights_selector->addKid( rwy_lights_transform );
+        globals->get_scenery()->register_placement_transform(rwy_lights_transform);
+        rwy_lights_branch->addKid( rwy_lights_selector );
     }
 
     if ( taxi_lights_transform != NULL ) {
         // bump up the ref count so we can remove this later without
         // having ssg try to free the memory.
-        taxi_lights_transform->ref();
-        taxi_lights_branch->addKid( taxi_lights_transform );
+        taxi_lights_selector->addKid( taxi_lights_transform );
+        globals->get_scenery()->register_placement_transform(taxi_lights_transform);
+        taxi_lights_branch->addKid( taxi_lights_selector );
     }
 
     loaded = true;
@@ -887,6 +1046,9 @@ FGTileEntry::disconnect_ssg_nodes()
         SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a fully loaded tile!  terra_transform = " << terra_transform );
     }
         
+    // Unregister that one at the scenery manager
+    globals->get_scenery()->unregister_placement_transform(terra_transform);
+
     // find the terrain branch parent
     int pcount = terra_transform->getNumParents();
     if ( pcount > 0 ) {
@@ -909,6 +1071,8 @@ FGTileEntry::disconnect_ssg_nodes()
 
     // find the ground lighting branch
     if ( gnd_lights_transform ) {
+        // Unregister that one at the scenery manager
+        globals->get_scenery()->unregister_placement_transform(gnd_lights_transform);
         pcount = gnd_lights_transform->getNumParents();
         if ( pcount > 0 ) {
             // find the first parent (should only be one)
@@ -929,8 +1093,34 @@ FGTileEntry::disconnect_ssg_nodes()
         }
     }
 
+    // find the vasi lighting branch
+    if ( vasi_lights_transform ) {
+        // Unregister that one at the scenery manager
+        globals->get_scenery()->unregister_placement_transform(vasi_lights_transform);
+        pcount = vasi_lights_transform->getNumParents();
+        if ( pcount > 0 ) {
+            // find the first parent (should only be one)
+            ssgBranch *parent = vasi_lights_transform->getParent( 0 ) ;
+            if( parent ) {
+                // disconnect the light branch (we previously ref()'d
+                // it so it won't get freed now)
+                parent->removeKid( vasi_lights_transform );
+            } else {
+                SG_LOG( SG_TERRAIN, SG_ALERT,
+                        "parent pointer is NULL!  Dying" );
+                exit(-1);
+            }
+        } else {
+            SG_LOG( SG_TERRAIN, SG_ALERT,
+                    "Parent count is zero for an ssg light tile!  Dying" );
+            exit(-1);
+        }
+    }
+
     // find the runway lighting branch
     if ( rwy_lights_transform ) {
+        // Unregister that one at the scenery manager
+        globals->get_scenery()->unregister_placement_transform(rwy_lights_transform);
         pcount = rwy_lights_transform->getNumParents();
         if ( pcount > 0 ) {
             // find the first parent (should only be one)
@@ -953,6 +1143,8 @@ FGTileEntry::disconnect_ssg_nodes()
 
     // find the taxi lighting branch
     if ( taxi_lights_transform ) {
+        // Unregister that one at the scenery manager
+        globals->get_scenery()->unregister_placement_transform(taxi_lights_transform);
         pcount = taxi_lights_transform->getNumParents();
         if ( pcount > 0 ) {
             // find the first parent (should only be one)