// render.cpp
//
// Copyright (C) 2001-2007, Chris Laurel <claurel@shatters.net>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.

#include <algorithm>
#include <cstdio>
#include <cstring>
#include <cassert>

#ifndef _WIN32
#ifndef MACOSX_PB
#include <config.h>
#endif
#endif /* _WIN32 */

#include <celutil/debug.h>
#include <celmath/frustum.h>
#include <celmath/distance.h>
#include <celmath/intersect.h>
#include <celutil/utf8.h>
#include <celutil/util.h>
#include "gl.h"
#include "astro.h"
#include "glext.h"
#include "vecgl.h"
#include "glshader.h"
#include "shadermanager.h"
#include "spheremesh.h"
#include "lodspheremesh.h"
#include "model.h"
#include "regcombine.h"
#include "vertexprog.h"
#include "texmanager.h"
#include "meshmanager.h"
#include "render.h"
#include "renderinfo.h"
#include "renderglsl.h"

using namespace std;

#define FOV           45.0f
#define NEAR_DIST      0.5f
#define FAR_DIST       1.0e9f

// This should be in the GL headers, but where?
#ifndef GL_COLOR_SUM_EXT
#define GL_COLOR_SUM_EXT 0x8458
#endif

static const float  STAR_DISTANCE_LIMIT  = 1.0e6f;
static const int REF_DISTANCE_TO_SCREEN  = 400; //[mm]

// Distance from the Sun at which comet tails will start to fade out
static const float COMET_TAIL_ATTEN_DIST_SOL = astro::AUtoKilometers(5.0f);

static const int StarVertexListSize = 1024;

// Fractional pixel offset used when rendering text as texture mapped
// quads to ensure consistent mapping of texels to pixels.
static const float PixelOffset = 0.125f;

// These two values constrain the near and far planes of the view frustum
// when rendering planet and object meshes.  The near plane will never be
// closer than MinNearPlaneDistance, and the far plane is set so that far/near
// will not exceed MaxFarNearRatio.
static const float MinNearPlaneDistance = 0.0001f; // km
static const float MaxFarNearRatio      = 2000000.0f;

static const float RenderDistance       = 50.0f;

// Star disc size in pixels
static const float BaseStarDiscSize      = 5.0f;
static const float MaxScaledDiscStarSize = 8.0f;
static const float GlareOpacity = 0.65f;

static const float MinRelativeOccluderRadius = 0.005f;

static const float CubeCornerToCenterDistance = (float) sqrt(3.0);


// The minimum apparent size of an objects orbit in pixels before we display
// a label for it.  This minimizes label clutter.
static const float MinOrbitSizeForLabel = 20.0f;

// The minimum apparent size of a surface feature in pixels before we display
// a label for it.
static const float MinFeatureSizeForLabel = 20.0f;

// Maximum size of a solar system in light years. Features beyond this distance
// will not necessarily be rendered correctly. This limit is used for
// visibility culling of solar systems.
static const float MaxSolarSystemSize = 1.0f;


// Static meshes and textures used by all instances of Simulation

static bool commonDataInitialized = false;


LODSphereMesh* g_lodSphere = NULL;

static Texture* normalizationTex = NULL;

static Texture* starTex = NULL;
static Texture* glareTex = NULL;
static Texture* shadowTex = NULL;
static Texture* gaussianDiscTex = NULL;
static Texture* gaussianGlareTex = NULL;

// Shadow textures are scaled down slightly to leave some extra blank pixels
// near the border.  This keeps axis aligned streaks from appearing on hardware
// that doesn't support clamp to border color.
static const float ShadowTextureScale = 15.0f / 16.0f;

static Texture* eclipseShadowTextures[4];
static Texture* shadowMaskTexture = NULL;
static Texture* penumbraFunctionTexture = NULL;

static const Color compassColor(0.4f, 0.4f, 1.0f);

static const float CoronaHeight = 0.2f;

static bool buggyVertexProgramEmulation = true;

struct SphericalCoordLabel
{
    string label;
    float ra;
    float dec;

    SphericalCoordLabel() : ra(0), dec(0) {};
    SphericalCoordLabel(float _ra, float _dec) : ra(_ra), dec(_dec)
    {
    }
};

static int nCoordLabels = 44;
static SphericalCoordLabel* coordLabels = NULL;

static const int MaxSkyRings = 32;
static const int MaxSkySlices = 180;
static const int MinSkySlices = 30;

Color Renderer::StarLabelColor          (0.471f, 0.356f, 0.682f);
Color Renderer::PlanetLabelColor        (0.407f, 0.333f, 0.964f);
Color Renderer::MoonLabelColor          (0.231f, 0.733f, 0.792f);
Color Renderer::AsteroidLabelColor      (0.596f, 0.305f, 0.164f);
Color Renderer::CometLabelColor         (0.768f, 0.607f, 0.227f);
Color Renderer::SpacecraftLabelColor    (0.93f,  0.93f,  0.93f);
Color Renderer::LocationLabelColor      (0.24f,  0.89f,  0.43f);
Color Renderer::GalaxyLabelColor        (0.0f,   0.45f,  0.5f);
Color Renderer::NebulaLabelColor        (0.541f, 0.764f, 0.278f);
Color Renderer::OpenClusterLabelColor   (0.239f, 0.572f, 0.396f);
Color Renderer::ConstellationLabelColor (0.125f, 0.167f, 0.2f);
Color Renderer::EquatorialGridLabelColor(0.095f, 0.196f, 0.096f);

Color Renderer::StarOrbitColor          (0.5f,   0.5f,   0.8f);
Color Renderer::PlanetOrbitColor        (0.3f,   0.323f, 0.833f);
Color Renderer::MoonOrbitColor          (0.08f,  0.407f, 0.392f);
Color Renderer::AsteroidOrbitColor      (0.58f,  0.152f, 0.08f);
Color Renderer::CometOrbitColor         (0.639f, 0.487f, 0.168f);
Color Renderer::SpacecraftOrbitColor    (0.4f,   0.4f,   0.4f);
Color Renderer::SelectionOrbitColor     (1.0f,   0.0f,   0.0f);

Color Renderer::ConstellationColor      (0.0f,   0.12f,  0.18f);
Color Renderer::BoundaryColor           (0.1f,   0.006f, 0.066f);
Color Renderer::EquatorialGridColor     (0.071f, 0.114f, 0.073f);

#if 0
struct DisplayDevice
{
    float faintestVisibleLevel;
};

struct Detector
{
    float saturationLevel;
};


DisplayDevice displayDevice =
{
    0.1f,
};

Detector detector =
{
    1.0f,
};
#endif

// Some useful unit conversions
inline float mmToInches(float mm)
{
    return mm * (1.0f / 25.4f);
}

inline float inchesToMm(float in)
{
    return in * 25.4f;
}


// Fade function for objects that shouldn't be shown when they're too small
// on screen such as orbit paths and some object labels. The will fade linearly
// from invisible at minSize pixels to full visibility at opaqueScale*minSize.
inline float sizeFade(float screenSize, float minScreenSize, float opaqueScale)
{
    return min(1.0f, (screenSize - minScreenSize) / (minScreenSize * (opaqueScale - 1)));
}


Renderer::Renderer() :
    context(0),
    windowWidth(0),
    windowHeight(0),
    fov(FOV),
    screenDpi(96),
    corrFac(1.12f),
    faintestAutoMag45deg(7.0f),
    renderMode(GL_FILL),
    labelMode(NoLabels),
    renderFlags(ShowStars | ShowPlanets),
    orbitMask(Body::Planet | Body::Moon | Body::Stellar),
    ambientLightLevel(0.1f),
    fragmentShaderEnabled(false),
    vertexShaderEnabled(false),
    brightnessBias(0.0f),
    saturationMagNight(1.0f),
    saturationMag(1.0f),
    starStyle(FuzzyPointStars),
    starVertexBuffer(NULL),
    pointStarVertexBuffer(NULL),
    glareVertexBuffer(NULL),
    useVertexPrograms(false),
    useRescaleNormal(false),
    usePointSprite(false),
    textureResolution(medres),
    useNewStarRendering(false),
    minOrbitSize(MinOrbitSizeForLabel),
    distanceLimit(1.0e6f),
    minFeatureSize(MinFeatureSizeForLabel),
    locationFilter(~0u),
    colorTemp(NULL),
    videoSync(false)
{
    starVertexBuffer = new StarVertexBuffer(2048);
    pointStarVertexBuffer = new PointStarVertexBuffer(2048);
    glareVertexBuffer = new PointStarVertexBuffer(2048);
    skyVertices = new SkyVertex[MaxSkySlices * (MaxSkyRings + 1)];
    skyIndices = new uint32[(MaxSkySlices + 1) * 2 * MaxSkyRings];
    skyContour = new SkyContourPoint[MaxSkySlices + 1];
    colorTemp = GetStarColorTable(ColorTable_Enhanced);

    for (int i = 0; i < (int) FontCount; i++)
    {
        font[i] = NULL;
    }
}


Renderer::~Renderer()
{
    if (starVertexBuffer != NULL)
        delete starVertexBuffer;
    if (pointStarVertexBuffer != NULL)
        delete pointStarVertexBuffer;
    delete[] skyVertices;
    delete[] skyIndices;
    delete[] skyContour;
}


Renderer::DetailOptions::DetailOptions() :
    ringSystemSections(100),
    orbitPathSamplePoints(100),
    shadowTextureSize(256),
    eclipseTextureSize(128)
{
}


static void StarTextureEval(float u, float v, float,
                            unsigned char *pixel)
{
    float r = 1 - (float) sqrt(u * u + v * v);
    if (r < 0)
        r = 0;
    else if (r < 0.5f)
        r = 2.0f * r;
    else
        r = 1;

    int pixVal = (int) (r * 255.99f);
    pixel[0] = pixVal;
    pixel[1] = pixVal;
    pixel[2] = pixVal;
}

static void GlareTextureEval(float u, float v, float,
                             unsigned char *pixel)
{
    float r = 0.9f - (float) sqrt(u * u + v * v);
    if (r < 0)
        r = 0;

    int pixVal = (int) (r * 255.99f);
    pixel[0] = 65;
    pixel[1] = 64;
    pixel[2] = 65;
    pixel[3] = pixVal;
}

static void ShadowTextureEval(float u, float v, float,
                              unsigned char *pixel)
{
    float r = (float) sqrt(u * u + v * v);

    // Leave some white pixels around the edges to the shadow doesn't
    // 'leak'.  We'll also set the maximum mip map level for this texture to 3
    // so we don't have problems with the edge texels at high mip map levels.
    int pixVal = r < 15.0f / 16.0f ? 0 : 255;
    pixel[0] = pixVal;
    pixel[1] = pixVal;
    pixel[2] = pixVal;
}


//! Lookup function for eclipse penumbras--the input is the amount of overlap
//  between the occluder and sun disc, and the output is the fraction of
//  full brightness.
static void PenumbraFunctionEval(float u, float, float,
                                 unsigned char *pixel)
{
    u = (u + 1.0f) * 0.5f;

    // Using the cube root produces a good visual result
    unsigned char pixVal = (unsigned char) (::pow((double) u, 0.33) * 255.99);

    pixel[0] = pixVal;
}


// ShadowTextureFunction is a function object for creating shadow textures
// used for rendering eclipses.
class ShadowTextureFunction : public TexelFunctionObject
{
public:
    ShadowTextureFunction(float _umbra) : umbra(_umbra) {};
    virtual void operator()(float u, float v, float w, unsigned char* pixel);
    float umbra;
};

void ShadowTextureFunction::operator()(float u, float v, float,
                                       unsigned char* pixel)
{
    float r = (float) sqrt(u * u + v * v);
    int pixVal = 255;

    // Leave some white pixels around the edges to the shadow doesn't
    // 'leak'.  We'll also set the maximum mip map level for this texture to 3
    // so we don't have problems with the edge texels at high mip map levels.
    r = r / (15.0f / 16.0f);
    if (r < 1)
    {
        // The pixel value should depend on the area of the sun which is
        // occluded.  We just fudge it here and use the square root of the
        // radius.
        if (r <= umbra)
            pixVal = 0;
        else
            pixVal = (int) (sqrt((r - umbra) / (1 - umbra)) * 255.99f);
    }

    pixel[0] = pixVal;
    pixel[1] = pixVal;
    pixel[2] = pixVal;
};


class ShadowMaskTextureFunction : public TexelFunctionObject
{
public:
    ShadowMaskTextureFunction() {};
    virtual void operator()(float u, float v, float w, unsigned char* pixel);
    float dummy;
};

void ShadowMaskTextureFunction::operator()(float u, float, float,
                                           unsigned char* pixel)
{
    unsigned char a = u > 0.0f ? 255 : 0;
    pixel[0] = a;
    pixel[1] = a;
    pixel[2] = a;
    pixel[3] = a;
}


static void IllumMapEval(float x, float y, float z,
                         unsigned char* pixel)
{
    Vec3f v(x, y, z);
    Vec3f u(0, 0, 1);

#if 0
    Vec3f n(0, 0, 1);
    // Experimental illumination function
    float c = v * n;
    if (c < 0.0f)
    {
        u = v;
    }
    else
    {
        c = (1 - ((1 - c))) * 1.0f;
        u = v + (c * n);
        u.normalize();
    }
#else
    u = v;
#endif

    pixel[0] = 128 + (int) (127 * u.x);
    pixel[1] = 128 + (int) (127 * u.y);
    pixel[2] = 128 + (int) (127 * u.z);
}


static void BuildGaussianDiscMipLevel(unsigned char* mipPixels,
                                      unsigned int log2size,
                                      float fwhm,
                                      float power)
{
    unsigned int size = 1 << log2size;
    float sigma = fwhm / 2.3548f;
    float isig2 = 1.0f / (2.0f * sigma * sigma);
    float s = 1.0f / (sigma * (float) sqrt(2.0 * PI));

    for (unsigned int i = 0; i < size; i++)
    {
        float y = (float) i - size / 2;
        for (unsigned int j = 0; j < size; j++)
        {
            float x = (float) j - size / 2;
            float r2 = x * x + y * y;
            float f = s * (float) exp(-r2 * isig2) * power;

            mipPixels[i * size + j] = (unsigned char) (255.99f * min(f, 1.0f));
        }
    }
}


static void BuildGlareMipLevel(unsigned char* mipPixels,
                               unsigned int log2size,
                               float scale,
                               float base)
{
    unsigned int size = 1 << log2size;

    for (unsigned int i = 0; i < size; i++)
    {
        float y = (float) i - size / 2;
        for (unsigned int j = 0; j < size; j++)
        {
            float x = (float) j - size / 2;
            float r = (float) sqrt(x * x + y * y);
            float f = (float) pow(base, r * scale);
            mipPixels[i * size + j] = (unsigned char) (255.99f * min(f, 1.0f));
        }
    }
}


#if 0
// An alternate glare function, based roughly on results in Spencer, G. et al,
// 1995, "Physically-Based Glare Effects for Digital Images"
static void BuildGlareMipLevel2(unsigned char* mipPixels,
                                unsigned int log2size,
                                float scale)
{
    unsigned int size = 1 << log2size;

    for (unsigned int i = 0; i < size; i++)
    {
        float y = (float) i - size / 2;
        for (unsigned int j = 0; j < size; j++)
        {
            float x = (float) j - size / 2;
            float r = (float) sqrt(x * x + y * y);
            float f = 0.3f / (0.3f + r * r * scale * scale * 100);
            /*
            if (i == 0 || j == 0 || i == size - 1 || j == size - 1)
                f = 1.0f;
            */
            mipPixels[i * size + j] = (unsigned char) (255.99f * min(f, 1.0f));
        }
    }
}
#endif


static Texture* BuildGaussianDiscTexture(unsigned int log2size)
{
    unsigned int size = 1 << log2size;
    Image* img = new Image(GL_LUMINANCE, size, size, log2size + 1);

    for (unsigned int mipLevel = 0; mipLevel <= log2size; mipLevel++)
    {
        float fwhm = (float) pow(2.0f, (float) (log2size - mipLevel)) * 0.3f;
        BuildGaussianDiscMipLevel(img->getMipLevel(mipLevel),
                                  log2size - mipLevel,
                                  fwhm,
                                  (float) pow(2.0f, (float) (log2size - mipLevel)));
    }

    ImageTexture* texture = new ImageTexture(*img,
                                             Texture::BorderClamp,
                                             Texture::DefaultMipMaps);
    texture->setBorderColor(Color(0.0f, 0.0f, 0.0f, 0.0f));

    delete img;

    return texture;
}


static Texture* BuildGaussianGlareTexture(unsigned int log2size)
{
    unsigned int size = 1 << log2size;
    Image* img = new Image(GL_LUMINANCE, size, size, log2size + 1);

    for (unsigned int mipLevel = 0; mipLevel <= log2size; mipLevel++)
    {
        /*
        // Optional gaussian glare
        float fwhm = (float) pow(2.0f, (float) (log2size - mipLevel)) * 0.15f;
        float power = (float) pow(2.0f, (float) (log2size - mipLevel)) * 0.15f;
        BuildGaussianDiscMipLevel(img->getMipLevel(mipLevel),
                                  log2size - mipLevel,
                                  fwhm,
                                  power);
        */
        BuildGlareMipLevel(img->getMipLevel(mipLevel),
                           log2size - mipLevel,
                           25.0f / (float) pow(2.0f, (float) (log2size - mipLevel)),
                           0.66f);
        /*
        BuildGlareMipLevel2(img->getMipLevel(mipLevel),
                            log2size - mipLevel,
                            1.0f / (float) pow(2.0f, (float) (log2size - mipLevel)));
        */
    }

    ImageTexture* texture = new ImageTexture(*img,
                                             Texture::BorderClamp,
                                             Texture::DefaultMipMaps);
    texture->setBorderColor(Color(0.0f, 0.0f, 0.0f, 0.0f));

    delete img;

    return texture;
}


// Depth comparison function for render list entries
bool operator<(const RenderListEntry& a, const RenderListEntry& b)
{
    // Operation is reversed because -z axis points into the screen
    return a.centerZ - a.radius > b.centerZ - b.radius;
}


// Depth comparison for labels
bool operator<(const Renderer::Label& a, const Renderer::Label& b)
{
    // Operation is reversed because -z axis points into the screen
    return a.position.z > b.position.z;
}


// Depth comparison for orbit paths
bool operator<(const Renderer::OrbitPathListEntry& a, const Renderer::OrbitPathListEntry& b)
{
    // Operation is reversed because -z axis points into the screen
    return a.centerZ - a.radius > b.centerZ - b.radius;
}


bool Renderer::init(GLContext* _context,
                    int winWidth, int winHeight,
                    DetailOptions& _detailOptions)
{
    context = _context;
    detailOptions = _detailOptions;

    // Initialize static meshes and textures common to all instances of Renderer
    if (!commonDataInitialized)
    {
        g_lodSphere = new LODSphereMesh();

        starTex = CreateProceduralTexture(64, 64, GL_RGB, StarTextureEval);

        glareTex = LoadTextureFromFile("textures/flare.jpg");
        if (glareTex == NULL)
            glareTex = CreateProceduralTexture(64, 64, GL_RGB, GlareTextureEval);

        // Max mipmap level doesn't work reliably on all graphics
        // cards.  In particular, Rage 128 and TNT cards resort to software
        // rendering when this feature is enabled.  The only workaround is to
        // disable mipmapping completely unless texture border clamping is
        // supported, which solves the problem much more elegantly than all
        // the mipmap level nonsense.
        // shadowTex->setMaxMipMapLevel(3);
        Texture::AddressMode shadowTexAddress = Texture::EdgeClamp;
        Texture::MipMapMode shadowTexMip = Texture::NoMipMaps;
        useClampToBorder = context->extensionSupported("GL_ARB_texture_border_clamp");
        if (useClampToBorder)
        {
            shadowTexAddress = Texture::BorderClamp;
            shadowTexMip = Texture::DefaultMipMaps;
        }

        shadowTex = CreateProceduralTexture(detailOptions.shadowTextureSize,
                                            detailOptions.shadowTextureSize,
                                            GL_RGB,
                                            ShadowTextureEval,
                                            shadowTexAddress, shadowTexMip);
        shadowTex->setBorderColor(Color::White);

        if (gaussianDiscTex == NULL)
            gaussianDiscTex = BuildGaussianDiscTexture(8);
        if (gaussianGlareTex == NULL)
            gaussianGlareTex = BuildGaussianGlareTexture(9);

        // Create the eclipse shadow textures
        {
            for (int i = 0; i < 4; i++)
            {
                ShadowTextureFunction func(i * 0.25f);
                eclipseShadowTextures[i] =
                    CreateProceduralTexture(detailOptions.eclipseTextureSize,
                                            detailOptions.eclipseTextureSize,
                                            GL_RGB, func,
                                            shadowTexAddress, shadowTexMip);
                if (eclipseShadowTextures[i] != NULL)
                {
                    // eclipseShadowTextures[i]->setMaxMipMapLevel(2);
                    eclipseShadowTextures[i]->setBorderColor(Color::White);
                }
            }
        }

        // Create the shadow mask texture
        {
            ShadowMaskTextureFunction func;
            shadowMaskTexture = CreateProceduralTexture(128, 2, GL_RGBA, func);
            //shadowMaskTexture->bindName();
        }

        // Create a function lookup table in a texture for use with
        // fragment program eclipse shadows.
        penumbraFunctionTexture = CreateProceduralTexture(512, 1, GL_LUMINANCE,
                                                          PenumbraFunctionEval,
                                                          Texture::EdgeClamp);

        if (context->extensionSupported("GL_EXT_texture_cube_map"))
        {
            // normalizationTex = CreateNormalizationCubeMap(64);
            normalizationTex = CreateProceduralCubeMap(64, GL_RGB, IllumMapEval);
        }

        // Create labels for celestial sphere
        {
            char buf[10];
            int i;

            coordLabels = new SphericalCoordLabel[nCoordLabels];
            for (i = 0; i < 12; i++)
            {
                coordLabels[i].ra = float(i * 2);
                coordLabels[i].dec = 0;
                sprintf(buf, "%dh", i * 2);
                coordLabels[i].label = string(buf);
            }

            coordLabels[12] = SphericalCoordLabel(0, -80);
            coordLabels[13] = SphericalCoordLabel(0, -70);
            coordLabels[14] = SphericalCoordLabel(0, -60);
            coordLabels[15] = SphericalCoordLabel(0, -50);
            coordLabels[16] = SphericalCoordLabel(0, -40);
            coordLabels[17] = SphericalCoordLabel(0, -30);
            coordLabels[18] = SphericalCoordLabel(0, -20);
            coordLabels[19] = SphericalCoordLabel(0, -10);
            coordLabels[20] = SphericalCoordLabel(0,  10);
            coordLabels[21] = SphericalCoordLabel(0,  20);
            coordLabels[22] = SphericalCoordLabel(0,  30);
            coordLabels[23] = SphericalCoordLabel(0,  40);
            coordLabels[24] = SphericalCoordLabel(0,  50);
            coordLabels[25] = SphericalCoordLabel(0,  60);
            coordLabels[26] = SphericalCoordLabel(0,  70);
            coordLabels[27] = SphericalCoordLabel(0,  80);
            for (i = 28; i < nCoordLabels; i++)
            {
                coordLabels[i].ra = 12;
                coordLabels[i].dec = coordLabels[i - 16].dec;
            }

            for (i = 12; i < nCoordLabels; i++)
            {
                char buf[10];
                sprintf(buf, "%d", (int) coordLabels[i].dec);
                coordLabels[i].label = string(buf);
            }
        }

        commonDataInitialized = true;
    }

#if 0
    if (context->extensionSupported("GL_ARB_multisample"))
    {
        int nSamples = 0;
        int sampleBuffers = 0;
        int enabled = (int) glIsEnabled(GL_MULTISAMPLE_ARB);
        glGetIntegerv(GL_SAMPLE_BUFFERS_ARB, &sampleBuffers);
        glGetIntegerv(GL_SAMPLES_ARB, &nSamples);
        clog << "AA samples: " << nSamples
             << ", enabled=" << (int) enabled
             << ", sample buffers=" << (sampleBuffers)
             << "\n";
        glEnable(GL_MULTISAMPLE_ARB);
    }
#endif

    if (context->extensionSupported("GL_EXT_rescale_normal"))
    {
        // We need this enabled because we use glScale, but only
        // with uniform scale factors.
        DPRINTF(1, "Renderer: EXT_rescale_normal supported.\n");
        useRescaleNormal = true;
        glEnable(GL_RESCALE_NORMAL_EXT);
    }

    if (context->extensionSupported("GL_ARB_point_sprite"))
    {
        DPRINTF(1, "Renderer: point sprites supported.\n");
        usePointSprite = true;
    }

    if (context->extensionSupported("GL_EXT_separate_specular_color"))
    {
        glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SEPARATE_SPECULAR_COLOR_EXT);
    }

    // Ugly renderer-specific bug workarounds follow . . .
    char* glRenderer = (char*) glGetString(GL_RENDERER);
    if (glRenderer != NULL)
    {
        // Fog is broken with vertex program emulation in most versions of
        // the GF 1 and 2 drivers; we need to detect this and disable
        // vertex programs which output fog coordinates
        if (strstr(glRenderer, "GeForce3") != NULL ||
            strstr(glRenderer, "GeForce4") != NULL)
        {
            buggyVertexProgramEmulation = false;
        }

        if (strstr(glRenderer, "Savage4") != NULL ||
            strstr(glRenderer, "ProSavage") != NULL)
        {
            // S3 Savage4 drivers appear to rescale normals without reporting
            // EXT_rescale_normal.  Lighting will be messed up unless
            // we set the useRescaleNormal flag.
            useRescaleNormal = true;
        }
    }

    // More ugly hacks; according to Matt Craighead at NVIDIA, an NVIDIA
    // OpenGL driver that reports version 1.3.1 or greater will have working
    // fog in emulated vertex programs.
    char* glVersion = (char*) glGetString(GL_VERSION);
    if (glVersion != NULL)
    {
        int major = 0, minor = 0, extra = 0;
        int nScanned = sscanf(glVersion, "%d.%d.%d", &major, &minor, &extra);

        if (nScanned >= 2)
        {
            if (major > 1 || minor > 3 || (minor == 3 && extra >= 1))
                buggyVertexProgramEmulation = false;
        }
    }

    glLoadIdentity();

    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);

    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_LIGHTING);
    glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);

    // LEQUAL rather than LESS required for multipass rendering
    glDepthFunc(GL_LEQUAL);

    resize(winWidth, winHeight);

    return true;
}


void Renderer::resize(int width, int height)
{
    windowWidth = width;
    windowHeight = height;
    // glViewport(windowWidth, windowHeight);
}

float Renderer::calcPixelSize(float fovY, float windowHeight)
{
    return 2 * (float) tan(degToRad(fovY / 2.0)) / (float) windowHeight;
}

void Renderer::setFieldOfView(float _fov)
{
    fov = _fov;
    corrFac = (0.12f * fov/FOV * fov/FOV + 1.0f);
}

int Renderer::getScreenDpi() const
{
    return screenDpi;
}

void Renderer::setScreenDpi(int _dpi)
{
    screenDpi = _dpi;
}

void Renderer::setFaintestAM45deg(float _faintestAutoMag45deg)
{
    faintestAutoMag45deg = _faintestAutoMag45deg;
}

float Renderer::getFaintestAM45deg()
{
    return faintestAutoMag45deg;
}

unsigned int Renderer::getResolution()
{
    return textureResolution;
}


void Renderer::setResolution(unsigned int resolution)
{
    if (resolution < TEXTURE_RESOLUTION)
        textureResolution = resolution;
}


TextureFont* Renderer::getFont(FontStyle fs) const
{
    return font[(int) fs];
}

void Renderer::setFont(FontStyle fs, TextureFont* txf)
{
    font[(int) fs] = txf;
}

void Renderer::setRenderMode(int _renderMode)
{
    renderMode = _renderMode;
}

int Renderer::getRenderFlags() const
{
    return renderFlags;
}

void Renderer::setRenderFlags(int _renderFlags)
{
    renderFlags = _renderFlags;
}

int Renderer::getLabelMode() const
{
    return labelMode;
}

void Renderer::setLabelMode(int _labelMode)
{
    labelMode = _labelMode;
}

int Renderer::getOrbitMask() const
{
    return orbitMask;
}

void Renderer::setOrbitMask(int mask)
{
    orbitMask = mask;
}


const ColorTemperatureTable*
Renderer::getStarColorTable() const
{
    return colorTemp;
}


void
Renderer::setStarColorTable(const ColorTemperatureTable* ct)
{
    colorTemp = ct;
}


bool Renderer::getVideoSync() const
{
    return videoSync;
}

void Renderer::setVideoSync(bool sync)
{
    videoSync = sync;
}


float Renderer::getAmbientLightLevel() const
{
    return ambientLightLevel;
}


void Renderer::setAmbientLightLevel(float level)
{
    ambientLightLevel = level;
}


float Renderer::getMinimumFeatureSize() const
{
    return minFeatureSize;
}


void Renderer::setMinimumFeatureSize(float pixels)
{
    minFeatureSize = pixels;
}


float Renderer::getMinimumOrbitSize() const
{
    return minOrbitSize;
}

// Orbits and labels are only rendered when the orbit of the object
// occupies some minimum number of pixels on screen.
void Renderer::setMinimumOrbitSize(float pixels)
{
    minOrbitSize = pixels;
}


float Renderer::getDistanceLimit() const
{
    return distanceLimit;
}


void Renderer::setDistanceLimit(float distanceLimit_)
{
    distanceLimit = distanceLimit_;
}


bool Renderer::getFragmentShaderEnabled() const
{
    return fragmentShaderEnabled;
}

void Renderer::setFragmentShaderEnabled(bool enable)
{
    fragmentShaderEnabled = enable && fragmentShaderSupported();
}

bool Renderer::fragmentShaderSupported() const
{
    return context->bumpMappingSupported();
}

bool Renderer::getVertexShaderEnabled() const
{
    return vertexShaderEnabled;
}

void Renderer::setVertexShaderEnabled(bool enable)
{
    vertexShaderEnabled = enable && vertexShaderSupported();
}

bool Renderer::vertexShaderSupported() const
{
    return useVertexPrograms;
}


void Renderer::addLabel(const char* text,
                         Color color,
                         const Point3f& pos,
                         float depth)
{
    double winX, winY, winZ;
    int view[4] = { 0, 0, 0, 0 };
    view[0] = -windowWidth / 2;
    view[1] = -windowHeight / 2;
    view[2] = windowWidth;
    view[3] = windowHeight;
    depth = (float) (pos.x * modelMatrix[2] +
                     pos.y * modelMatrix[6] +
                     pos.z * modelMatrix[10]);
    if (gluProject(pos.x, pos.y, pos.z,
                   modelMatrix,
                   projMatrix,
                   (const GLint*) view,
                   &winX, &winY, &winZ) != GL_FALSE)
    {
        Label l;
        ReplaceGreekLetterAbbr(l.text, MaxLabelLength, text, strlen(text));
        // Might be nice to use abbreviations instead of Greek letters
        // strncpy(l.text, text, MaxLabelLength);
        l.text[MaxLabelLength - 1] = '\0';
        l.color = color;
        l.position = Point3f((float) winX, (float) winY, -depth);
        labels.insert(labels.end(), l);
    }
}


void Renderer::addLabel(const string& text,
                        Color color,
                        const Point3f& pos,
                        float depth)
{
    addLabel(text.c_str(), color, pos, depth);
}


void Renderer::addSortedLabel(const string& text, Color color, const Point3f& pos)
{
    double winX, winY, winZ;
    int view[4] = { 0, 0, 0, 0 };
    view[0] = -windowWidth / 2;
    view[1] = -windowHeight / 2;
    view[2] = windowWidth;
    view[3] = windowHeight;
    float depth = (float) (pos.x * modelMatrix[2] +
                           pos.y * modelMatrix[6] +
                           pos.z * modelMatrix[10]);
    if (gluProject(pos.x, pos.y, pos.z,
                   modelMatrix,
                   projMatrix,
                   (const GLint*) view,
                   &winX, &winY, &winZ) != GL_FALSE)
    {
        Label l;
        //l.text = ReplaceGreekLetterAbbr(_(text.c_str()));
        strncpy(l.text, text.c_str(), MaxLabelLength);
        l.text[MaxLabelLength - 1] = '\0';
        l.color = color;
        l.position = Point3f((float) winX, (float) winY, -depth);
        depthSortedLabels.insert(depthSortedLabels.end(), l);
    }
}


void Renderer::clearLabels()
{
    labels.clear();
}


void Renderer::clearSortedLabels()
{
    depthSortedLabels.clear();
}


static void enableSmoothLines()
{
    // glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glEnable(GL_LINE_SMOOTH);
    glLineWidth(1.5f);
}

static void disableSmoothLines()
{
    // glDisable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE);
    glDisable(GL_LINE_SMOOTH);
    glLineWidth(1.0f);
}


class OrbitSampler : public OrbitSampleProc
{
public:
    vector<Renderer::OrbitSample>* samples;

    OrbitSampler(vector<Renderer::OrbitSample>* _samples) : samples(_samples) {};
    void sample(double t, const Point3d& p)
    {
        Renderer::OrbitSample samp;
        samp.pos = Point3f((float) p.x, (float) p.y, (float) p.z);
        samp.t = t;
        samples->push_back(samp);
    };
};


void renderOrbitColor(int classification, bool selected, float opacity)
{
    Color orbitColor;

    if (selected)
    {
        // Highlight the orbit of the selected object in red
        orbitColor = Renderer::SelectionOrbitColor;
    }
    else
    {
        switch (classification)
        {
        case Body::Moon:
            orbitColor = Renderer::MoonOrbitColor;
            break;
        case Body::Asteroid:
            orbitColor = Renderer::AsteroidOrbitColor;
            break;
        case Body::Comet:
            orbitColor = Renderer::CometOrbitColor;
            break;
        case Body::Spacecraft:
            orbitColor = Renderer::SpacecraftOrbitColor;
            break;
        case Body::Stellar:
            orbitColor = Renderer::StarOrbitColor;
            break;
        case Body::Planet:
        default:
            orbitColor = Renderer::PlanetOrbitColor;
            break;
        }
    }

    glColor(orbitColor, opacity * orbitColor.alpha());
}


void Renderer::renderOrbit(const OrbitPathListEntry& orbitPath, double t)
{
    Body* body = orbitPath.body;

    // Ugly cast here because orbit cache needs to be rewritten to use an STL map
    Body* cacheKey = body != NULL ? body : reinterpret_cast<Body*>(const_cast<Star*>(orbitPath.star));
    vector<OrbitSample>* trajectory = NULL;
    for (vector<CachedOrbit*>::const_iterator iter = orbitCache.begin();
         iter != orbitCache.end(); iter++)
    {
        if ((*iter)->body == cacheKey)
        {
            (*iter)->keep = true;
            trajectory = &((*iter)->trajectory);
            break;
        }
    }

    const Orbit* orbit = NULL;
    if (body != NULL)
        orbit = body->getOrbit();
    else
        orbit = orbitPath.star->getOrbit();

    // If it's not in the cache already
    if (trajectory == NULL)
    {
        CachedOrbit* cachedOrbit = NULL;

        // Search the cache an see if we can reuse an old orbit
        for (vector<CachedOrbit*>::const_iterator iter = orbitCache.begin();
             iter != orbitCache.end(); iter++)
        {
            if ((*iter)->body == NULL)
            {
                cachedOrbit = *iter;
                cachedOrbit->trajectory.clear();
                break;
            }
        }

        // If we can't reuse an old orbit, allocate a new one.
        bool reuse = true;
        if (cachedOrbit == NULL)
        {
            cachedOrbit = new CachedOrbit();
            reuse = false;
        }

        double startTime = t;
        int nSamples = detailOptions.orbitPathSamplePoints;

        // Adjust the number of samples used for aperiodic orbits--these aren't
        // true orbits, but are sampled trajectories, generally of spacecraft.
        // Better control is really needed--some sort of adaptive sampling would
        // be ideal.
        if (!orbit->isPeriodic())
        {
            double begin = 0.0, end = 0.0;
            orbit->getValidRange(begin, end);

            if (begin != end)
            {
                startTime = begin;
                nSamples = (int) (orbit->getPeriod() * 100.0);
                nSamples = max(min(nSamples, 1000), 100);
            }
            else
            {
                // If the orbit is aperiodic and doesn't have a
                // finite duration, we don't render it. A compromise
                // would be to pick some time window centered at the
                // current time, but we'd have to pick some arbitrary
                // duration.
                nSamples = 0;
            }
        }

        cachedOrbit->body = cacheKey;
        cachedOrbit->keep = true;
        OrbitSampler sampler(&cachedOrbit->trajectory);
        orbit->sample(startTime,
                      orbit->getPeriod(),
                      nSamples,
                      sampler);
        trajectory = &cachedOrbit->trajectory;

        // If the orbit is new, put it back in the cache
        if (!reuse)
            orbitCache.insert(orbitCache.end(), cachedOrbit);
    }

    glPushMatrix();
    glTranslate(orbitPath.origin);
    if (body != NULL)
    {
        Quatd orientation(1.0);
        if (body->getOrbitFrame() != NULL)
        {
            orientation = body->getOrbitFrame()->getOrientation(t);
        }
        else if (body->getOrbitBarycenter() != NULL)
        {
            orientation = body->getOrbitBarycenter()->getEclipticalToEquatorial(t);
        }
        glRotate(~orientation);
    }

    bool highlight;
    if (body != NULL)
        highlight = highlightObject.body() == body;
    else
        highlight = highlightObject.star() == orbitPath.star;
    renderOrbitColor(body != NULL ? body->getClassification() : Body::Stellar, highlight, orbitPath.opacity);

    // Actually render the orbit
    if (orbit->isPeriodic())
        glBegin(GL_LINE_LOOP);
    else
        glBegin(GL_LINE_STRIP);

    if ((renderFlags & ShowPartialTrajectories) == 0 || orbit->isPeriodic())
    {
        // Show the complete trajectory
        // TODO: for much greater efficiency, use vertex arrays rather than
        // immediate commands to draw orbit paths.
        for (vector<OrbitSample>::const_iterator p = trajectory->begin();
             p != trajectory->end(); p++)
        {
            glVertex3f(p->pos.x, p->pos.y, p->pos.z);
        }
    }
    else
    {
        vector<OrbitSample>::const_iterator p;

        // Show the portion of the trajectory travelled up to this point
        for (p = trajectory->begin(); p != trajectory->end() && p->t < t; p++)
        {
            glVertex3f(p->pos.x, p->pos.y, p->pos.z);
        }

        // If we're midway through a non-periodic trajectory, we will need
        // to render a partial orbit segment.
        if (p != trajectory->end())
        {
            Point3d pos = orbit->positionAtTime(t);
            glVertex3f((float) pos.x, (float) pos.y, (float) pos.z);
        }
    }

    glEnd();

    glPopMatrix();
}


// Convert a position in the universal coordinate system to astrocentric
// coordinates, taking into account possible orbital motion of the star.
static Point3d astrocentricPosition(const UniversalCoord& pos,
                                    const Star& star,
                                    double t)
{
    UniversalCoord starPos = star.getPosition(t);

    Vec3d v = pos - starPos;
    return Point3d(astro::microLightYearsToKilometers(v.x),
                   astro::microLightYearsToKilometers(v.y),
                   astro::microLightYearsToKilometers(v.z));
}


void Renderer::autoMag(float& faintestMag)
{
      float fieldCorr = 2.0f * FOV/(fov + FOV);
      faintestMag = (float) (faintestAutoMag45deg * sqrt(fieldCorr));
      saturationMag = saturationMagNight * (1.0f + fieldCorr * fieldCorr);
}


// Set up the light sources for rendering a solar system.  The positions of
// all nearby stars are converted from universal to solar system coordinates.
static void
setupLightSources(const vector<const Star*>& nearStars,
                  const Star& sun,
                  double t,
                  vector<Renderer::LightSource>& lightSources)
{
    UniversalCoord center = sun.getPosition(t);

    lightSources.clear();

    for (vector<const Star*>::const_iterator iter = nearStars.begin();
         iter != nearStars.end(); iter++)
    {
        if ((*iter)->getVisibility())
        {
            Vec3d v = ((*iter)->getPosition(t) - center) *
                astro::microLightYearsToKilometers(1.0);

            Renderer::LightSource ls;
            ls.position = Point3d(v.x, v.y, v.z);
            ls.luminosity = (*iter)->getLuminosity();
            ls.radius = (*iter)->getRadius();

            // If the star is sufficiently cool, change the light color
            // from white.  Though our sun appears yellow, we still make
            // it and all hotter stars emit white light, as this is the
            // 'natural' light to which our eyes are accustomed.  We also
            // assign a slight bluish tint to light from O and B type stars,
            // though these will almost never have planets for their light
            // to shine upon.
            float temp = (*iter)->getTemperature();
            if (temp > 30000.0f)
                ls.color = Color(0.8f, 0.8f, 1.0f);
            else if (temp > 10000.0f)
                ls.color = Color(0.9f, 0.9f, 1.0f);
            else if (temp > 5400.0f)
                ls.color = Color(1.0f, 1.0f, 1.0f);
            else if (temp > 3900.0f)
                ls.color = Color(1.0f, 0.9f, 0.8f);
            else if (temp > 2000.0f)
                ls.color = Color(1.0f, 0.7f, 0.7f);
            else
                ls.color = Color(1.0f, 0.4f, 0.4f);

            lightSources.push_back(ls);
        }
    }
}


// Render an item from the render list
// TODO: change the way the observer class works so that it is more efficient;
// we should only have to recompute the position and attitude in universal
// coordinates once per time step. Then, we wouldn't have to resort to passing
// the camera orientation in order to avoid extra calculation.
void Renderer::renderItem(const RenderListEntry& rle,
                          const Observer& observer,
                          const Quatf& cameraOrientation,
                          float nearPlaneDistance,
                          float farPlaneDistance)
{
    if (rle.body != NULL)
    {
        if (rle.isCometTail)
        {
            renderCometTail(*rle.body,
                            rle.position,
                            observer.getTime(),
                            lightSourceLists[rle.solarSysIndex],
                            rle.discSizeInPixels);
        }
        else
        {
            renderPlanet(*rle.body,
                         rle.position,
                         rle.distance,
                         rle.appMag,
                         observer,
                         cameraOrientation,
                         lightSourceLists[rle.solarSysIndex],
                         nearPlaneDistance, farPlaneDistance);
        }
    }
    else if (rle.star != NULL)
    {
        renderStar(*rle.star,
                   rle.position,
                   rle.distance,
                   rle.appMag,
                   cameraOrientation,
                   observer.getTime(),
                   nearPlaneDistance, farPlaneDistance);
    }
}


void Renderer::render(const Observer& observer,
                      const Universe& universe,
                      float faintestMagNight,
                      const Selection& sel)
{
    // Get the observer's time
    double now = observer.getTime();

    // Compute the size of a pixel
    setFieldOfView(radToDeg(observer.getFOV()));
    pixelSize = calcPixelSize(fov, (float) windowHeight);
    // Set up the projection we'll use for rendering stars.
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(fov,
                   (float) windowWidth / (float) windowHeight,
                   NEAR_DIST, FAR_DIST);

    // Set the modelview matrix
    glMatrixMode(GL_MODELVIEW);

    // Get the displayed surface texture set to use from the observer
    displayedSurface = observer.getDisplayedSurface();

    locationFilter = observer.getLocationFilter();

    if (usePointSprite && getGLContext()->getVertexProcessor() != NULL)
    {
        useNewStarRendering = true;
    }
    else
    {
        useNewStarRendering = false;
    }

    // Highlight the selected object
    highlightObject = sel;

    Quatf cameraOrientation = observer.getOrientation();

    // Set up the camera for star rendering; the units of this phase
    // are light years.
    Point3f observerPosLY = (Point3f) observer.getPosition();
    observerPosLY.x *= 1e-6f;
    observerPosLY.y *= 1e-6f;
    observerPosLY.z *= 1e-6f;
    glPushMatrix();
    glRotate(cameraOrientation);

    // Get the model matrix *before* translation.  We'll use this for
    // positioning star and planet labels.
    glGetDoublev(GL_MODELVIEW_MATRIX, modelMatrix);
    glGetDoublev(GL_PROJECTION_MATRIX, projMatrix);

    clearLabels();
    clearSortedLabels();

    // Put all solar system bodies into the render list.  Stars close and
    // large enough to have discernible surface detail are also placed in
    // renderList.
    renderList.clear();
    orbitPathList.clear();

    // See if we want to use AutoMag.
    if ((renderFlags & ShowAutoMag) != 0)
    {
        autoMag(faintestMag);
    }
    else
    {
        faintestMag = faintestMagNight;
        saturationMag = saturationMagNight;
    }

    faintestPlanetMag = faintestMag;

    if (renderFlags & ShowPlanets)
    {
        nearStars.clear();
        universe.getNearStars(observer.getPosition(), 1.0f, nearStars);

        unsigned int solarSysIndex = 0;
        for (vector<const Star*>::const_iterator iter = nearStars.begin();
             iter != nearStars.end(); iter++)
        {
            const Star* sun = *iter;
            SolarSystem* solarSystem = universe.getSolarSystem(sun);
            if (solarSystem != NULL)
            {
                setupLightSources(nearStars, *sun, now,
                                  lightSourceLists[solarSysIndex]);
                buildRenderLists(*sun,
                                 solarSystem->getPlanets(),
                                 observer,
                                 now,
                                 solarSysIndex,
                                 (labelMode & (BodyLabelMask)) != 0);
                solarSysIndex++;
            }

            addStarOrbitToRenderList(*sun, observer, now);
        }
        starTex->bind();
    }

    Color skyColor(0.0f, 0.0f, 0.0f);

    // Scan through the render list to see if we're inside a planetary
    // atmosphere.  If so, we need to adjust the sky color as well as the
    // limiting magnitude of stars (so stars aren't visible in the daytime
    // on planets with thick atmospheres.)
    if ((renderFlags & ShowAtmospheres) != 0)
    {
        for (vector<RenderListEntry>::iterator iter = renderList.begin();
             iter != renderList.end(); iter++)
        {
            if (iter->body != NULL && iter->body->getAtmosphere() != NULL)
            {
                // Compute the density of the atmosphere, and from that
                // the amount light scattering.  It's complicated by the
                // possibility that the planet is oblate and a simple distance
                // to sphere calculation will not suffice.
                const Atmosphere* atmosphere = iter->body->getAtmosphere();
                float radius = iter->body->getRadius();
                float oblateness = iter->body->getOblateness();
                Vec3f recipSemiAxes(1.0f, 1.0f / (1.0f - oblateness), 1.0f);
                Mat3f A = Mat3f::scaling(recipSemiAxes);
                Vec3f eyeVec = iter->position - Point3f(0.0f, 0.0f, 0.0f);
                eyeVec *= (1.0f / radius);

                // Compute the orientation of the planet before axial rotation
                Quatd qd = iter->body->getEclipticalToEquatorial(now);
                Quatf q((float) qd.w, (float) qd.x, (float) qd.y, (float) qd.z);
                eyeVec = eyeVec * conjugate(q).toMatrix3();

                // ellipDist is not the true distance from the surface unless
                // the planet is spherical.  The quantity that we do compute
                // is the distance to the surface along a line from the eye
                // position to the center of the ellipsoid.
                float ellipDist = (float) sqrt((eyeVec * A) * (eyeVec * A)) - 1.0f;
                if (ellipDist < atmosphere->height / radius &&
                    atmosphere->height > 0.0f)
                {
                    float density = 1.0f - ellipDist /
                        (atmosphere->height / radius);
                    if (density > 1.0f)
                        density = 1.0f;

                    Vec3f sunDir = iter->sun;
                    Vec3f normal = Point3f(0.0f, 0.0f, 0.0f) - iter->position;
                    sunDir.normalize();
                    normal.normalize();
                    float illumination = Math<float>::clamp((sunDir * normal) + 0.2f);

                    float lightness = illumination * density;
                    faintestMag = faintestMag  - 15.0f * lightness;
                    saturationMag = saturationMag - 15.0f * lightness;
                }
            }
        }
    }

    // Now we need to determine how to scale the brightness of stars.  The
    // brightness will be proportional to the apparent magnitude, i.e.
    // a logarithmic function of the stars apparent brightness.  This mimics
    // the response of the human eye.  We sort of fudge things here and
    // maintain a minimum range of six magnitudes between faintest visible
    // and saturation; this keeps stars from popping in or out as the sun
    // sets or rises.
    if (faintestMag - saturationMag >= 6.0f)
        brightnessScale = 1.0f / (faintestMag -  saturationMag);
    else
        brightnessScale = 0.1667f;

    ambientColor = Color(ambientLightLevel, ambientLightLevel, ambientLightLevel);

    // Create the ambient light source.  For realistic scenes in space, this
    // should be black.
    glAmbientLightColor(ambientColor);

    glClearColor(skyColor.red(), skyColor.green(), skyColor.blue(), 1);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

    glDisable(GL_LIGHTING);
    glDepthMask(GL_FALSE);
    glEnable(GL_BLEND);
    glEnable(GL_TEXTURE_2D);

    if ((renderFlags & ShowCelestialSphere) != 0)
    {
        glColor(EquatorialGridColor);
        glDisable(GL_TEXTURE_2D);
        if ((renderFlags & ShowSmoothLines) != 0)
            enableSmoothLines();
        renderCelestialSphere(observer);
        if ((renderFlags & ShowSmoothLines) != 0)
            disableSmoothLines();
        glEnable(GL_BLEND);
        glEnable(GL_TEXTURE_2D);
    }

    if (universe.getDSOCatalog() != NULL)
        renderDeepSkyObjects(universe, observer, faintestMag);

    // Translate the camera before rendering the stars
    glPushMatrix();
    glTranslatef(-observerPosLY.x, -observerPosLY.y, -observerPosLY.z);
    // Render stars
    glBlendFunc(GL_SRC_ALPHA, GL_ONE);

    if ((renderFlags & ShowStars) != 0 && universe.getStarCatalog() != NULL)
    {
        if (useNewStarRendering)
            renderPointStars(*universe.getStarCatalog(), faintestMag, observer);
        else
            renderStars(*universe.getStarCatalog(), faintestMag, observer);
    }

    // Render asterisms
    if ((renderFlags & ShowDiagrams) != 0 && universe.getAsterisms() != NULL)
    {
        glColor(ConstellationColor);
        glDisable(GL_TEXTURE_2D);
        if ((renderFlags & ShowSmoothLines) != 0)
            enableSmoothLines();
        AsterismList* asterisms = universe.getAsterisms();
        for (AsterismList::const_iterator iter = asterisms->begin();
             iter != asterisms->end(); iter++)
        {
            Asterism* ast = *iter;

            for (int i = 0; i < ast->getChainCount(); i++)
            {
                const Asterism::Chain& chain = ast->getChain(i);

                glBegin(GL_LINE_STRIP);
                for (Asterism::Chain::const_iterator iter = chain.begin();
                     iter != chain.end(); iter++)
                    glVertex(*iter);
                glEnd();
            }
        }

        if ((renderFlags & ShowSmoothLines) != 0)
            disableSmoothLines();
    }

    if ((renderFlags & ShowBoundaries) != 0)
    {
        glColor(BoundaryColor);
        glDisable(GL_TEXTURE_2D);
        if ((renderFlags & ShowSmoothLines) != 0)
            enableSmoothLines();
        if (universe.getBoundaries() != NULL)
            universe.getBoundaries()->render();
        if ((renderFlags & ShowSmoothLines) != 0)
            disableSmoothLines();
    }

    renderLabels(FontNormal, AlignLeft);
    clearLabels();

    if ((labelMode & ConstellationLabels) != 0 && universe.getAsterisms() != NULL)
    {
        labelConstellations(*universe.getAsterisms(), observer);
        renderLabels(FontLarge, AlignCenter);
        clearLabels();
    }

    glPopMatrix();

    // Clear the keep flag for all orbits in the cache; if they're not
    // used when rendering this frame, they'll get marked for
    // recycling.
    if ((renderFlags & ShowOrbits) != 0 && orbitMask != 0)
    {
        for (vector<CachedOrbit*>::const_iterator iter = orbitCache.begin(); iter != orbitCache.end(); iter++)
            (*iter)->keep = false;
    }

    renderLabels(FontNormal, AlignLeft);

    glPolygonMode(GL_FRONT, (GLenum) renderMode);
    glPolygonMode(GL_BACK, (GLenum) renderMode);

    {
        Frustum frustum(degToRad(fov),
                        (float) windowWidth / (float) windowHeight,
                        MinNearPlaneDistance);
        Mat3f viewMat = conjugate(observer.getOrientation()).toMatrix3();

        // Remove objects from the render list that lie completely outside the
        // view frustum.
        vector<RenderListEntry>::iterator notCulled = renderList.begin();
        for (vector<RenderListEntry>::iterator iter = renderList.begin();
             iter != renderList.end(); iter++)
        {
            Point3f center = iter->position * viewMat;

            bool convex = true;
            float radius = 1.0f;
            float cullRadius = 1.0f;
            float cloudHeight = 0.0f;

            if (iter->body != NULL)
            {
                if (iter->isCometTail)
                {
                    radius = iter->radius;
                    cullRadius = radius;
                    convex = false;
                }
                else
                {
                    radius = iter->body->getBoundingRadius();
                    if (iter->body->getRings() != NULL)
                    {
                        radius = iter->body->getRings()->outerRadius;
                        convex = false;
                    }

                    if (iter->body->getModel() != InvalidResource)
                        convex = false;

                    cullRadius = radius;
                    if (iter->body->getAtmosphere() != NULL)
                    {
                        cullRadius += iter->body->getAtmosphere()->height;
                        cloudHeight = max(iter->body->getAtmosphere()->cloudHeight,
                                          iter->body->getAtmosphere()->mieScaleHeight * (float) -log(AtmosphereExtinctionThreshold));
                    }
                }
            }
            else if (iter->star != NULL)
            {
                radius = iter->star->getRadius();
                cullRadius = radius * (1.0f + CoronaHeight);
            }

            // Test the object's bounding sphere against the view frustum
            if (frustum.testSphere(center, cullRadius) != Frustum::Outside)
            {
                float nearZ = center.distanceFromOrigin() - radius;
                float maxSpan = (float) sqrt(square((float) windowWidth) +
                                             square((float) windowHeight));

                nearZ = -nearZ * (float) cos(degToRad(fov / 2)) *
                    ((float) windowHeight / maxSpan);

                if (nearZ > -MinNearPlaneDistance)
                    iter->nearZ = -max(MinNearPlaneDistance, radius / 2000.0f);
                else
                    iter->nearZ = nearZ;

                if (!convex)
                {
                    iter->farZ = center.z - radius;
                    if (iter->farZ / iter->nearZ > MaxFarNearRatio * 0.5f)
                        iter->nearZ = iter->farZ / (MaxFarNearRatio * 0.5f);
                }
                else
                {
                    // Make the far plane as close as possible
                    float d = center.distanceFromOrigin();

                    // Account for the oblateness
                    float eradius = radius;
                    if (iter->body != NULL)
                        eradius *= 1.0f - iter->body->getOblateness();

                    if (d > eradius)
                    {
                        iter->farZ = iter->centerZ - iter->radius;
                    }
                    else
                    {
                        // We're inside the bounding sphere (and, if the planet
                        // is spherical, inside the planet.)
                        iter->farZ = iter->nearZ * 2.0f;
                    }

                    if (cloudHeight > 0.0f)
                    {
                        // If there's a cloud layer, we need to move the
                        // far plane out so that the clouds aren't clipped
                        float cloudLayerRadius = eradius + cloudHeight;
                        iter->farZ -= (float) sqrt(square(cloudLayerRadius) -
                                                   square(eradius));
                    }
                }

                *notCulled = *iter;
                notCulled++;
            }
        }

        renderList.resize(notCulled - renderList.begin());

        // The calls to buildRenderLists/renderStars filled renderList
        // with visible bodies.  Sort it front to back, then
        // render each entry in reverse order (TODO: convenient, but not
        // ideal for performance; should render opaque objects front to
        // back, then translucent objects back to front. However, the
        // amount of overdraw in Celestia is typically low.)
        sort(renderList.begin(), renderList.end());

        // Sort the labels
        sort(depthSortedLabels.begin(), depthSortedLabels.end());

        // Sort the orbit paths
        sort(orbitPathList.begin(), orbitPathList.end());

        int nEntries = renderList.size();

#define DEBUG_COALESCE 0
        // Since we're rendering objects of a huge range of sizes spread over
        // vast distances, we can't just rely on the hardware depth buffer to
        // handle hidden surface removal without a little help. We'll partition
        // the depth buffer into spans that can be rendered without running
        // into terrible depth buffer precision problems. Typically, each body
        // with an apparent size greater than one pixel is allocated its own
        // depth buffer interval. However, this will not correctly handle
        // overlapping objects.  If two objects overlap in depth, we must
        // assign them to the same interval.

        depthPartitions.clear();
        int nIntervals = 0;
        float prevNear = -1e12f;  // ~ 1 light year
        if (nEntries > 0)
            prevNear = renderList[nEntries - 1].farZ * 1.01f;

        int i;

        // Completely partition the depth buffer. Scan from back to front
        // through all the renderable items that passed the culling test.
        for (i = nEntries - 1; i >= 0; i--)
        {
            // Only consider renderables that will occupy more than one pixel.
            if (renderList[i].discSizeInPixels > 1)
            {
                if (nIntervals == 0 || renderList[i].farZ >= depthPartitions[nIntervals - 1].nearZ)
                {
                    // This object spans a depth interval that's disjoint with
                    // the current interval, so create a new one for it, and
                    // another interval to fill the gap between the last
                    // interval.
                    DepthBufferPartition partition;
                    partition.index = nIntervals;
                    partition.nearZ = renderList[i].farZ;
                    partition.farZ = prevNear;

                    // Omit null intervals
                    // TODO: Is this necessary? Shouldn't the >= test prevent this?
                    if (partition.nearZ != partition.farZ)
                    {
                        depthPartitions.push_back(partition);
                        nIntervals++;
                    }

                    partition.index = nIntervals;
                    partition.nearZ = renderList[i].nearZ;
                    partition.farZ = renderList[i].farZ;
                    depthPartitions.push_back(partition);
                    nIntervals++;

                    prevNear = partition.nearZ;
                }
                else
                {
                    // This object overlaps the current span; expand the
                    // interval so that it completely contains the object.
                    DepthBufferPartition& partition = depthPartitions[nIntervals - 1];
                    partition.nearZ = max(partition.nearZ, renderList[i].nearZ);
                    partition.farZ = min(partition.farZ, renderList[i].farZ);
                    prevNear = partition.nearZ;
                }
            }
        }

        // Scan the list of orbit paths and find the closest one. We'll need
        // adjust the nearest interval to accommodate it.
        float orbitPathNear = prevNear;
        for (i = 0; i < (int) orbitPathList.size(); i++)
        {
            const OrbitPathListEntry& o = orbitPathList[i];
            float minNearDistance = min(-o.radius * 0.0001f, o.centerZ + o.radius);
            if (minNearDistance > orbitPathNear)
                orbitPathNear = minNearDistance;
        }

#if DEBUG_COALESCE
        clog << "nEntries: " << nEntries << ",   orbitPathNear: " << orbitPathNear << ",   prevNear: " << prevNear << "\n";
#endif

        // If the nearest orbit path distance wasn't set, nothing should appear
        // in the frontmost depth buffer interval (so we can set the near plane
        // of the front interval to whatever we want as long as it's less than
        // the far plane distance.
        if (orbitPathNear == prevNear)
            orbitPathNear = 0.0f;

        // Add one last interval for the span from 0 to the front of the
        // nearest object
        {
            // TODO: closest object may not be at entry 0, since objects are
            // sorted by far distance.
            float closest = orbitPathNear;
            if (nEntries > 0)
            {
                closest = max(closest, renderList[0].nearZ);

                // Setting a the near plane distance to zero results in unreliable rendering, even
                // if we don't care about the depth buffer. Compromise and set the near plane
                // distance to a small fraction of distance to the nearest object.
                if (closest == 0.0f)
                {
                    closest = renderList[0].nearZ * 0.01;
                }
            }

            DepthBufferPartition partition;
            partition.index = nIntervals;
            partition.nearZ = closest;
            partition.farZ = prevNear;
            depthPartitions.push_back(partition);

            nIntervals++;
        }

        // If orbits are enabled, adjust the farthest partition so that it
        // can contain the orbit.
        if (!orbitPathList.empty())
        {
            depthPartitions[0].farZ = min(depthPartitions[0].farZ,
                                           orbitPathList[orbitPathList.size() - 1].centerZ -
                                           orbitPathList[orbitPathList.size() - 1].radius);
        }

        // We want to avoid overpartitioning the depth buffer. In this stage, we coalesce
        // partitions that have small spans in the depth buffer.
        // TODO: Implement this step!

        vector<Label>::iterator label = depthSortedLabels.begin();

        // Render everything that wasn't culled.
        float intervalSize = 1.0f / (float) max(1, nIntervals);
        i = nEntries - 1;
        for (int interval = 0; interval < nIntervals; interval++)
        {
            float nearPlaneDistance = -depthPartitions[interval].nearZ;
            float farPlaneDistance  = -depthPartitions[interval].farZ;

            // Set the depth range for this interval--each interval is allocated an
            // equal section of the depth buffer.
            glDepthRange(1.0f - (float) (interval + 1) * intervalSize,
                         1.0f - (float) interval * intervalSize);

            // Set up a perspective projection using the current interval's near and
            // far clip planes.
            glMatrixMode(GL_PROJECTION);
            glLoadIdentity();
            gluPerspective(fov,
                           (float) windowWidth / (float) windowHeight,
                           nearPlaneDistance,
                           farPlaneDistance);
            glMatrixMode(GL_MODELVIEW);

#if DEBUG_COALESCE
            clog << "interval: " << interval <<
                    ", near: " << -depthPartitions[interval].nearZ <<
                    ", far: " << -depthPartitions[interval].farZ <<
                    "\n";
#endif
            int firstInInterval = i;

            // Render just the opaque objects in the first pass
            while (i >= 0 && renderList[i].farZ < depthPartitions[interval].nearZ)
            {
                // This interval should completely contain the item
                // Unless it's just a point?
                //assert(renderList[i].nearZ <= depthPartitions[interval].near);

#if DEBUG_COALESCE
                if (renderList[i].body != NULL)
                {
                    if (renderList[i].discSizeInPixels > 1)
                    {
                        clog << renderList[i].body->getName() << "\n";
                    }
                    else
                    {
                        clog << "point: " << renderList[i].body->getName() << "\n";
                    }
                }
                else if (renderList[i].star != NULL)
                {
                    if (renderList[i].discSizeInPixels > 1)
                    {
                        clog << "Star\n";
                    }
                    else
                    {
                        clog << "point: " << "Star" << "\n";
                    }
                }
#endif
                // Treat objects that are smaller than one pixel as transparent and render
                // them in the second pass.
                if (renderList[i].isOpaque && renderList[i].discSizeInPixels > 1.0f)
                    renderItem(renderList[i], observer, cameraOrientation, nearPlaneDistance, farPlaneDistance);

                i--;
            }

            // Render orbit paths
            if (!orbitPathList.empty())
            {
                glDisable(GL_LIGHTING);
                glDisable(GL_TEXTURE_2D);
                glEnable(GL_DEPTH_TEST);
                glDepthMask(GL_FALSE);
                glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                if ((renderFlags & ShowSmoothLines) != 0)
                {
                    enableSmoothLines();
                }

                // Scan through the list of orbits and render any that overlap this interval
                for (vector<OrbitPathListEntry>::const_iterator orbitIter = orbitPathList.begin();
                     orbitIter != orbitPathList.end(); orbitIter++)
                {
                    // Test for overlap
                    float nearZ = -orbitIter->centerZ - orbitIter->radius;
                    float farZ = -orbitIter->centerZ + orbitIter->radius;

                    // Don't render orbits when they're completely outside this
                    // depth interval. Also, don't render an orbit in this
                    // interval if it is vastly larger than the interval
                    // range; otherwise, the GPU will have precision troubles
                    // when clipping, producing visual artifacts. The factor
                    // of 1e5 may need some tuning.
                    if (nearZ < farPlaneDistance && farZ > nearPlaneDistance &&
                        orbitIter->radius < 1.0e5f * (farPlaneDistance - nearPlaneDistance))
                    {
                        renderOrbit(*orbitIter, now);
#if DEBUG_COALESCE
                        if (highlightObject.body() == orbitIter->body)
                        {
                            clog << "orbit, radius=" << orbitIter->radius << "\n";
                        }
#endif
                    }
                }

                if ((renderFlags & ShowSmoothLines) != 0)
                    disableSmoothLines();
                glDepthMask(GL_FALSE);
            }

            // Render transparent objects in the second pass
            i = firstInInterval;
            while (i >= 0 && renderList[i].farZ < depthPartitions[interval].nearZ)
            {
                if (!renderList[i].isOpaque || renderList[i].discSizeInPixels <= 1.0f)
                    renderItem(renderList[i], observer, cameraOrientation, nearPlaneDistance, farPlaneDistance);

                i--;
            }

            // Render labels in this interval
            label = renderSortedLabels(label, -depthPartitions[interval].nearZ, FontNormal);
            glDisable(GL_DEPTH_TEST);
        }

        // reset the depth range
        glDepthRange(0, 1);
    }

    // Pop camera orientation matrix
    glPopMatrix();

    glEnable(GL_TEXTURE_2D);
    glDisable(GL_LIGHTING);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    glPolygonMode(GL_FRONT, GL_FILL);
    glPolygonMode(GL_BACK, GL_FILL);

    // Mark for recycling all unused orbits in the cache
    if ((renderFlags & ShowOrbits) != 0 && orbitMask != 0)
    {
        for (vector<CachedOrbit*>::const_iterator iter = orbitCache.begin(); iter != orbitCache.end(); iter++)
        {
            if (!(*iter)->keep)
                (*iter)->body = NULL;
        }
    }

    if ((renderFlags & ShowMarkers) != 0)
    {
        if ((renderFlags & ShowSmoothLines) != 0)
            enableSmoothLines();

        renderMarkers(*universe.getMarkers(),
                      observer.getPosition(),
                      observer.getOrientation(),
                      now);
                      
        if ((renderFlags & ShowSmoothLines) != 0)
            disableSmoothLines();
    }

    glDisable(GL_BLEND);
    glDepthMask(GL_TRUE);
    glEnable(GL_LIGHTING);

#if 0
    int errCode = glGetError();
    if (errCode != GL_NO_ERROR)
    {
        cout << "glError: " << (char*) gluErrorString(errCode) << '\n';
    }
#endif

    if (videoSync && glx::glXWaitVideoSyncSGI != NULL)
    {
        unsigned int count;
        glx::glXGetVideoSyncSGI(&count);
        glx::glXWaitVideoSyncSGI(2, (count+1) & 1, &count);
    }
}


static void renderRingSystem(float innerRadius,
                             float outerRadius,
                             float beginAngle,
                             float endAngle,
                             unsigned int nSections)
{
    float angle = endAngle - beginAngle;

    glBegin(GL_QUAD_STRIP);
    for (unsigned int i = 0; i <= nSections; i++)
    {
        float t = (float) i / (float) nSections;
        float theta = beginAngle + t * angle;
        float s = (float) sin(theta);
        float c = (float) cos(theta);
        glTexCoord2f(0, 0.5f);
        glVertex3f(c * innerRadius, 0, s * innerRadius);
        glTexCoord2f(1, 0.5f);
        glVertex3f(c * outerRadius, 0, s * outerRadius);
    }
    glEnd();
}


// If the an object occupies a pixel or less of screen space, we don't
// render its mesh at all and just display a starlike point instead.
// Switching between the particle and mesh renderings of an object is
// jarring, however . . . so we'll blend in the particle view of the
// object to smooth things out, making it dimmer as the disc size exceeds the
// max disc size.
void Renderer::renderBodyAsParticle(Point3f position,
                                    float appMag,
                                    float _faintestMag,
                                    float discSizeInPixels,
                                    Color color,
                                    const Quatf& orientation,
                                    float renderZ,
                                    bool useHalos)
{
    float maxDiscSize = 1.0f;
    float maxBlendDiscSize = maxDiscSize + 3.0f;
    float discSize = 1.0f;

    if (discSizeInPixels < maxBlendDiscSize || useHalos)
    {
        float a = 1;
        float fade = 1.0f;

        if (discSizeInPixels > maxDiscSize)
        {
            fade = (maxBlendDiscSize - discSizeInPixels) /
                (maxBlendDiscSize - maxDiscSize - 1.0f);
            if (fade > 1)
                fade = 1;
        }

        a = (_faintestMag - appMag) * brightnessScale + brightnessBias;
        if (starStyle == ScaledDiscStars && a > 1.0f)
            discSize = min(discSize * (2.0f * a - 1.0f), maxDiscSize);
        a = clamp(a) * fade;

        // We scale up the particle by a factor of 1.6 (at fov = 45deg)
        // so that it's more visible--the texture we use has fuzzy edges,
        // and if we render it in just one pixel, it's likely to disappear.
        Mat3f m = orientation.toMatrix3();
        Point3f center = position;
        float centerZ = (center * m.transpose()).z;
        float size = discSize * pixelSize * 1.6f * centerZ / corrFac;

        Vec3f v0 = Vec3f(-1, -1, 0) * m;
        Vec3f v1 = Vec3f( 1, -1, 0) * m;
        Vec3f v2 = Vec3f( 1,  1, 0) * m;
        Vec3f v3 = Vec3f(-1,  1, 0) * m;

        glEnable(GL_DEPTH_TEST);

        starTex->bind();
        glColor(color, a);
        glBegin(GL_QUADS);
        glTexCoord2f(0, 1);
        glVertex(center + (v0 * size));
        glTexCoord2f(1, 1);
        glVertex(center + (v1 * size));
        glTexCoord2f(1, 0);
        glVertex(center + (v2 * size));
        glTexCoord2f(0, 0);
        glVertex(center + (v3 * size));
        glEnd();

        // If the object is brighter than magnitude 1, add a halo around it to
        // make it appear more brilliant.  This is a hack to compensate for the
        // limited dynamic range of monitors.
        if (useHalos && appMag < saturationMag)
        {
            a = GlareOpacity * clamp((appMag - saturationMag) * -0.8f);
            float s = center.distanceFromOrigin() * 0.001f * (3 - (appMag - saturationMag)) * 2;
            if (s > size * 3)
	        size = s * 2.0f/(1.0f +FOV/fov);
            else
                size = size * 3;
            float realSize = discSizeInPixels * pixelSize * renderZ;
            if (size < realSize * 10)
                size = realSize * 10;
            gaussianGlareTex->bind();
            glColor(color, a);
            glBegin(GL_QUADS);
            glTexCoord2f(0, 1);
            glVertex(center + (v0 * size));
            glTexCoord2f(1, 1);
            glVertex(center + (v1 * size));
            glTexCoord2f(1, 0);
            glVertex(center + (v2 * size));
            glTexCoord2f(0, 0);
            glVertex(center + (v3 * size));
            glEnd();
        }

        glDisable(GL_DEPTH_TEST);
    }
}


// If the an object occupies a pixel or less of screen space, we don't
// render its mesh at all and just display a starlike point instead.
// Switching between the particle and mesh renderings of an object is
// jarring, however . . . so we'll blend in the particle view of the
// object to smooth things out, making it dimmer as the disc size exceeds the
// max disc size.
void Renderer::renderObjectAsPoint(Point3f position,
                                   float radius,
                                   float appMag,
                                   float _faintestMag,
                                   float discSizeInPixels,
                                   Color color,
                                   const Quatf& cameraOrientation,
                                   bool useHalos,
                                   bool emissive)
{
    float maxDiscSize = (starStyle == ScaledDiscStars) ? MaxScaledDiscStarSize : 1.0f;
    float maxBlendDiscSize = maxDiscSize + 3.0f;

    bool useScaledDiscs = starStyle == ScaledDiscStars;

    if (discSizeInPixels < maxBlendDiscSize || useHalos)
    {
        float alpha = 1.0f;
        float fade = 1.0f;
        float size = BaseStarDiscSize;
        float satPoint = _faintestMag - (1.0f - brightnessBias) / brightnessScale;

        if (discSizeInPixels > maxDiscSize)
        {
            fade = (maxBlendDiscSize - discSizeInPixels) /
                (maxBlendDiscSize - maxDiscSize);
            if (fade > 1)
                fade = 1;
        }

        alpha = (_faintestMag - appMag) * brightnessScale * 2.0f + brightnessBias;

        float pointSize = size;
        float glareSize = 0.0f;
        float glareAlpha = 0.0f;
        if (useScaledDiscs)
        {
            if (alpha < 0.0f)
            {
                alpha = 0.0f;
            }
            else if (alpha > 1.0f)
            {
                float discScale = min(MaxScaledDiscStarSize, (float) pow(2.0f, 0.3f * (satPoint - appMag)));
                pointSize *= discScale;

                glareAlpha = min(0.5f, discScale / 4.0f);
                glareSize = pointSize * 3.0f;

                alpha = 1.0f;
            }
        }
        else
        {
            if (alpha < 0.0f)
            {
                alpha = 0.0f;
            }
            else if (alpha > 1.0f)
            {
                float discScale = min(100.0f, satPoint - appMag + 2.0f);
                glareAlpha = min(GlareOpacity, (discScale - 2.0f) / 4.0f);
                glareSize = pointSize * discScale * 2.0f ;
                if (emissive)
                    glareSize = max(glareSize, pointSize * discSizeInPixels * 3.0f);
            }
        }

        alpha *= fade;
        if (!emissive)
        {
            glareSize = max(glareSize, pointSize * discSizeInPixels * 3.0f);
            glareAlpha *= fade;
        }

        Mat3f m = cameraOrientation.toMatrix3();
        Point3f center = position;

        // Offset the glare sprite so that it lies in front of the object
        Vec3f direction(center.x, center.y, center.z);
        direction.normalize();

        // Position the sprite on the the line between the viewer and the
        // object, and on a plane normal to the view direction.
        center = center + direction * (radius / ((Vec3f(0, 0, 1.0f) * m) * direction));

        glEnable(GL_DEPTH_TEST);
#if !defined(NO_MAX_POINT_SIZE)
        // TODO: OpenGL appears to limit the max point size unless we
        // actually set up a shader that writes the pointsize values. To get
        // around this, we'll use billboards.
        Vec3f v0 = Vec3f(-1, -1, 0) * m;
        Vec3f v1 = Vec3f( 1, -1, 0) * m;
        Vec3f v2 = Vec3f( 1,  1, 0) * m;
        Vec3f v3 = Vec3f(-1,  1, 0) * m;
        float distanceAdjust = pixelSize * center.distanceFromOrigin() * 0.5f;

        if (starStyle == PointStars)
        {
            glDisable(GL_TEXTURE_2D);
            glBegin(GL_POINTS);
            glColor(color, alpha);
            glVertex(center);
            glEnd();
            glEnable(GL_TEXTURE_2D);
        }
        else
        {
            gaussianDiscTex->bind();

            pointSize *= distanceAdjust;
            glBegin(GL_QUADS);
            glColor(color, alpha);
            glTexCoord2f(0, 1);
            glVertex(center + (v0 * pointSize));
            glTexCoord2f(1, 1);
            glVertex(center + (v1 * pointSize));
            glTexCoord2f(1, 0);
            glVertex(center + (v2 * pointSize));
            glTexCoord2f(0, 0);
            glVertex(center + (v3 * pointSize));
            glEnd();
        }

        // If the object is brighter than magnitude 1, add a halo around it to
        // make it appear more brilliant.  This is a hack to compensate for the
        // limited dynamic range of monitors.
        //
        // TODO: Stars look fine but planets look unrealistically bright
        // with halos.
        if (useHalos && glareAlpha > 0.0f)
        {
            gaussianGlareTex->bind();

            glareSize *= distanceAdjust;
            glBegin(GL_QUADS);
            glColor(color, glareAlpha);
            glTexCoord2f(0, 1);
            glVertex(center + (v0 * glareSize));
            glTexCoord2f(1, 1);
            glVertex(center + (v1 * glareSize));
            glTexCoord2f(1, 0);
            glVertex(center + (v2 * glareSize));
            glTexCoord2f(0, 0);
            glVertex(center + (v3 * glareSize));
            glEnd();
        }
#else
        // Disabled because of point size limits
        glEnable(GL_POINT_SPRITE_ARB);
        glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);

        gaussianDiscTex->bind();
        glColor(color, alpha);
        glPointSize(pointSize);
        glBegin(GL_POINTS);
        glVertex(center);
        glEnd();

        // If the object is brighter than magnitude 1, add a halo around it to
        // make it appear more brilliant.  This is a hack to compensate for the
        // limited dynamic range of monitors.
        //
        // TODO: Stars look fine but planets look unrealistically bright
        // with halos.
        if (useHalos && glareAlpha > 0.0f)
        {
            gaussianGlareTex->bind();

            glColor(color, glareAlpha);
            glPointSize(glareSize);
            glBegin(GL_POINTS);
            glVertex(center);
            glEnd();
        }

        glDisable(GL_POINT_SPRITE_ARB);
        glDisable(GL_DEPTH_TEST);
#endif // NO_MAX_POINT_SIZE
    }
}


static void renderBumpMappedMesh(const GLContext& context,
                                 Texture& baseTexture,
                                 Texture& bumpTexture,
                                 Vec3f lightDirection,
                                 Quatf orientation,
                                 Color ambientColor,
                                 const Frustum& frustum,
                                 float lod)
{
    // We're doing our own per-pixel lighting, so disable GL's lighting
    glDisable(GL_LIGHTING);

    // Render the base texture on the first pass . . .  The color
    // should have already been set up by the caller.
    g_lodSphere->render(context,
                        LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
                        frustum, lod,
                        &baseTexture);

    // The 'default' light vector for the bump map is (0, 0, 1).  Determine
    // a rotation transformation that will move the sun direction to
    // this vector.
    Quatf lightOrientation;
    {
        Vec3f zeroLightDirection(0, 0, 1);
        Vec3f axis = lightDirection ^ zeroLightDirection;
        float cosAngle = zeroLightDirection * lightDirection;
        float angle = 0.0f;
        float epsilon = 1e-5f;

        if (cosAngle + 1 < epsilon)
        {
            axis = Vec3f(0, 1, 0);
            angle = (float) PI;
        }
        else if (cosAngle - 1 > -epsilon)
        {
            axis = Vec3f(0, 1, 0);
            angle = 0.0f;
        }
        else
        {
            axis.normalize();
            angle = (float) acos(cosAngle);
        }
        lightOrientation.setAxisAngle(axis, angle);
    }

    glEnable(GL_BLEND);
    glBlendFunc(GL_DST_COLOR, GL_ZERO);

    // Set up the bump map with one directional light source
    SetupCombinersBumpMap(bumpTexture, *normalizationTex, ambientColor);

    // The second set texture coordinates will contain the light
    // direction in tangent space.  We'll generate the texture coordinates
    // from the surface normals using GL_NORMAL_MAP_EXT and then
    // use the texture matrix to rotate them into tangent space.
    // This method of generating tangent space light direction vectors
    // isn't as general as transforming the light direction by an
    // orthonormal basis for each mesh vertex, but it works well enough
    // for spheres illuminated by directional light sources.
    glx::glActiveTextureARB(GL_TEXTURE1_ARB);

    // Set up GL_NORMAL_MAP_EXT texture coordinate generation.  This
    // mode is part of the cube map extension.
    glEnable(GL_TEXTURE_GEN_R);
    glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_EXT);
    glEnable(GL_TEXTURE_GEN_S);
    glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_EXT);
    glEnable(GL_TEXTURE_GEN_T);
    glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_EXT);

    // Set up the texture transformation--the light direction and the
    // viewer orientation both need to be considered.
    glMatrixMode(GL_TEXTURE);
    glScalef(-1.0f, 1.0f, 1.0f);
    glRotate(lightOrientation * ~orientation);
    glMatrixMode(GL_MODELVIEW);
    glx::glActiveTextureARB(GL_TEXTURE0_ARB);

    g_lodSphere->render(context,
                        LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
                        frustum, lod,
                        &bumpTexture);

    // Reset the second texture unit
    glx::glActiveTextureARB(GL_TEXTURE1_ARB);
    glMatrixMode(GL_TEXTURE);
    glLoadIdentity();
    glMatrixMode(GL_MODELVIEW);
    glDisable(GL_TEXTURE_GEN_R);
    glDisable(GL_TEXTURE_GEN_S);
    glDisable(GL_TEXTURE_GEN_T);

    DisableCombiners();
    glDisable(GL_BLEND);
}


static void renderSmoothMesh(const GLContext& context,
                             Texture& baseTexture,
                             Vec3f lightDirection,
                             Quatf orientation,
                             Color ambientColor,
                             float lod,
                             const Frustum& frustum,
                             bool invert = false)
{
    Texture* textures[4];

    // We're doing our own per-pixel lighting, so disable GL's lighting
    glDisable(GL_LIGHTING);

    // The 'default' light vector for the bump map is (0, 0, 1).  Determine
    // a rotation transformation that will move the sun direction to
    // this vector.
    Quatf lightOrientation;
    {
        Vec3f zeroLightDirection(0, 0, 1);
        Vec3f axis = lightDirection ^ zeroLightDirection;
        float cosAngle = zeroLightDirection * lightDirection;
        float angle = 0.0f;
        float epsilon = 1e-5f;

        if (cosAngle + 1 < epsilon)
        {
            axis = Vec3f(0, 1, 0);
            angle = (float) PI;
        }
        else if (cosAngle - 1 > -epsilon)
        {
            axis = Vec3f(0, 1, 0);
            angle = 0.0f;
        }
        else
        {
            axis.normalize();
            angle = (float) acos(cosAngle);
        }
        lightOrientation.setAxisAngle(axis, angle);
    }

    SetupCombinersSmooth(baseTexture, *normalizationTex, ambientColor, invert);

    // The second set texture coordinates will contain the light
    // direction in tangent space.  We'll generate the texture coordinates
    // from the surface normals using GL_NORMAL_MAP_EXT and then
    // use the texture matrix to rotate them into tangent space.
    // This method of generating tangent space light direction vectors
    // isn't as general as transforming the light direction by an
    // orthonormal basis for each mesh vertex, but it works well enough
    // for spheres illuminated by directional light sources.
    glx::glActiveTextureARB(GL_TEXTURE1_ARB);

    // Set up GL_NORMAL_MAP_EXT texture coordinate generation.  This
    // mode is part of the cube map extension.
    glEnable(GL_TEXTURE_GEN_R);
    glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_EXT);
    glEnable(GL_TEXTURE_GEN_S);
    glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_EXT);
    glEnable(GL_TEXTURE_GEN_T);
    glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_EXT);

    // Set up the texture transformation--the light direction and the
    // viewer orientation both need to be considered.
    glMatrixMode(GL_TEXTURE);
    glRotate(lightOrientation * ~orientation);
    glMatrixMode(GL_MODELVIEW);
    glx::glActiveTextureARB(GL_TEXTURE0_ARB);

    textures[0] = &baseTexture;
    g_lodSphere->render(context,
                        LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
                        frustum, lod,
                        textures, 1);

    // Reset the second texture unit
    glx::glActiveTextureARB(GL_TEXTURE1_ARB);
    glMatrixMode(GL_TEXTURE);
    glLoadIdentity();
    glMatrixMode(GL_MODELVIEW);
    glDisable(GL_TEXTURE_GEN_R);
    glDisable(GL_TEXTURE_GEN_S);
    glDisable(GL_TEXTURE_GEN_T);

    DisableCombiners();
}


// Used to sort light sources in order of decreasing irradiance
struct LightIrradiancePredicate
{
    int unused;

    LightIrradiancePredicate() {};

    bool operator()(const DirectionalLight& l0,
                    const DirectionalLight& l1) const
    {
        return (l0.irradiance > l1.irradiance);
    }
};


void renderAtmosphere(const Atmosphere& atmosphere,
                      Point3f center,
                      float radius,
                      const Vec3f& sunDirection,
                      Color ambientColor,
                      float fade,
                      bool lit)
{
    if (atmosphere.height == 0.0f)
        return;

    glDepthMask(GL_FALSE);

    Vec3f eyeVec = center - Point3f(0.0f, 0.0f, 0.0f);
    double centerDist = eyeVec.length();
    // double surfaceDist = (double) centerDist - (double) radius;

    Vec3f normal = eyeVec;
    normal = normal / (float) centerDist;

    float tangentLength = (float) sqrt(square(centerDist) - square(radius));
    float atmRadius = tangentLength * radius / (float) centerDist;
    float atmOffsetFromCenter = square(radius) / (float) centerDist;
    Point3f atmCenter = center - atmOffsetFromCenter * normal;

    Vec3f uAxis, vAxis;
    if (abs(normal.x) < abs(normal.y) && abs(normal.x) < abs(normal.z))
    {
        uAxis = Vec3f(1, 0, 0) ^ normal;
        uAxis.normalize();
    }
    else if (abs(eyeVec.y) < abs(normal.z))
    {
        uAxis = Vec3f(0, 1, 0) ^ normal;
        uAxis.normalize();
    }
    else
    {
        uAxis = Vec3f(0, 0, 1) ^ normal;
        uAxis.normalize();
    }
    vAxis = uAxis ^ normal;

    float height = atmosphere.height / radius;

    glBegin(GL_QUAD_STRIP);
    int divisions = 180;
    for (int i = 0; i <= divisions; i++)
    {
        float theta = (float) i / (float) divisions * 2 * (float) PI;
        Vec3f v = (float) cos(theta) * uAxis + (float) sin(theta) * vAxis;
        Point3f base = atmCenter + v * atmRadius;
        Vec3f toCenter = base - center;

        float cosSunAngle = (toCenter * sunDirection) / radius;
        float brightness = 1.0f;
        float botColor[3];
        float topColor[3];
        botColor[0] = atmosphere.lowerColor.red();
        botColor[1] = atmosphere.lowerColor.green();
        botColor[2] = atmosphere.lowerColor.blue();
        topColor[0] = atmosphere.upperColor.red();
        topColor[1] = atmosphere.upperColor.green();
        topColor[2] = atmosphere.upperColor.blue();

        if (cosSunAngle < 0.2f && lit)
        {
            if (cosSunAngle < -0.2f)
            {
                brightness = 0;
            }
            else
            {
                float t = (0.2f + cosSunAngle) * 2.5f;
                brightness = t;
                botColor[0] = Mathf::lerp(t, 1.0f, botColor[0]);
                botColor[1] = Mathf::lerp(t, 0.3f, botColor[1]);
                botColor[2] = Mathf::lerp(t, 0.0f, botColor[2]);
                topColor[0] = Mathf::lerp(t, 1.0f, topColor[0]);
                topColor[1] = Mathf::lerp(t, 0.3f, topColor[1]);
                topColor[2] = Mathf::lerp(t, 0.0f, topColor[2]);
            }
        }

        glColor4f(botColor[0], botColor[1], botColor[2],
                  0.85f * fade * brightness + ambientColor.red());
        glVertex(base - toCenter * height * 0.05f);
        glColor4f(topColor[0], topColor[1], topColor[2], 0.0f);
        glVertex(base + toCenter * height);
    }
    glEnd();
}


static Vec3f ellipsoidTangent(const Vec3f& recipSemiAxes,
                              const Vec3f& w,
                              const Vec3f& e,
                              const Vec3f& e_,
                              float ee)
{
    // We want to find t such that -E(1-t) + Wt is the direction of a ray
    // tangent to the ellipsoid.  A tangent ray will intersect the ellipsoid
    // at exactly one point.  Finding the intersection between a ray and an
    // ellipsoid ultimately requires using the quadratic formula, which has
    // one solution when the discriminant (b^2 - 4ac) is zero.  The code below
    // computes the value of t that results in a discriminant of zero.
    Vec3f w_(w.x * recipSemiAxes.x, w.y * recipSemiAxes.y, w.z * recipSemiAxes.z);
    float ww = w_ * w_;
    float ew = w_ * e_;

    // Before elimination of terms:
    // float a =  4 * square(ee + ew) - 4 * (ee + 2 * ew + ww) * (ee - 1.0f);
    // float b = -8 * ee * (ee + ew)  - 4 * (-2 * (ee + ew) * (ee - 1.0f));
    // float c =  4 * ee * ee         - 4 * (ee * (ee - 1.0f));

    float a =  4 * square(ee + ew) - 4 * (ee + 2 * ew + ww) * (ee - 1.0f);
    float b = -8 * (ee + ew);
    float c =  4 * ee;

    float t = 0.0f;
    float discriminant = b * b - 4 * a * c;

    if (discriminant < 0.0f)
        t = (-b + (float) sqrt(-discriminant)) / (2 * a); // Bad!
    else
        t = (-b + (float) sqrt(discriminant)) / (2 * a);

    // V is the direction vector.  We now need the point of intersection,
    // which we obtain by solving the quadratic equation for the ray-ellipse
    // intersection.  Since we already know that the discriminant is zero,
    // the solution is just -b/2a
    Vec3f v = -e * (1 - t) + w * t;
    Vec3f v_(v.x * recipSemiAxes.x, v.y * recipSemiAxes.y, v.z * recipSemiAxes.z);
    float a1 = v_ * v_;
    float b1 = 2.0f * v_ * e_;
    float t1 = -b1 / (2 * a1);

    return e + v * t1;
}


void Renderer::renderEllipsoidAtmosphere(const Atmosphere& atmosphere,
                                         Point3f center,
                                         const Quatf& orientation,
                                         Vec3f semiAxes,
                                         const Vec3f& sunDirection,
                                         Color /*ambientColor*/,
                                         float pixSize,
                                         bool lit)
{
    if (atmosphere.height == 0.0f)
        return;

    glDepthMask(GL_FALSE);

    // Gradually fade in the atmosphere if it's thickness on screen is just
    // over one pixel.
    float fade = clamp(pixSize - 2);

    Mat3f rot = orientation.toMatrix3();
    Mat3f irot = conjugate(orientation).toMatrix3();

    Point3f eyePos(0.0f, 0.0f, 0.0f);
    float radius = max(semiAxes.x, max(semiAxes.y, semiAxes.z));
    Vec3f eyeVec = center - eyePos;
    eyeVec = eyeVec * irot;
    double centerDist = eyeVec.length();

    float height = atmosphere.height / radius;
    Vec3f recipSemiAxes(1.0f / semiAxes.x, 1.0f / semiAxes.y, 1.0f / semiAxes.z);

    Vec3f recipAtmSemiAxes = recipSemiAxes / (1.0f + height);
    Mat3f A = Mat3f::scaling(recipAtmSemiAxes);
    Mat3f A1 = Mat3f::scaling(recipSemiAxes);

    // ellipDist is not the true distance from the surface unless the
    // planet is spherical.  Computing the true distance requires finding
    // the roots of a sixth degree polynomial, and isn't actually what we
    // want anyhow since the atmosphere region is just the planet ellipsoid
    // multiplied by a uniform scale factor.  The value that we do compute
    // is the distance to the surface along a line from the eye position to
    // the center of the ellipsoid.
    float ellipDist = (float) sqrt((eyeVec * A1) * (eyeVec * A1)) - 1.0f;
    bool within = ellipDist < height;

    // Adjust the tesselation of the sky dome/ring based on distance from the
    // planet surface.
    int nSlices = MaxSkySlices;
    if (ellipDist < 0.25f)
    {
        nSlices = MinSkySlices + max(0, (int) ((ellipDist / 0.25f) * (MaxSkySlices - MinSkySlices)));
        nSlices &= ~1;
    }

    int nRings = min(1 + (int) pixSize / 5, 6);
    int nHorizonRings = nRings;
    if (within)
        nRings += 12;

    float horizonHeight = height;
    if (within)
    {
        if (ellipDist <= 0.0f)
            horizonHeight = 0.0f;
        else
            horizonHeight *= max((float) pow(ellipDist / height, 0.33f), 0.001f);
    }

    Vec3f e = -eyeVec;
    Vec3f e_(e.x * recipSemiAxes.x, e.y * recipSemiAxes.y, e.z * recipSemiAxes.z);
    float ee = e_ * e_;

    // Compute the cosine of the altitude of the sun.  This is used to compute
    // the degree of sunset/sunrise coloration.
    float cosSunAltitude = 0.0f;
    {
        // Check for a sun either directly behind or in front of the viewer
        float cosSunAngle = (float) ((sunDirection * e) / centerDist);
        if (cosSunAngle < -1.0f + 1.0e-6f)
        {
            cosSunAltitude = 0.0f;
        }
        else if (cosSunAngle > 1.0f - 1.0e-6f)
        {
            cosSunAltitude = 0.0f;
        }
        else
        {
            Point3f tangentPoint = center +
                ellipsoidTangent(recipSemiAxes,
                                 (-sunDirection * irot) * (float) centerDist,
                                 e, e_, ee) * rot;
            Vec3f tangentDir = tangentPoint - eyePos;
            tangentDir.normalize();
            cosSunAltitude = sunDirection * tangentDir;
        }
    }

    Vec3f normal = eyeVec;
    normal = normal / (float) centerDist;

    Vec3f uAxis, vAxis;
    if (abs(normal.x) < abs(normal.y) && abs(normal.x) < abs(normal.z))
    {
        uAxis = Vec3f(1, 0, 0) ^ normal;
        uAxis.normalize();
    }
    else if (abs(eyeVec.y) < abs(normal.z))
    {
        uAxis = Vec3f(0, 1, 0) ^ normal;
        uAxis.normalize();
    }
    else
    {
        uAxis = Vec3f(0, 0, 1) ^ normal;
        uAxis.normalize();
    }
    vAxis = uAxis ^ normal;

    // Compute the contour of the ellipsoid
    int i;
    for (i = 0; i <= nSlices; i++)
    {
        // We want rays with an origin at the eye point and tangent to the the
        // ellipsoid.
        float theta = (float) i / (float) nSlices * 2 * (float) PI;
        Vec3f w = (float) cos(theta) * uAxis + (float) sin(theta) * vAxis;
        w = w * (float) centerDist;

        Vec3f toCenter = ellipsoidTangent(recipSemiAxes, w, e, e_, ee);
        skyContour[i].v = toCenter * rot;
        skyContour[i].centerDist = skyContour[i].v.length();
        skyContour[i].eyeDir = skyContour[i].v + (center - eyePos);
        skyContour[i].eyeDist = skyContour[i].eyeDir.length();
        skyContour[i].eyeDir.normalize();

        float skyCapDist = (float) sqrt(square(skyContour[i].eyeDist) +
                                        square(horizonHeight * radius));
        skyContour[i].cosSkyCapAltitude = skyContour[i].eyeDist /
            skyCapDist;
    }


    Vec3f botColor(atmosphere.lowerColor.red(),
                   atmosphere.lowerColor.green(),
                   atmosphere.lowerColor.blue());
    Vec3f topColor(atmosphere.upperColor.red(),
                   atmosphere.upperColor.green(),
                   atmosphere.upperColor.blue());
    Vec3f sunsetColor(atmosphere.sunsetColor.red(),
                      atmosphere.sunsetColor.green(),
                      atmosphere.sunsetColor.blue());
    if (within)
    {
        Vec3f skyColor(atmosphere.skyColor.red(),
                       atmosphere.skyColor.green(),
                       atmosphere.skyColor.blue());
        if (ellipDist < 0.0f)
            topColor = skyColor;
        else
            topColor = skyColor + (topColor - skyColor) * (ellipDist / height);
    }

    Vec3f zenith = (skyContour[0].v + skyContour[nSlices / 2].v);
    zenith.normalize();
    zenith *= skyContour[0].centerDist * (1.0f + horizonHeight * 2.0f);

    float minOpacity = within ? (1.0f - ellipDist / height) * 0.75f : 0.0f;
    float sunset = cosSunAltitude < 0.9f ? 0.0f : (cosSunAltitude - 0.9f) * 10.0f;

    // Build the list of vertices
    SkyVertex* vtx = skyVertices;
    for (i = 0; i <= nRings; i++)
    {
        float h = min(1.0f, (float) i / (float) nHorizonRings);
        float hh = (float) sqrt(h);
        float u = i <= nHorizonRings ? 0.0f :
            (float) (i - nHorizonRings) / (float) (nRings - nHorizonRings);
        float r = Mathf::lerp(h, 1.0f - (horizonHeight * 0.05f), 1.0f + horizonHeight);
        float atten = 1.0f - hh;

        for (int j = 0; j < nSlices; j++)
        {
            Vec3f v;
            if (i <= nHorizonRings)
                v = skyContour[j].v * r;
            else
                v = (skyContour[j].v * (1.0f - u) + zenith * u) * r;
            Point3f p = center + v;


            Vec3f viewDir(p.x, p.y, p.z);
            viewDir.normalize();
            float cosSunAngle = viewDir * sunDirection;
            float cosAltitude = viewDir * skyContour[j].eyeDir;
            float brightness = 1.0f;
            float coloration = 0.0f;
            if (lit)
            {
                if (sunset > 0.0f && cosSunAngle > 0.7f && cosAltitude > 0.98f)
                {
                    coloration =  (1.0f / 0.30f) * (cosSunAngle - 0.70f);
                    coloration *= 50.0f * (cosAltitude - 0.98f);
                    coloration *= sunset;
                }

                cosSunAngle = (skyContour[j].v * sunDirection) / skyContour[j].centerDist;
                if (cosSunAngle > -0.2f)
                {
                    if (cosSunAngle < 0.3f)
                        brightness = (cosSunAngle + 0.2f) * 2.0f;
                    else
                        brightness = 1.0f;
                }
                else
                {
                    brightness = 0.0f;
                }
            }

            vtx->x = p.x;
            vtx->y = p.y;
            vtx->z = p.z;

#if 0
            // Better way of generating sky color gradients--based on
            // altitude angle.
            if (!within)
            {
                hh = (1.0f - cosAltitude) / (1.0f - skyContour[j].cosSkyCapAltitude);
            }
            else
            {
                float top = pow((ellipDist / height), 0.125f) * skyContour[j].cosSkyCapAltitude;
                if (cosAltitude < top)
                    hh = 1.0f;
                else
                    hh = (1.0f - cosAltitude) / (1.0f - top);
            }
            hh = sqrt(hh);
            //hh = (float) pow(hh, 0.25f);
#endif

            atten = 1.0f - hh;
            Vec3f color = (1.0f - hh) * botColor + hh * topColor;
            brightness *= minOpacity + (1.0f - minOpacity) * fade * atten;
            if (coloration != 0.0f)
                color = (1.0f - coloration) * color + coloration * sunsetColor;

            Color(brightness * color.x,
                  brightness * color.y,
                  brightness * color.z,
                  fade * (minOpacity + (1.0f - minOpacity)) * atten).get(vtx->color);
            vtx++;
        }
    }

    // Create the index list
    int index = 0;
    for (i = 0; i < nRings; i++)
    {
        int baseVertex = i * nSlices;
        for (int j = 0; j < nSlices; j++)
        {
            skyIndices[index++] = baseVertex + j;
            skyIndices[index++] = baseVertex + nSlices + j;
        }
        skyIndices[index++] = baseVertex;
        skyIndices[index++] = baseVertex + nSlices;
    }

    glEnableClientState(GL_VERTEX_ARRAY);
    glVertexPointer(3, GL_FLOAT, sizeof(SkyVertex), &skyVertices[0].x);
    glEnableClientState(GL_COLOR_ARRAY);
    glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(SkyVertex),
                   static_cast<void*>(&skyVertices[0].color));

    for (i = 0; i < nRings; i++)
    {
        glDrawElements(GL_QUAD_STRIP,
                       (nSlices + 1) * 2,
                       GL_UNSIGNED_INT,
                       &skyIndices[(nSlices + 1) * 2 * i]);
    }

    glDisableClientState(GL_COLOR_ARRAY);
}


void renderCompass(Point3f center,
                   const Quatf& orientation,
                   Vec3f semiAxes,
                   float pixelSize)
{
    Mat3f rot = orientation.toMatrix3();
    Mat3f irot = conjugate(orientation).toMatrix3();

    Point3f eyePos(0.0f, 0.0f, 0.0f);
    float radius = max(semiAxes.x, max(semiAxes.y, semiAxes.z));
    Vec3f eyeVec = center - eyePos;
    eyeVec = eyeVec * irot;
    double centerDist = eyeVec.length();

    float height = 1.0f / radius;
    Vec3f recipSemiAxes(1.0f / semiAxes.x,
                        1.0f / semiAxes.y,
                        1.0f / semiAxes.z);

    Vec3f recipAtmSemiAxes = recipSemiAxes / (1.0f + height);
    Mat3f A = Mat3f::scaling(recipAtmSemiAxes);
    Mat3f A1 = Mat3f::scaling(recipSemiAxes);

    const int nCompassPoints = 16;
    Vec3f compassPoints[nCompassPoints];


    // ellipDist is not the true distance from the surface unless the
    // planet is spherical.  Computing the true distance requires finding
    // the roots of a sixth degree polynomial, and isn't actually what we
    // want anyhow since the atmosphere region is just the planet ellipsoid
    // multiplied by a uniform scale factor.  The value that we do compute
    // is the distance to the surface along a line from the eye position to
    // the center of the ellipsoid.

    /*float ellipDist = (float) sqrt((eyeVec * A1) * (eyeVec * A1)) - 1.0f; Unused*/

    Vec3f e = -eyeVec;
    Vec3f e_(e.x * recipSemiAxes.x, e.y * recipSemiAxes.y, e.z * recipSemiAxes.z);
    float ee = e_ * e_;

    Vec3f normal = eyeVec;
    normal = normal / (float) centerDist;

    Vec3f uAxis, vAxis;
    Vec3f northPole(0.0f, 1.0f, 0.0f);
    vAxis = normal ^ northPole;
    vAxis.normalize();
    uAxis = vAxis ^ normal;

    // Compute the compass points
    int i;
    for (i = 0; i < nCompassPoints; i++)
    {
        // We want rays with an origin at the eye point and tangent to the the
        // ellipsoid.
        float theta = (float) i / (float) nCompassPoints * 2 * (float) PI;
        Vec3f w = (float) cos(theta) * uAxis + (float) sin(theta) * vAxis;
        w = w * (float) centerDist;

        Vec3f toCenter = ellipsoidTangent(recipSemiAxes, w, e, e_, ee);
        compassPoints[i] = toCenter * rot;
    }

    glColor(compassColor);
    glBegin(GL_LINES);
    glDisable(GL_LIGHTING);
    for (i = 0; i < nCompassPoints; i++)
    {
        float distance = (center + compassPoints[i]).distanceFromOrigin();

        float length = distance * pixelSize * 8.0f;
        if (i % 4 == 0)
            length *= 3.0f;
        else if (i % 2 == 0)
            length *= 2.0f;

        glVertex(center + compassPoints[i]);
        glVertex(center + compassPoints[i] * (1.0f + length));
    }
    glEnd();
}


static void setupNightTextureCombine()
{
    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_PRIMARY_COLOR_EXT);
    glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_ONE_MINUS_SRC_COLOR);
    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE);
    glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
    glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
}


static void setupBumpTexenv()
{
    // Set up the texenv_combine extension to do DOT3 bump mapping.
    // No support for ambient light yet.
    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);

    // The primary color contains the light direction in surface
    // space, and texture0 is a normal map.  The lighting is
    // calculated by computing the dot product.
    glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_DOT3_RGB_ARB);
    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_PRIMARY_COLOR_EXT);
    glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);
    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE);
    glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);

    // In the final stage, modulate the lighting value by the
    // base texture color.
    glx::glActiveTextureARB(GL_TEXTURE1_ARB);
    glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
    glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);
    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PREVIOUS_EXT);
    glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
    glEnable(GL_TEXTURE_2D);

    glx::glActiveTextureARB(GL_TEXTURE0_ARB);
}


#if 0
static void setupBumpTexenvAmbient(Color ambientColor)
{
    float texenvConst[4];
    texenvConst[0] = ambientColor.red();
    texenvConst[1] = ambientColor.green();
    texenvConst[2] = ambientColor.blue();
    texenvConst[3] = ambientColor.alpha();

    // Set up the texenv_combine extension to do DOT3 bump mapping.
    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);

    // The primary color contains the light direction in surface
    // space, and texture0 is a normal map.  The lighting is
    // calculated by computing the dot product.
    glx::glActiveTextureARB(GL_TEXTURE0_ARB);
    glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_DOT3_RGB_ARB);
    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_PRIMARY_COLOR_EXT);
    glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);
    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE);
    glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);

    // Add in the ambient color
    glx::glActiveTextureARB(GL_TEXTURE1_ARB);
    glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, texenvConst);
    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
    glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD);
    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_PREVIOUS_EXT);
    glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);
    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_CONSTANT_EXT);
    glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
    glEnable(GL_TEXTURE_2D);

    // In the final stage, modulate the lighting value by the
    // base texture color.
    glx::glActiveTextureARB(GL_TEXTURE2_ARB);
    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
    glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_PREVIOUS_EXT);
    glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);
    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE);
    glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
    glEnable(GL_TEXTURE_2D);

    glx::glActiveTextureARB(GL_TEXTURE0_ARB);
}
#endif


static void setupTexenvAmbient(Color ambientColor)
{
    float texenvConst[4];
    texenvConst[0] = ambientColor.red();
    texenvConst[1] = ambientColor.green();
    texenvConst[2] = ambientColor.blue();
    texenvConst[3] = ambientColor.alpha();

    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);

    // The primary color contains the light direction in surface
    // space, and texture0 is a normal map.  The lighting is
    // calculated by computing the dot product.
    glx::glActiveTextureARB(GL_TEXTURE0_ARB);
    glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, texenvConst);
    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
    glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
    glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);
    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_CONSTANT_EXT);
    glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
    glEnable(GL_TEXTURE_2D);
}


static void setupTexenvGlossMapAlpha()
{
    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
    glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_PRIMARY_COLOR_EXT);
    glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);
    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE);
    glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_ALPHA);

}


static void setLightParameters_VP(VertexProcessor& vproc,
                                  const LightingState& ls,
                                  Color materialDiffuse,
                                  Color materialSpecular)
{
    Vec3f diffuseColor(materialDiffuse.red(),
                       materialDiffuse.green(),
                       materialDiffuse.blue());
    Vec3f specularColor(materialSpecular.red(),
                        materialSpecular.green(),
                        materialSpecular.blue());

    for (unsigned int i = 0; i < ls.nLights; i++)
    {
        const DirectionalLight& light = ls.lights[i];

        Vec3f lightColor = Vec3f(light.color.red(),
                                 light.color.green(),
                                 light.color.blue()) * light.irradiance;
        Vec3f diffuse(diffuseColor.x * lightColor.x,
                      diffuseColor.y * lightColor.y,
                      diffuseColor.z * lightColor.z);
        Vec3f specular(specularColor.x * lightColor.x,
                       specularColor.y * lightColor.y,
                       specularColor.z * lightColor.z);

        // Just handle two light sources for now
        if (i == 0)
        {
            vproc.parameter(vp::LightDirection0, ls.lights[0].direction_obj);
            vproc.parameter(vp::DiffuseColor0, diffuse);
            vproc.parameter(vp::SpecularColor0, specular);
        }
        else if (i == 1)
        {
            vproc.parameter(vp::LightDirection1, ls.lights[1].direction_obj);
            vproc.parameter(vp::DiffuseColor1, diffuse);
            vproc.parameter(vp::SpecularColor1, specular);
        }
    }
}


static void renderModelDefault(Model* model,
                               const RenderInfo& ri,
                               bool lit)
{
    FixedFunctionRenderContext rc;
    //rc.makeCurrent();

    rc.setLighting(lit);

    if (ri.baseTex == NULL)
    {
        glDisable(GL_TEXTURE_2D);
    }
    else
    {
        glEnable(GL_TEXTURE_2D);
        ri.baseTex->bind();
    }

    glColor(ri.color);

    if (ri.baseTex != NULL)
        rc.lock();

    model->render(rc);
    if (model->usesTextureType(Mesh::EmissiveMap))
    {
        glDisable(GL_LIGHTING);
        glEnable(GL_BLEND);
        glBlendFunc(GL_ONE, GL_ONE);
        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
        rc.setRenderPass(RenderContext::EmissivePass);
        rc.setMaterial(NULL);

        model->render(rc);

        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
    }

    // Reset the material
    float black[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
    float zero = 0.0f;
    glColor4fv(black);
    glMaterialfv(GL_FRONT, GL_EMISSION, black);
    glMaterialfv(GL_FRONT, GL_SPECULAR, black);
    glMaterialfv(GL_FRONT, GL_SHININESS, &zero);
}


static void renderSphereDefault(const RenderInfo& ri,
                                const Frustum& frustum,
                                bool lit,
                                const GLContext& context)
{
    if (lit)
        glEnable(GL_LIGHTING);
    else
        glDisable(GL_LIGHTING);

    if (ri.baseTex == NULL)
    {
        glDisable(GL_TEXTURE_2D);
    }
    else
    {
        glEnable(GL_TEXTURE_2D);
        ri.baseTex->bind();
    }

    glColor(ri.color);

    g_lodSphere->render(context,
                        LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
                        frustum, ri.pixWidth,
                        ri.baseTex);
    if (ri.nightTex != NULL && ri.useTexEnvCombine)
    {
        ri.nightTex->bind();
        setupNightTextureCombine();
        glEnable(GL_BLEND);
        glBlendFunc(GL_ONE, GL_ONE);
        glAmbientLightColor(Color::Black); // Disable ambient light
        g_lodSphere->render(context,
                            LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
                            frustum, ri.pixWidth,
                            ri.nightTex);
        glAmbientLightColor(ri.ambientColor);
        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
    }

    if (ri.overlayTex != NULL)
    {
        ri.overlayTex->bind();
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        g_lodSphere->render(context,
                            LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
                            frustum, ri.pixWidth,
                            ri.overlayTex);
        glBlendFunc(GL_ONE, GL_ONE);
    }
}


// DEPRECATED -- renderSphere_Combiners_VP should be used instead; only
// very old drivers don't support vertex programs.
static void renderSphere_Combiners(const RenderInfo& ri,
                                   const Frustum& frustum,
                                   const GLContext& context)
{
    glDisable(GL_LIGHTING);

    if (ri.baseTex == NULL)
    {
        glDisable(GL_TEXTURE_2D);
    }
    else
    {
        glEnable(GL_TEXTURE_2D);
        ri.baseTex->bind();
    }

    glColor(ri.color * ri.sunColor);

    // Don't use a normal map if it's a dxt5nm map--only the GLSL path
    // can handle them.
    if (ri.bumpTex != NULL &&
        (ri.bumpTex->getFormatOptions() & Texture::DXT5NormalMap) == 0)
    {
        renderBumpMappedMesh(context,
                             *(ri.baseTex),
                             *(ri.bumpTex),
                             ri.sunDir_eye,
                             ri.orientation,
                             ri.ambientColor,
                             frustum,
                             ri.pixWidth);
    }
    else if (ri.baseTex != NULL)
    {
        renderSmoothMesh(context,
                         *(ri.baseTex),
                         ri.sunDir_eye,
                         ri.orientation,
                         ri.ambientColor,
                         ri.pixWidth,
                         frustum);
    }
    else
    {
        glEnable(GL_LIGHTING);
        g_lodSphere->render(context, frustum, ri.pixWidth, NULL, 0);
    }

    if (ri.nightTex != NULL)
    {
        ri.nightTex->bind();
        glEnable(GL_BLEND);
        glBlendFunc(GL_ONE, GL_ONE);
        renderSmoothMesh(context,
                         *(ri.nightTex),
                         ri.sunDir_eye,
                         ri.orientation,
                         Color::Black,
                         ri.pixWidth,
                         frustum,
                         true);
    }

    if (ri.overlayTex != NULL)
    {
        glEnable(GL_LIGHTING);
        ri.overlayTex->bind();
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        g_lodSphere->render(context,
                            LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
                            frustum, ri.pixWidth,
                            ri.overlayTex);
#if 0
        renderSmoothMesh(context,
                         *(ri.overlayTex),
                         ri.sunDir_eye,
                         ri.orientation,
                         ri.ambientColor,
                         ri.pixWidth,
                         frustum);
#endif
        glBlendFunc(GL_ONE, GL_ONE);
    }

    glBlendFunc(GL_SRC_ALPHA, GL_ONE);
}


static void renderSphere_DOT3_VP(const RenderInfo& ri,
                                 const LightingState& ls,
                                 const Frustum& frustum,
                                 const GLContext& context)
{
    VertexProcessor* vproc = context.getVertexProcessor();
    assert(vproc != NULL);

    if (ri.baseTex == NULL)
    {
        glDisable(GL_TEXTURE_2D);
    }
    else
    {
        glEnable(GL_TEXTURE_2D);
        ri.baseTex->bind();
    }

    vproc->enable();
    vproc->parameter(vp::EyePosition, ri.eyePos_obj);
    setLightParameters_VP(*vproc, ls, ri.color, ri.specularColor);

    vproc->parameter(vp::AmbientColor, ri.ambientColor * ri.color);
    vproc->parameter(vp::SpecularExponent, 0.0f, 1.0f, 0.5f, ri.specularPower);

    // Don't use a normal map if it's a dxt5nm map--only the GLSL path
    // can handle them.
    if (ri.bumpTex != NULL &&
        (ri.bumpTex->getFormatOptions() & Texture::DXT5NormalMap) == 0 &&
        ri.baseTex != NULL)
    {
        // We don't yet handle the case where there's a bump map but no
        // base texture.
        vproc->use(vp::diffuseBump);
        if (ri.ambientColor != Color::Black)
        {
            // If there's ambient light, we'll need to render in two passes:
            // one for the ambient light, and the second for light from the star.
            // We could do this in a single pass using three texture stages, but
            // this isn't won't work with hardware that only supported two
            // texture stages.

            // Render the base texture modulated by the ambient color
            setupTexenvAmbient(ri.ambientColor);
            g_lodSphere->render(context,
                                LODSphereMesh::TexCoords0 | LODSphereMesh::VertexProgParams,
                                frustum, ri.pixWidth,
                                ri.baseTex);

            // Add the light from the sun
            glEnable(GL_BLEND);
            glBlendFunc(GL_ONE, GL_ONE);
            setupBumpTexenv();
            g_lodSphere->render(context,
                                LODSphereMesh::Normals | LODSphereMesh::Tangents |
                                LODSphereMesh::TexCoords0 | LODSphereMesh::VertexProgParams,
                                frustum, ri.pixWidth,
                                ri.bumpTex, ri.baseTex);
            glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
            glDisable(GL_BLEND);
        }
        else
        {
            glx::glActiveTextureARB(GL_TEXTURE1_ARB);
            ri.baseTex->bind();
            glx::glActiveTextureARB(GL_TEXTURE0_ARB);
            ri.bumpTex->bind();
            setupBumpTexenv();
            g_lodSphere->render(context,
                                LODSphereMesh::Normals | LODSphereMesh::Tangents |
                                LODSphereMesh::TexCoords0 | LODSphereMesh::VertexProgParams,
                                frustum, ri.pixWidth,
                                ri.bumpTex, ri.baseTex);
            glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
        }
    }
    else
    {
        if (ls.nLights > 1)
            vproc->use(vp::diffuse_2light);
        else
            vproc->use(vp::diffuse);
        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
        g_lodSphere->render(context,
                            LODSphereMesh::Normals | LODSphereMesh::TexCoords0 |
                            LODSphereMesh::VertexProgParams,
                            frustum, ri.pixWidth,
                            ri.baseTex);
    }

    // Render a specular pass; can't be done in one pass because
    // specular needs to be modulated with a gloss map.
    if (ri.specularColor != Color::Black)
    {
        glEnable(GL_BLEND);
        glBlendFunc(GL_ONE, GL_ONE);
        vproc->use(vp::glossMap);

        if (ri.glossTex != NULL)
            glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
        else
            setupTexenvGlossMapAlpha();

        g_lodSphere->render(context,
                            LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
                            frustum, ri.pixWidth,
                            ri.glossTex != NULL ? ri.glossTex : ri.baseTex);

        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
        glDisable(GL_BLEND);
    }

    if (ri.nightTex != NULL)
    {
        ri.nightTex->bind();
        if (ls.nLights > 1)
            vproc->use(vp::nightLights_2light);
        else
            vproc->use(vp::nightLights);
        setupNightTextureCombine();
        glEnable(GL_BLEND);
        glBlendFunc(GL_ONE, GL_ONE);
        g_lodSphere->render(context,
                          LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
                          frustum, ri.pixWidth,
                          ri.nightTex);
        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
    }

    if (ri.overlayTex != NULL)
    {
        ri.overlayTex->bind();
        vproc->use(vp::diffuse);
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        g_lodSphere->render(context,
                            LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
                            frustum, ri.pixWidth,
                            ri.overlayTex);
        glBlendFunc(GL_ONE, GL_ONE);
    }

    vproc->disable();
}


static void renderSphere_Combiners_VP(const RenderInfo& ri,
                                      const LightingState& ls,
                                      const Frustum& frustum,
                                      const GLContext& context)
{
    Texture* textures[4];
    VertexProcessor* vproc = context.getVertexProcessor();
    assert(vproc != NULL);

    if (ri.baseTex == NULL)
    {
        glDisable(GL_TEXTURE_2D);
    }
    else
    {
        glEnable(GL_TEXTURE_2D);
        ri.baseTex->bind();
    }

    // Set up the fog parameters if the haze density is non-zero
    float hazeDensity = ri.hazeColor.alpha();

    if (hazeDensity > 0.0f && !buggyVertexProgramEmulation)
    {
        glEnable(GL_FOG);
        float fogColor[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
        fogColor[0] = ri.hazeColor.red();
        fogColor[1] = ri.hazeColor.green();
        fogColor[2] = ri.hazeColor.blue();
        glFogfv(GL_FOG_COLOR, fogColor);
        glFogi(GL_FOG_MODE, GL_LINEAR);
        glFogf(GL_FOG_START, 0.0);
        glFogf(GL_FOG_END, 1.0f / hazeDensity);
    }

    vproc->enable();

    vproc->parameter(vp::EyePosition, ri.eyePos_obj);
    setLightParameters_VP(*vproc, ls, ri.color, ri.specularColor);

    vproc->parameter(vp::SpecularExponent, 0.0f, 1.0f, 0.5f, ri.specularPower);
    vproc->parameter(vp::AmbientColor, ri.ambientColor * ri.color);
    vproc->parameter(vp::HazeColor, ri.hazeColor);

    // Don't use a normal map if it's a dxt5nm map--only the GLSL path
    // can handle them.
    if (ri.bumpTex != NULL &&
        (ri.bumpTex->getFormatOptions() & Texture::DXT5NormalMap) == 0)
    {
        if (hazeDensity > 0.0f)
            vproc->use(vp::diffuseBumpHaze);
        else
            vproc->use(vp::diffuseBump);
        SetupCombinersDecalAndBumpMap(*(ri.bumpTex),
                                      ri.ambientColor * ri.color,
                                      ri.sunColor * ri.color);
        g_lodSphere->render(context,
                            LODSphereMesh::Normals | LODSphereMesh::Tangents |
                            LODSphereMesh::TexCoords0 | LODSphereMesh::VertexProgParams,
                            frustum, ri.pixWidth,
                            ri.baseTex, ri.bumpTex);
        DisableCombiners();

        // Render a specular pass
        if (ri.specularColor != Color::Black)
        {
            glEnable(GL_BLEND);
            glBlendFunc(GL_ONE, GL_ONE);
            glEnable(GL_COLOR_SUM_EXT);
            vproc->use(vp::specular);

            // Disable ambient and diffuse
            vproc->parameter(vp::AmbientColor, Color::Black);
            vproc->parameter(vp::DiffuseColor0, Color::Black);
            SetupCombinersGlossMap(ri.glossTex != NULL ? GL_TEXTURE0_ARB : 0);

            textures[0] = ri.glossTex != NULL ? ri.glossTex : ri.baseTex;
            g_lodSphere->render(context,
                                LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
                                frustum, ri.pixWidth,
                                textures, 1);

            // re-enable diffuse
            vproc->parameter(vp::DiffuseColor0, ri.sunColor * ri.color);

            DisableCombiners();
            glDisable(GL_COLOR_SUM_EXT);
            glDisable(GL_BLEND);
        }
    }
    else if (ri.specularColor != Color::Black)
    {
        glEnable(GL_COLOR_SUM_EXT);
        if (ls.nLights > 1)
            vproc->use(vp::specular_2light);
        else
            vproc->use(vp::specular);
        SetupCombinersGlossMapWithFog(ri.glossTex != NULL ? GL_TEXTURE1_ARB : 0);
        unsigned int attributes = LODSphereMesh::Normals | LODSphereMesh::TexCoords0 |
            LODSphereMesh::VertexProgParams;
        g_lodSphere->render(context,
                            attributes, frustum, ri.pixWidth,
                            ri.baseTex, ri.glossTex);
        DisableCombiners();
        glDisable(GL_COLOR_SUM_EXT);
    }
    else
    {
        if (ls.nLights > 1)
        {
            if (hazeDensity > 0.0f)
                vproc->use(vp::diffuseHaze_2light);
            else
                vproc->use(vp::diffuse_2light);
        }
        else
        {
            if (hazeDensity > 0.0f)
                vproc->use(vp::diffuseHaze);
            else
                vproc->use(vp::diffuse);
        }

        g_lodSphere->render(context,
                            LODSphereMesh::Normals | LODSphereMesh::TexCoords0 |
                            LODSphereMesh::VertexProgParams,
                            frustum, ri.pixWidth,
                            ri.baseTex);
    }

    if (hazeDensity > 0.0f)
        glDisable(GL_FOG);

    if (ri.nightTex != NULL)
    {
        ri.nightTex->bind();
        if (ls.nLights > 1)
            vproc->use(vp::nightLights_2light);
        else
            vproc->use(vp::nightLights);
        setupNightTextureCombine();
        glEnable(GL_BLEND);
        glBlendFunc(GL_ONE, GL_ONE);
        g_lodSphere->render(context,
                            LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
                            frustum, ri.pixWidth,
                            ri.nightTex);
        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
    }

    if (ri.overlayTex != NULL)
    {
        ri.overlayTex->bind();
        vproc->use(vp::diffuse);
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        g_lodSphere->render(context,
                            LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
                            frustum, ri.pixWidth,
                            ri.overlayTex);
        glBlendFunc(GL_ONE, GL_ONE);
    }

    vproc->disable();
}


// Render a planet sphere using both fragment and vertex programs
static void renderSphere_FP_VP(const RenderInfo& ri,
                               const Frustum& frustum,
                               const GLContext& context)
{
    Texture* textures[4];
    VertexProcessor* vproc = context.getVertexProcessor();
    FragmentProcessor* fproc = context.getFragmentProcessor();
    assert(vproc != NULL && fproc != NULL);

    if (ri.baseTex == NULL)
    {
        glDisable(GL_TEXTURE_2D);
    }
    else
    {
        glEnable(GL_TEXTURE_2D);
        ri.baseTex->bind();
    }

    // Compute the half angle vector required for specular lighting
    Vec3f halfAngle_obj = ri.eyeDir_obj + ri.sunDir_obj;
    if (halfAngle_obj.length() != 0.0f)
        halfAngle_obj.normalize();

    // Set up the fog parameters if the haze density is non-zero
    float hazeDensity = ri.hazeColor.alpha();

    if (hazeDensity > 0.0f)
    {
        glEnable(GL_FOG);
        float fogColor[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
        fogColor[0] = ri.hazeColor.red();
        fogColor[1] = ri.hazeColor.green();
        fogColor[2] = ri.hazeColor.blue();
        glFogfv(GL_FOG_COLOR, fogColor);
        glFogi(GL_FOG_MODE, GL_LINEAR);
        glFogf(GL_FOG_START, 0.0);
        glFogf(GL_FOG_END, 1.0f / hazeDensity);
    }

    vproc->enable();

    vproc->parameter(vp::EyePosition, ri.eyePos_obj);
    vproc->parameter(vp::LightDirection0, ri.sunDir_obj);
    vproc->parameter(vp::DiffuseColor0, ri.sunColor * ri.color);
    vproc->parameter(vp::SpecularExponent, 0.0f, 1.0f, 0.5f, ri.specularPower);
    vproc->parameter(vp::SpecularColor0, ri.sunColor * ri.specularColor);
    vproc->parameter(vp::AmbientColor, ri.ambientColor * ri.color);
    vproc->parameter(vp::HazeColor, ri.hazeColor);

    if (ri.bumpTex != NULL)
    {
        fproc->enable();

        if (hazeDensity > 0.0f)
            vproc->use(vp::diffuseBumpHaze);
        else
            vproc->use(vp::diffuseBump);
        fproc->use(fp::texDiffuseBump);
        g_lodSphere->render(context,
                            LODSphereMesh::Normals | LODSphereMesh::Tangents |
                            LODSphereMesh::TexCoords0 | LODSphereMesh::VertexProgParams,
                            frustum, ri.pixWidth,
                            ri.baseTex, ri.bumpTex);
        fproc->disable();

        // Render a specular pass
        if (ri.specularColor != Color::Black)
        {
            glEnable(GL_BLEND);
            glBlendFunc(GL_ONE, GL_ONE);
            glEnable(GL_COLOR_SUM_EXT);
            vproc->use(vp::specular);

            // Disable ambient and diffuse
            vproc->parameter(vp::AmbientColor, Color::Black);
            vproc->parameter(vp::DiffuseColor0, Color::Black);
            SetupCombinersGlossMap(ri.glossTex != NULL ? GL_TEXTURE0_ARB : 0);

            textures[0] = ri.glossTex != NULL ? ri.glossTex : ri.baseTex;
            g_lodSphere->render(context,
                                LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
                                frustum, ri.pixWidth,
                                textures, 1);

            // re-enable diffuse
            vproc->parameter(vp::DiffuseColor0, ri.sunColor * ri.color);

            DisableCombiners();
            glDisable(GL_COLOR_SUM_EXT);
            glDisable(GL_BLEND);
        }
    }
    else if (ri.specularColor != Color::Black)
    {
        fproc->enable();
        if (ri.glossTex == NULL)
        {
            vproc->use(vp::perFragmentSpecularAlpha);
            fproc->use(fp::texSpecularAlpha);
        }
        else
        {
            vproc->use(vp::perFragmentSpecular);
            fproc->use(fp::texSpecular);
        }
        fproc->parameter(fp::DiffuseColor, ri.sunColor * ri.color);
        fproc->parameter(fp::SunDirection, ri.sunDir_obj);
        fproc->parameter(fp::SpecularColor, ri.specularColor);
        fproc->parameter(fp::SpecularExponent, ri.specularPower, 0.0f, 0.0f, 0.0f);
        fproc->parameter(fp::AmbientColor, ri.ambientColor);

        unsigned int attributes = LODSphereMesh::Normals |
                                  LODSphereMesh::TexCoords0 |
                                  LODSphereMesh::VertexProgParams;
        g_lodSphere->render(context,
                            attributes, frustum, ri.pixWidth,
                            ri.baseTex, ri.glossTex);
        fproc->disable();
    }
    else
    {
        fproc->enable();
        if (hazeDensity > 0.0f)
            vproc->use(vp::diffuseHaze);
        else
            vproc->use(vp::diffuse);
        fproc->use(fp::texDiffuse);
        g_lodSphere->render(context,
                            LODSphereMesh::Normals | LODSphereMesh::TexCoords0 |
                            LODSphereMesh::VertexProgParams,
                            frustum, ri.pixWidth,
                            ri.baseTex);
        fproc->disable();
    }

    if (hazeDensity > 0.0f)
        glDisable(GL_FOG);

    if (ri.nightTex != NULL)
    {
        ri.nightTex->bind();
        vproc->use(vp::nightLights);
        setupNightTextureCombine();
        glEnable(GL_BLEND);
        glBlendFunc(GL_ONE, GL_ONE);
        g_lodSphere->render(context,
                            LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
                            frustum, ri.pixWidth,
                            ri.nightTex);
        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
    }

    if (ri.overlayTex != NULL)
    {
        ri.overlayTex->bind();
        vproc->use(vp::diffuse);
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        g_lodSphere->render(context,
                            LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
                            frustum, ri.pixWidth,
                            ri.overlayTex);
        glBlendFunc(GL_ONE, GL_ONE);
    }

    vproc->disable();
}


static void texGenPlane(GLenum coord, GLenum mode, const Vec4f& plane)
{
    float f[4];
    f[0] = plane.x; f[1] = plane.y; f[2] = plane.z; f[3] = plane.w;
    glTexGenfv(coord, mode, f);
}

static void renderShadowedModelDefault(Model* model,
                                       const RenderInfo& ri,
                                       const Frustum& frustum,
                                       float *sPlane,
                                       float *tPlane,
                                       const Vec3f& lightDir,
                                       bool useShadowMask,
                                       const GLContext& context)
{
    glEnable(GL_TEXTURE_GEN_S);
    glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
    glTexGenfv(GL_S, GL_OBJECT_PLANE, sPlane);
    //texGenPlane(GL_S, GL_OBJECT_PLANE, sPlane);
    glEnable(GL_TEXTURE_GEN_T);
    glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
    glTexGenfv(GL_T, GL_OBJECT_PLANE, tPlane);

    if (useShadowMask)
    {
        glx::glActiveTextureARB(GL_TEXTURE1_ARB);
        glEnable(GL_TEXTURE_GEN_S);
        glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
        texGenPlane(GL_S, GL_OBJECT_PLANE,
                    Vec4f(lightDir.x, lightDir.y, lightDir.z, 0.5f));
        glx::glActiveTextureARB(GL_TEXTURE0_ARB);
    }

    glColor4f(1, 1, 1, 1);
    glDisable(GL_LIGHTING);

    if (model == NULL)
    {
        g_lodSphere->render(context,
                            LODSphereMesh::Normals | LODSphereMesh::Multipass,
                            frustum, ri.pixWidth, NULL);
    }
    else
    {
        FixedFunctionRenderContext rc;
        model->render(rc);
    }
    glEnable(GL_LIGHTING);

    if (useShadowMask)
    {
        glx::glActiveTextureARB(GL_TEXTURE1_ARB);
        glDisable(GL_TEXTURE_GEN_S);
        glx::glActiveTextureARB(GL_TEXTURE0_ARB);
    }
    glDisable(GL_TEXTURE_GEN_S);
    glDisable(GL_TEXTURE_GEN_T);
}


static void renderShadowedModelVertexShader(const RenderInfo& ri,
                                            const Frustum& frustum,
                                            float* sPlane, float* tPlane,
                                            Vec3f& lightDir,
                                            const GLContext& context)
{
    VertexProcessor* vproc = context.getVertexProcessor();
    assert(vproc != NULL);

    vproc->enable();
    vproc->parameter(vp::LightDirection0, lightDir);
    vproc->parameter(vp::TexGen_S, sPlane);
    vproc->parameter(vp::TexGen_T, tPlane);
    vproc->use(vp::shadowTexture);

    g_lodSphere->render(context,
                        LODSphereMesh::Normals | LODSphereMesh::Multipass, frustum,
                        ri.pixWidth, NULL);

    vproc->disable();
}


static void renderRings(RingSystem& rings,
                        RenderInfo& ri,
                        float planetRadius,
                        float planetOblateness,
                        unsigned int textureResolution,
                        bool renderShadow,
                        const GLContext& context,
                        unsigned int nSections)
{
    float inner = rings.innerRadius / planetRadius;
    float outer = rings.outerRadius / planetRadius;

    // Ring Illumination:
    // Since a ring system is composed of millions of individual
    // particles, it's not at all realistic to model it as a flat
    // Lambertian surface.  We'll approximate the llumination
    // function by assuming that the ring system contains Lambertian
    // particles, and that the brightness at some point in the ring
    // system is proportional to the illuminated fraction of a
    // particle there.  In fact, we'll simplify things further and
    // set the illumination of the entire ring system to the same
    // value, computing the illuminated fraction of a hypothetical
    // particle located at the center of the planet.  This
    // approximation breaks down when you get close to the planet.
    float ringIllumination = 0.0f;
    {
        float illumFraction = (1.0f + ri.eyeDir_obj * ri.sunDir_obj) / 2.0f;
        // Just use the illuminated fraction for now . . .
        ringIllumination = illumFraction;
    }

    GLContext::VertexPath vpath = context.getVertexPath();
    VertexProcessor* vproc = context.getVertexProcessor();
    FragmentProcessor* fproc = context.getFragmentProcessor();

    if (vproc != NULL)
    {
        vproc->enable();
        vproc->use(vp::ringIllum);
        vproc->parameter(vp::LightDirection0, ri.sunDir_obj);
        vproc->parameter(vp::DiffuseColor0, ri.sunColor * rings.color);
        vproc->parameter(vp::AmbientColor, ri.ambientColor * ri.color);
        vproc->parameter(vp::Constant0, Vec3f(0, 0.5, 1.0));
    }

    // If we have multi-texture support, we'll use the second texture unit
    // to render the shadow of the planet on the rings.  This is a bit of
    // a hack, and assumes that the planet is ellipsoidal in shape,
    // and only works for a planet illuminated by a single sun where the
    // distance to the sun is very large relative to its diameter.
    if (renderShadow)
    {
        glx::glActiveTextureARB(GL_TEXTURE1_ARB);
        glEnable(GL_TEXTURE_2D);
        shadowTex->bind();

        float sPlane[4] = { 0, 0, 0, 0.5f };
        float tPlane[4] = { 0, 0, 0, 0.5f };

        // Compute the projection vectors based on the sun direction.
        // I'm being a little careless here--if the sun direction lies
        // along the y-axis, this will fail.  It's unlikely that a
        // planet would ever orbit underneath its sun (an orbital
        // inclination of 90 degrees), but this should be made
        // more robust anyway.
        Vec3f axis = Vec3f(0, 1, 0) ^ ri.sunDir_obj;
        float cosAngle = Vec3f(0.0f, 1.0f, 0.0f) * ri.sunDir_obj;
        /*float angle = (float) acos(cosAngle);     Unused*/
        axis.normalize();

        float sScale = 1.0f;
        float tScale = 1.0f;
        if (fproc == NULL)
        {
            // When fragment programs aren't used, we render shadows with circular
            // textures.  We scale up the texture slightly to account for the
            // padding pixels near the texture borders.
            sScale *= ShadowTextureScale;
            tScale *= ShadowTextureScale;
        }

        if (planetOblateness != 0.0f)
        {
            // For oblate planets, the size of the shadow volume will vary based
            // on the light direction.

            // A vertical slice of the planet is an ellipse
            float a = 1.0f;                          // semimajor axis
            float b = a * (1.0f - planetOblateness); // semiminor axis
            float ecc2 = 1.0f - (b * b) / (a * a);   // square of eccentricity

            // Calculate the radius of the ellipse at the incident angle of the
            // light on the ring plane + 90 degrees.
            float r = a * (float) sqrt((1.0f - ecc2) /
                                       (1.0f - ecc2 * square(cosAngle)));

            tScale *= a / r;
        }

        // The s axis is perpendicular to the shadow axis in the plane of the
        // of the rings, and the t axis completes the orthonormal basis.
        Vec3f sAxis = axis * 0.5f;
        Vec3f tAxis = (axis ^ ri.sunDir_obj) * 0.5f * tScale;

        sPlane[0] = sAxis.x; sPlane[1] = sAxis.y; sPlane[2] = sAxis.z;
        tPlane[0] = tAxis.x; tPlane[1] = tAxis.y; tPlane[2] = tAxis.z;

        if (vproc != NULL)
        {
            vproc->parameter(vp::TexGen_S, sPlane);
            vproc->parameter(vp::TexGen_T, tPlane);
        }
        else
        {
            glEnable(GL_TEXTURE_GEN_S);
            glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
            glTexGenfv(GL_S, GL_EYE_PLANE, sPlane);
            glEnable(GL_TEXTURE_GEN_T);
            glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
            glTexGenfv(GL_T, GL_EYE_PLANE, tPlane);
        }

        glx::glActiveTextureARB(GL_TEXTURE0_ARB);

        if (fproc != NULL)
        {
            float r0 = 0.24f;
            float r1 = 0.25f;
            float bias = 1.0f / (1.0f - r1 / r0);
            float scale = -bias / r0;

            fproc->enable();
            fproc->use(fp::sphereShadowOnRings);
            fproc->parameter(fp::ShadowParams0, scale, bias, 0.0f, 0.0f);
            fproc->parameter(fp::AmbientColor, ri.ambientColor * ri.color);
        }
    }

    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    Texture* ringsTex = rings.texture.find(textureResolution);

    if (ringsTex != NULL)
        ringsTex->bind();
    else
        glDisable(GL_TEXTURE_2D);

    // Perform our own lighting for the rings.
    // TODO: Don't forget about light source color (required when we
    // paying attention to star color.)
    if (vpath == GLContext::VPath_Basic)
    {
        glDisable(GL_LIGHTING);
        Vec3f litColor(rings.color.red(), rings.color.green(), rings.color.blue());
        litColor = litColor * ringIllumination +
            Vec3f(ri.ambientColor.red(), ri.ambientColor.green(),
                  ri.ambientColor.blue());
        glColor4f(litColor.x, litColor.y, litColor.z, 1.0f);
    }

    // This gets tricky . . .  we render the rings in two parts.  One
    // part is potentially shadowed by the planet, and we need to
    // render that part with the projected shadow texture enabled.
    // The other part isn't shadowed, but will appear so if we don't
    // first disable the shadow texture.  The problem is that the
    // shadow texture will affect anything along the line between the
    // sun and the planet, regardless of whether it's in front or
    // behind the planet.

    // Compute the angle of the sun projected on the ring plane
    float sunAngle = (float) atan2(ri.sunDir_obj.z, ri.sunDir_obj.x);

    // If there's a fragment program, it will handle the ambient term--make
    // sure that we don't add it both in the fragment and vertex programs.
    if (vproc != NULL && fproc != NULL)
        glAmbientLightColor(Color::Black);

    renderRingSystem(inner, outer,
                     (float) (sunAngle + PI / 2),
                     (float) (sunAngle + 3 * PI / 2),
                     nSections / 2);
    renderRingSystem(inner, outer,
                     (float) (sunAngle +  3 * PI / 2),
                     (float) (sunAngle + PI / 2),
                     nSections / 2);

    if (vproc != NULL && fproc != NULL)
        glAmbientLightColor(ri.ambientColor * ri.color);

    // Disable the second texture unit if it was used
    if (renderShadow)
    {
        glx::glActiveTextureARB(GL_TEXTURE1_ARB);
        glDisable(GL_TEXTURE_2D);
        glDisable(GL_TEXTURE_GEN_S);
        glDisable(GL_TEXTURE_GEN_T);
        glx::glActiveTextureARB(GL_TEXTURE0_ARB);

        if (fproc != NULL)
            fproc->disable();
    }

    // Render the unshadowed side
    renderRingSystem(inner, outer,
                     (float) (sunAngle - PI / 2),
                     (float) (sunAngle + PI / 2),
                     nSections / 2);
    renderRingSystem(inner, outer,
                     (float) (sunAngle + PI / 2),
                     (float) (sunAngle - PI / 2),
                     nSections / 2);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE);

    if (vproc != NULL)
        vproc->disable();
}


static void
renderEclipseShadows(Model* model,
                     vector<EclipseShadow>& eclipseShadows,
                     RenderInfo& ri,
                     float planetRadius,
                     Mat4f& planetMat,
                     Frustum& viewFrustum,
                     const GLContext& context)
{
    // Eclipse shadows on mesh objects aren't working yet.
    if (model != NULL)
        return;

    for (vector<EclipseShadow>::iterator iter = eclipseShadows.begin();
         iter != eclipseShadows.end(); iter++)
    {
        EclipseShadow shadow = *iter;

#ifdef DEBUG_ECLIPSE_SHADOWS
        // Eclipse debugging: render the central axis of the eclipse
        // shadow volume.
        glDisable(GL_TEXTURE_2D);
        glColor4f(1, 0, 0, 1);
        Point3f blorp = shadow.origin * planetMat;
        Vec3f blah = shadow.direction * planetMat;
        blorp.x /= planetRadius; blorp.y /= planetRadius; blorp.z /= planetRadius;
        float foo = blorp.distanceFromOrigin();
        glBegin(GL_LINES);
        glVertex(blorp);
        glVertex(blorp + foo * blah);
        glEnd();
        glEnable(GL_TEXTURE_2D);
#endif

        // Determine which eclipse shadow texture to use.  This is only
        // a very rough approximation to reality.  Since there are an
        // infinite number of possible eclipse volumes, what we should be
        // doing is generating the eclipse textures on the fly using
        // render-to-texture.  But for now, we'll just choose from a fixed
        // set of eclipse shadow textures based on the relative size of
        // the umbra and penumbra.
        Texture* eclipseTex = NULL;
        float umbra = shadow.umbraRadius / shadow.penumbraRadius;
        if (umbra < 0.1f)
            eclipseTex = eclipseShadowTextures[0];
        else if (umbra < 0.35f)
            eclipseTex = eclipseShadowTextures[1];
        else if (umbra < 0.6f)
            eclipseTex = eclipseShadowTextures[2];
        else if (umbra < 0.9f)
            eclipseTex = eclipseShadowTextures[3];
        else
            eclipseTex = shadowTex;

        // Compute the transformation to use for generating texture
        // coordinates from the object vertices.
        Point3f origin = shadow.origin * planetMat;
        Vec3f dir = shadow.direction * planetMat;
        float scale = planetRadius / shadow.penumbraRadius;
        Vec3f axis = Vec3f(0, 1, 0) ^ dir;
        float angle = (float) acos(Vec3f(0, 1, 0) * dir);
        axis.normalize();
        Mat4f mat = Mat4f::rotation(axis, -angle);
        Vec3f sAxis = Vec3f(0.5f * scale, 0, 0) * mat;
        Vec3f tAxis = Vec3f(0, 0, 0.5f * scale) * mat;

        float sPlane[4] = { 0, 0, 0, 0 };
        float tPlane[4] = { 0, 0, 0, 0 };
        sPlane[0] = sAxis.x; sPlane[1] = sAxis.y; sPlane[2] = sAxis.z;
        tPlane[0] = tAxis.x; tPlane[1] = tAxis.y; tPlane[2] = tAxis.z;
        sPlane[3] = (Point3f(0, 0, 0) - origin) * sAxis / planetRadius + 0.5f;
        tPlane[3] = (Point3f(0, 0, 0) - origin) * tAxis / planetRadius + 0.5f;

        // TODO: Multiple eclipse shadows should be rendered in a single
        // pass using multitexture.
        if (eclipseTex != NULL)
            eclipseTex->bind();
        // shadowMaskTexture->bind();
        glEnable(GL_BLEND);
        glBlendFunc(GL_ZERO, GL_SRC_COLOR);

        // If the ambient light level is greater than zero, reduce the
        // darkness of the shadows.
        if (ri.useTexEnvCombine)
        {
            float color[4] = { ri.ambientColor.red(), ri.ambientColor.green(),
                               ri.ambientColor.blue(), 1.0f };
            glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
            glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
            glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_CONSTANT_EXT);
            glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);
            glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE);
            glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
            glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD);

            // The second texture unit has the shadow 'mask'
            glx::glActiveTextureARB(GL_TEXTURE1_ARB);
            glEnable(GL_TEXTURE_2D);
            shadowMaskTexture->bind();
            glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
            glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD);
            glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_PREVIOUS_EXT);
            glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);
            glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE);
            glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
            glx::glActiveTextureARB(GL_TEXTURE0_ARB);
        }

        // Since invariance between nVidia's vertex programs and the
        // standard transformation pipeline isn't guaranteed, we have to
        // make sure to use the same transformation engine on subsequent
        // rendering passes as we did on the initial one.
        if (context.getVertexPath() != GLContext::VPath_Basic && model == NULL)
        {
            renderShadowedModelVertexShader(ri, viewFrustum,
                                           sPlane, tPlane,
                                           dir,
                                           context);
        }
        else
        {
            renderShadowedModelDefault(model, ri, viewFrustum,
                                       sPlane, tPlane,
                                       dir,
                                       ri.useTexEnvCombine,
                                       context);
        }

        if (ri.useTexEnvCombine)
        {
            // Disable second texture unit
            glx::glActiveTextureARB(GL_TEXTURE1_ARB);
            glDisable(GL_TEXTURE_2D);
            glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
            glx::glActiveTextureARB(GL_TEXTURE0_ARB);

            float color[4] = { 0, 0, 0, 0 };
            glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
            glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
        }

        glBlendFunc(GL_SRC_ALPHA, GL_ONE);
        glDisable(GL_BLEND);
    }
}


static void
renderEclipseShadows_Shaders(Model* model,
                             vector<EclipseShadow>& eclipseShadows,
                             RenderInfo& ri,
                             float planetRadius,
                             Mat4f& planetMat,
                             Frustum& viewFrustum,
                             const GLContext& context)
{
    // Eclipse shadows on mesh objects aren't working yet.
    if (model != NULL)
        return;

    glEnable(GL_TEXTURE_2D);
    penumbraFunctionTexture->bind();

    glEnable(GL_BLEND);
    glBlendFunc(GL_ZERO, GL_SRC_COLOR);

    float sPlanes[4][4];
    float tPlanes[4][4];
    float shadowParams[4][4];

    int n = 0;
    for (vector<EclipseShadow>::iterator iter = eclipseShadows.begin();
         iter != eclipseShadows.end() && n < 4; iter++, n++)
    {
        EclipseShadow shadow = *iter;

        float R2 = 0.25f;
        float umbra = shadow.umbraRadius / shadow.penumbraRadius;
        umbra = umbra * umbra;
        if (umbra < 0.0001f)
            umbra = 0.0001f;
        else if (umbra > 0.99f)
            umbra = 0.99f;

        float umbraRadius = R2 * umbra;
        float penumbraRadius = R2;
        float shadowBias = 1.0f / (1.0f - penumbraRadius / umbraRadius);
        float shadowScale = -shadowBias / umbraRadius;

        shadowParams[n][0] = shadowScale;
        shadowParams[n][1] = shadowBias;
        shadowParams[n][2] = 0.0f;
        shadowParams[n][3] = 0.0f;

        // Compute the transformation to use for generating texture
        // coordinates from the object vertices.
        Point3f origin = shadow.origin * planetMat;
        Vec3f dir = shadow.direction * planetMat;
        float scale = planetRadius / shadow.penumbraRadius;
        Vec3f axis = Vec3f(0, 1, 0) ^ dir;
        float angle = (float) acos(Vec3f(0, 1, 0) * dir);
        axis.normalize();
        Mat4f mat = Mat4f::rotation(axis, -angle);
        Vec3f sAxis = Vec3f(0.5f * scale, 0, 0) * mat;
        Vec3f tAxis = Vec3f(0, 0, 0.5f * scale) * mat;

        sPlanes[n][0] = sAxis.x;
        sPlanes[n][1] = sAxis.y;
        sPlanes[n][2] = sAxis.z;
        sPlanes[n][3] = (Point3f(0, 0, 0) - origin) * sAxis / planetRadius + 0.5f;
        tPlanes[n][0] = tAxis.x;
        tPlanes[n][1] = tAxis.y;
        tPlanes[n][2] = tAxis.z;
        tPlanes[n][3] = (Point3f(0, 0, 0) - origin) * tAxis / planetRadius + 0.5f;
    }


    VertexProcessor* vproc = context.getVertexProcessor();
    FragmentProcessor* fproc = context.getFragmentProcessor();

    vproc->enable();
    vproc->use(vp::multiShadow);

    fproc->enable();
    if (n == 1)
        fproc->use(fp::eclipseShadow1);
    else
        fproc->use(fp::eclipseShadow2);

    fproc->parameter(fp::ShadowParams0, shadowParams[0]);
    vproc->parameter(vp::TexGen_S, sPlanes[0]);
    vproc->parameter(vp::TexGen_T, tPlanes[0]);
    if (n >= 2)
    {
        fproc->parameter(fp::ShadowParams1, shadowParams[1]);
        vproc->parameter(vp::TexGen_S2, sPlanes[1]);
        vproc->parameter(vp::TexGen_T2, tPlanes[1]);
    }
    if (n >= 3)
    {
        //fproc->parameter(fp::ShadowParams2, shadowParams[2]);
        vproc->parameter(vp::TexGen_S3, sPlanes[2]);
        vproc->parameter(vp::TexGen_T3, tPlanes[2]);
    }
    if (n >= 4)
    {
        //fproc->parameter(fp::ShadowParams3, shadowParams[3]);
        vproc->parameter(vp::TexGen_S4, sPlanes[3]);
        vproc->parameter(vp::TexGen_T4, tPlanes[3]);
    }

    //vproc->parameter(vp::LightDirection0, lightDir);

    g_lodSphere->render(context,
                        LODSphereMesh::Normals | LODSphereMesh::Multipass,
                        viewFrustum,
                        ri.pixWidth, NULL);

    vproc->disable();
    fproc->disable();

    glBlendFunc(GL_SRC_ALPHA, GL_ONE);
    glDisable(GL_BLEND);
}


static void
renderRingShadowsVS(Model* /*model*/,           //TODO: Remove unused parameters??
                    const RingSystem& rings,
                    const Vec3f& /*sunDir*/,
                    RenderInfo& ri,
                    float planetRadius,
                    float /*oblateness*/,
                    Mat4f& /*planetMat*/,
                    Frustum& viewFrustum,
                    const GLContext& context)
{
    // Compute the transformation to use for generating texture
    // coordinates from the object vertices.
    float ringWidth = rings.outerRadius - rings.innerRadius;
    float s = ri.sunDir_obj.y;
    float scale = (abs(s) < 0.001f) ? 1000.0f : 1.0f / s;

    if (abs(s) > 1.0f - 1.0e-4f)
    {
        // Planet is illuminated almost directly from above, so
        // no ring shadow will be cast on the planet.  Conveniently
        // avoids some potential division by zero when ray-casting.
        return;
    }

    glEnable(GL_BLEND);
    glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);

    // If the ambient light level is greater than zero, reduce the
    // darkness of the shadows.
    float color[4] = { ri.ambientColor.red(), ri.ambientColor.green(),
                       ri.ambientColor.blue(), 1.0f };
    glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_CONSTANT_EXT);
    glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);
    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE);
    glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
    glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD);

    // Tweak the texture--set clamp to border and a border color with
    // a zero alpha.  If a graphics card doesn't support clamp to border,
    // it doesn't get to play.  It's possible to get reasonable behavior
    // by turning off mipmaps and assuming transparent rows of pixels for
    // the top and bottom of the ring textures . . . maybe later.
    float bc[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
    glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, bc);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER_ARB);

    // Ring shadows look strange if they're always completely black.  Vary
    // the darkness of the shadow based on the angle between the sun and the
    // ring plane.  There's some justification for this--the larger the angle
    // between the sun and the ring plane (normal), the more ring material
    // there is to travel through.
    //float alpha = (1.0f - abs(ri.sunDir_obj.y)) * 1.0f;
    // ...but, images from Cassini are showing very dark ring shadows, so we'll
    // go with that.
    float alpha = 1.0f;

    VertexProcessor* vproc = context.getVertexProcessor();
    assert(vproc != NULL);

    vproc->enable();
    vproc->use(vp::ringShadow);
    vproc->parameter(vp::LightDirection0, ri.sunDir_obj);
    vproc->parameter(vp::DiffuseColor0, 1, 1, 1, alpha); // color = white
    vproc->parameter(vp::TexGen_S,
                     rings.innerRadius / planetRadius,
                     1.0f / (ringWidth / planetRadius),
                     0.0f, 0.5f);
    vproc->parameter(vp::TexGen_T, scale, 0, 0, 0);
    g_lodSphere->render(context, LODSphereMesh::Multipass,
                        viewFrustum, ri.pixWidth, NULL);
    vproc->disable();

    // Restore the texture combiners
    if (ri.useTexEnvCombine)
    {
        float color[4] = { 0, 0, 0, 0 };
        glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
    }

    glBlendFunc(GL_SRC_ALPHA, GL_ONE);
    glDisable(GL_BLEND);
}


void Renderer::renderLocations(const vector<Location*>& locations,
                               const Quatf& cameraOrientation,
                               const Point3d& bodyPosition,
                               const Quatd& bodyOrientation,
                               float scale)
{
    if (font[FontNormal] == NULL)
        return;

    double winX, winY, winZ;
    int view[4] = { 0, 0, 0, 0 };
    view[0] = -windowWidth / 2;
    view[1] = -windowHeight / 2;
    view[2] = windowWidth;
    view[3] = windowHeight;

    Vec3f viewNormal = Vec3f(0.0f, 0.0f, -1.0f) *
        cameraOrientation.toMatrix3();
    Vec3d viewNormald = Vec3d(viewNormal.x, viewNormal.y, viewNormal.z);

    double modelview[16];
    double projection[16];
    glGetDoublev(GL_PROJECTION_MATRIX, projection);

    // Get the camera matrix GL-style for gluProject
    {
        Mat3f cameraMatrix = cameraOrientation.toMatrix3();
        modelview[0]  = cameraMatrix[0][0];
        modelview[1]  = cameraMatrix[1][0];
        modelview[2]  = cameraMatrix[2][0];
        modelview[3]  = 0.0f;
        modelview[4]  = cameraMatrix[0][1];
        modelview[5]  = cameraMatrix[1][1];
        modelview[6]  = cameraMatrix[2][1];
        modelview[7]  = 0.0f;
        modelview[8]  = cameraMatrix[0][2];
        modelview[9]  = cameraMatrix[1][2];
        modelview[10] = cameraMatrix[2][2];
        modelview[11] = 0.0;
        modelview[12] = 0.0;
        modelview[13] = 0.0;
        modelview[14] = 0.0;
        modelview[15] = 1.0;
    }

    glEnable(GL_DEPTH_TEST);
    glEnable(GL_TEXTURE_2D);
    font[FontNormal]->bind();
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glDisable(GL_LIGHTING);

    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    glLoadIdentity();
    glOrtho(0, windowWidth, 0, windowHeight, 1.0f, -1.0f);
    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    glLoadIdentity();

    // Render the labels very close to the near plane with z=-0.999f.  In fact,
    // z=-1.0f should work, but I'm concerned that some OpenGL implementations
    // might clip things placed right on the near plane.
    glTranslatef(GLfloat((int) (windowWidth / 2)),
                 GLfloat((int) (windowHeight / 2)), -0.999f);

    Point3d origin(0.0, 0.0, 0.0);

    Ellipsoidd ellipsoid(bodyPosition, Vec3d(scale, scale, scale));

    //float iScale = 1.0f / scale;
    Mat3d mat = bodyOrientation.toMatrix3();

    for (vector<Location*>::const_iterator iter = locations.begin();
         iter != locations.end(); iter++)
    {
        if ((*iter)->getFeatureType() & locationFilter)
        {
            // Get the position of the label with respect to the planet center
            Vec3f ppos = (*iter)->getPosition();

            // Compute the body-centric position of the location
            Vec3d locPos = Vec3d(ppos.x, ppos.y, ppos.z) * mat;

            // Get the position in camera space.  Add a slight scale factor
            // to keep the point from being exactly on the surface.
            Point3d cpos(bodyPosition + locPos * 1.0000001);

            float effSize = (*iter)->getImportance();
            if (effSize < 0.0f)
                effSize = (*iter)->getSize();
            float pixSize = effSize / (float) (cpos.distanceFromOrigin() * pixelSize);

            if (pixSize > minFeatureSize &&
                (cpos - origin) * viewNormald > 0.0)
            {
                double r = locPos.length();
                if (r < scale * 0.99)
                    cpos = bodyPosition + locPos * (scale * 1.01 / r);

                double t = 0.0f;

                // Test for an intersection of the eye-to-location ray with
                // the planet ellipsoid.  If we hit the planet first, then
                // the label is obscured by the planet.  An exact calculation
                // for irregular objects would be too expensive, and the
                // ellipsoid approximation works reasonably well for them.
                bool hit = testIntersection(Ray3d(origin, cpos - origin),
                                            ellipsoid, t);
                if (!hit || t >= 1.0)
                {
                    if (gluProject(bodyPosition.x + locPos.x,
                                   bodyPosition.y + locPos.y,
                                   bodyPosition.z + locPos.z,
                                   modelview,
                                   projection,
                                   (const GLint*) view,
                                   &winX, &winY, &winZ) != GL_FALSE)
                    {
                        glColor(LocationLabelColor);
                        glPushMatrix();
                        glTranslatef((int) winX + PixelOffset,
                                     (int) winY + PixelOffset,
                                     0.0f);
                        font[FontNormal]->render((*iter)->getName(true));
                        glPopMatrix();
                    }
                }
            }
        }
    }

    glPopMatrix();
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();
    glMatrixMode(GL_MODELVIEW);
}


static void
setupObjectLighting(const vector<Renderer::LightSource>& suns,
                    const Point3d& objPosition,
                    const Quatf& objOrientation,
                    const Vec3f& objScale,
                    const Point3f& objPosition_eye,
                    LightingState& ls)
{
    unsigned int nLights = min(MaxLights, (unsigned int) suns.size());
    if (nLights == 0)
        return;

    unsigned int i;
    for (i = 0; i < nLights; i++)
    {
        Vec3d dir = suns[i].position - objPosition;
        ls.lights[i].direction_eye =
            Vec3f((float) dir.x, (float) dir.y, (float) dir.z);
        float distance = ls.lights[i].direction_eye.length();
        ls.lights[i].direction_eye *= 1.0f / distance;
        distance = astro::kilometersToAU((float) dir.length());
        ls.lights[i].irradiance = suns[i].luminosity / (distance * distance);
        ls.lights[i].color = suns[i].color;

        // Store the position and apparent size because we'll need them for
        // testing for eclipses.
        ls.lights[i].position = suns[i].position;
        ls.lights[i].apparentSize = (float) (suns[i].radius / dir.length());
    }

    // Sort light sources by brightness.  Light zero should always be the
    // brightest.  Optimize common cases of one and two lights.
    if (nLights == 2)
    {
        if (ls.lights[0].irradiance < ls.lights[1].irradiance)
            swap(ls.lights[0], ls.lights[1]);
    }
    else if (nLights > 2)
    {
        sort(ls.lights, ls.lights + nLights, LightIrradiancePredicate());
    }

    // Compute the total irradiance
    float totalIrradiance = 0.0f;
    for (i = 0; i < nLights; i++)
        totalIrradiance += ls.lights[i].irradiance;

    // Compute a gamma factor to make dim light sources visible.  This is
    // intended to approximate what we see with our eyes--for example,
    // Earth-shine is visible on the night side of the Moon, even though
    // the amount of reflected light from the Earth is 1/10000 of what
    // the Moon receives directly from the Sun.
    //
    // TODO: Skip this step when high dynamic range rendering to floating point
    //   buffers is enabled.
    float minVisibleFraction = 1.0f / 10000.0f;
    float minDisplayableValue = 1.0f / 255.0f;
    float gamma = (float) (log(minDisplayableValue) / log(minVisibleFraction));
    float minVisibleIrradiance = minVisibleFraction * totalIrradiance;

    Mat3f m = (~objOrientation).toMatrix3();

    // Gamma scale and normalize the light sources; cull light sources that
    // aren't bright enough to contribute the final pixels rendered into the
    // frame buffer.
    ls.nLights = 0;
    for (i = 0; i < nLights && ls.lights[i].irradiance > minVisibleIrradiance; i++)
    {
        ls.lights[i].irradiance =
            (float) pow(ls.lights[i].irradiance / totalIrradiance, gamma);

        // Compute the direction of the light in object space
        ls.lights[i].direction_obj = ls.lights[i].direction_eye * m;

        ls.nLights++;
    }

    Point3f pos((float) objPosition.x,
                (float) objPosition.y,
                (float) objPosition.z);
    ls.eyePos_obj = Point3f(-objPosition_eye.x / objScale.x,
                            -objPosition_eye.y / objScale.y,
                            -objPosition_eye.z / objScale.z) * m;
    ls.eyeDir_obj = (Point3f(0.0f, 0.0f, 0.0f) - objPosition_eye) * m;
    ls.eyeDir_obj.normalize();

    // When the camera is very far from the object, some view-dependent
    // calculations in the shaders can exhibit precision problems. This
    // occurs with atmospheres, where the scale height of the atmosphere
    // is very small relative to the planet radius. To address the problem,
    // we'll clamp the eye distance to some maximum value. The effect of the
    // adjustment should be impercetible, since at large distances rays from
    // the camera to object vertices are all nearly parallel to each other.
    float eyeFromCenterDistance = ls.eyePos_obj.distanceFromOrigin();
    if (eyeFromCenterDistance > 100.0f)
    {
        float s = 100.0f / eyeFromCenterDistance;
        ls.eyePos_obj.x *= s;
        ls.eyePos_obj.y *= s;
        ls.eyePos_obj.z *= s;
    }

    ls.ambientColor = Vec3f(0.0f, 0.0f, 0.0f);

#if 0
    // Old code: linear scaling approach

    // After sorting, the first light is always the brightest
    float maxIrradiance = ls.lights[0].irradiance;

    // Normalize the brightnesses of the light sources.
    // TODO: Investigate logarithmic functions for scaling light brightness, to
    //   better simulate what the human eye would see.
    ls.nLights = 0;
    for (i = 0; i < nLights; i++)
    {
        ls.lights[i].irradiance /= maxIrradiance;

        // Cull light sources that don't contribute significantly (less than
        // the resolution of an 8-bit color channel.)
        if (ls.lights[i].irradiance < 1.0f / 255.0f)
            break;

        // Compute the direction of the light in object space
        ls.lights[i].direction_obj = ls.lights[i].direction_eye * m;

        ls.nLights++;
    }
#endif
}


void Renderer::renderObject(Point3f pos,
                            float distance,
                            double now,
                            Quatf cameraOrientation,
                            float nearPlaneDistance,
                            float farPlaneDistance,
                            RenderProperties& obj,
                            const LightingState& ls)
{
    RenderInfo ri;

    float altitude = distance - obj.radius;
    float discSizeInPixels = obj.radius /
        (max(nearPlaneDistance, altitude) * pixelSize);

    ri.sunDir_eye = Vec3f(0.0f, 1.0f, 0.0f);
    ri.sunDir_obj = Vec3f(0.0f, 1.0f, 0.0f);
    ri.sunColor = Color(0.0f, 0.0f, 0.0f);
    if (ls.nLights > 0)
    {
        ri.sunDir_eye = ls.lights[0].direction_eye;
        ri.sunDir_obj = ls.lights[0].direction_obj;
        ri.sunColor   = ls.lights[0].color;// * ls.lights[0].intensity;
    }

    // Enable depth buffering
    glEnable(GL_DEPTH_TEST);
    glDepthMask(GL_TRUE);

    glDisable(GL_BLEND);

    // Get the textures . . .
    if (obj.surface->baseTexture.tex[textureResolution] != InvalidResource)
        ri.baseTex = obj.surface->baseTexture.find(textureResolution);
    if ((obj.surface->appearanceFlags & Surface::ApplyBumpMap) != 0 &&
        context->bumpMappingSupported() &&
        obj.surface->bumpTexture.tex[textureResolution] != InvalidResource)
        ri.bumpTex = obj.surface->bumpTexture.find(textureResolution);
    if ((obj.surface->appearanceFlags & Surface::ApplyNightMap) != 0 &&
        (renderFlags & ShowNightMaps) != 0)
        ri.nightTex = obj.surface->nightTexture.find(textureResolution);
    if ((obj.surface->appearanceFlags & Surface::SeparateSpecularMap) != 0)
        ri.glossTex = obj.surface->specularTexture.find(textureResolution);
    if ((obj.surface->appearanceFlags & Surface::ApplyOverlay) != 0)
        ri.overlayTex = obj.surface->overlayTexture.find(textureResolution);

    // Apply the modelview transform for the object
    glPushMatrix();
    glTranslate(pos);
    glRotate(~obj.orientation);

    // Apply a scale factor which depends on the size of the planet and
    // its oblateness.  Since the oblateness is usually quite
    // small, the potentially nonuniform scale factor shouldn't mess up
    // the lighting calculations enough to be noticeable (and we turn on
    // renormalization anyhow, which most graphics cards support.)
    // TODO:  Figure out a better way to render ellipsoids than applying
    // a nonunifom scale factor to a sphere.
    float radius = obj.radius;
    Vec3f semiAxes = obj.radius * obj.semiAxes;
    glScale(semiAxes);

    Mat4f planetMat = (~obj.orientation).toMatrix4();
    ri.eyeDir_obj = (Point3f(0, 0, 0) - pos) * planetMat;
    ri.eyeDir_obj.normalize();
    ri.eyePos_obj = Point3f(-pos.x / semiAxes.x,
                            -pos.y / semiAxes.y,
                            -pos.z / semiAxes.z) * planetMat;

    ri.orientation = cameraOrientation;

    ri.pixWidth = discSizeInPixels;
    ri.pointScale = 2.0f * obj.radius / pixelSize;

    // Set up the colors
    if (ri.baseTex == NULL ||
        (obj.surface->appearanceFlags & Surface::BlendTexture) != 0)
    {
        ri.color = obj.surface->color;
    }

    ri.ambientColor = ambientColor;
    ri.hazeColor = obj.surface->hazeColor;
    ri.specularColor = obj.surface->specularColor;
    ri.specularPower = obj.surface->specularPower;
    ri.useTexEnvCombine = context->getRenderPath() != GLContext::GLPath_Basic;
    ri.lunarLambert = obj.surface->lunarLambert;

    // See if the surface should be lit
    bool lit = (obj.surface->appearanceFlags & Surface::Emissive) == 0;

    // Set the OpenGL light state
    unsigned int i;
    for (i = 0; i < ls.nLights; i++)
    {
        const DirectionalLight& light = ls.lights[i];

        glLightDirection(GL_LIGHT0 + i, ls.lights[i].direction_obj);

        // RANT ALERT!
        // This sucks, but it's necessary.  glScale is used to scale a unit
        // sphere up to planet size.  Since normals are transformed by the
        // inverse transpose of the model matrix, this means they end up
        // getting scaled by a factor of 1.0 / planet radius (in km).  This
        // has terrible effects on lighting: the planet appears almost
        // completely dark.  To get around this, the GL_rescale_normal
        // extension was introduced and eventually incorporated into into the
        // OpenGL 1.2 standard.  Of course, not everyone implemented this
        // incredibly simple and essential little extension.  Microsoft is
        // notorious for half-assed support of OpenGL, but 3dfx should have
        // known better: no Voodoo 1/2/3 drivers seem to support this
        // extension.  The following is an attempt to get around the problem by
        // scaling the light brightness by the planet radius.  According to the
        // OpenGL spec, this should work fine, as clamping of colors to [0, 1]
        // occurs *after* lighting.  It works fine on my GeForce3 when I
        // disable EXT_rescale_normal, but I'm not certain whether other
        // drivers are as well behaved as nVidia's.
        //
        // Addendum: Unsurprisingly, using color values outside [0, 1] produces
        // problems on Savage4 cards.

        Vec3f lightColor = Vec3f(light.color.red(),
                                 light.color.green(),
                                 light.color.blue()) * light.irradiance;
        if (useRescaleNormal)
        {
            glLightColor(GL_LIGHT0 + i, GL_DIFFUSE, lightColor);
            glLightColor(GL_LIGHT0 + i, GL_SPECULAR, lightColor);
        }
        else
        {
            glLightColor(GL_LIGHT0 + i, GL_DIFFUSE, lightColor * radius);
        }
        glEnable(GL_LIGHT0 + i);
    }

    // Compute the inverse model/view matrix
    Mat4f invMV = (cameraOrientation.toMatrix4() *
                   Mat4f::translation(Point3f(-pos.x, -pos.y, -pos.z)) *
                   planetMat *
                   Mat4f::scaling(1.0f / radius));

    // The sphere rendering code uses the view frustum to determine which
    // patches are visible. In order to avoid rendering patches that can't
    // be seen, make the far plane of the frustum as close to the viewer
    // as possible.
    float frustumFarPlane = farPlaneDistance;
    if (obj.model == InvalidResource)
    {
        // Only adjust the far plane for ellipsoidal objects
        float d = pos.distanceFromOrigin();

        // Account for oblateness
        float eradius = min(semiAxes.x, min(semiAxes.y, semiAxes.z));

        if (d > eradius)
        {
            // Include a fudge factor to eliminate overaggressive clipping
            // due to limited floating point precision
            frustumFarPlane = (float) sqrt(square(d) - square(eradius)) * 1.1f;
        }
        else
        {
            // We're inside the bounding sphere; leave the far plane alone
        }

        if (obj.atmosphere != NULL)
        {
            float atmosphereHeight = max(obj.atmosphere->cloudHeight,
                                         obj.atmosphere->mieScaleHeight * (float) -log(AtmosphereExtinctionThreshold));
            if (atmosphereHeight > 0.0f)
            {
                // If there's an atmosphere, we need to move the far plane
                // out so that the clouds and atmosphere shell aren't clipped.
                float atmosphereRadius = eradius + atmosphereHeight;
                frustumFarPlane += (float) sqrt(square(atmosphereRadius) -
                                                square(eradius));
            }
        }
    }

    // Transform the frustum into object coordinates using the
    // inverse model/view matrix.
    Frustum viewFrustum(degToRad(fov),
                        (float) windowWidth / (float) windowHeight,
                        nearPlaneDistance, frustumFarPlane);
    viewFrustum.transform(invMV);

    // Get cloud layer parameters
    Texture* cloudTex       = NULL;
    Texture* cloudNormalMap = NULL;
    float cloudTexOffset    = 0.0f;
    if (obj.atmosphere != NULL)
    {
        Atmosphere* atmosphere = const_cast<Atmosphere*>(obj.atmosphere); // Ugly cast required because MultiResTexture::find() is non-const
        if ((renderFlags & ShowCloudMaps) != 0)
        {
            if (atmosphere->cloudTexture.tex[textureResolution] != InvalidResource)
                cloudTex = atmosphere->cloudTexture.find(textureResolution);
            if (atmosphere->cloudNormalMap.tex[textureResolution] != InvalidResource)
                cloudNormalMap = atmosphere->cloudNormalMap.find(textureResolution);
        }
        if (atmosphere->cloudSpeed != 0.0f)
            cloudTexOffset = (float) (-pfmod(now * atmosphere->cloudSpeed / (2 * PI), 1.0));
    }

    Model* model = NULL;
    if (obj.model == InvalidResource)
    {
        // A null model indicates that this body is a sphere
        if (lit)
        {
            switch (context->getRenderPath())
            {
            case GLContext::GLPath_GLSL:
                renderSphere_GLSL(ri, ls, obj.rings,
                                  const_cast<Atmosphere*>(obj.atmosphere), cloudTexOffset,
                                  obj.radius,
                                  textureResolution,
                                  renderFlags,
                                  planetMat, viewFrustum, *context);
                break;

            case GLContext::GLPath_NV30:
                renderSphere_FP_VP(ri, viewFrustum, *context);
                break;

            case GLContext::GLPath_NvCombiner_ARBVP:
            case GLContext::GLPath_NvCombiner_NvVP:
                renderSphere_Combiners_VP(ri, ls, viewFrustum, *context);
                break;

            case GLContext::GLPath_NvCombiner:
                renderSphere_Combiners(ri, viewFrustum, *context);
                break;

            case GLContext::GLPath_DOT3_ARBVP:
                renderSphere_DOT3_VP(ri, ls, viewFrustum, *context);
                break;

            default:
                renderSphereDefault(ri, viewFrustum, true, *context);
            }
        }
        else
        {
            renderSphereDefault(ri, viewFrustum, false, *context);
        }
    }
    else
    {
        // This is a model loaded from a file
        model = GetModelManager()->find(obj.model);

        if (model != NULL)
        {
            if (context->getRenderPath() == GLContext::GLPath_GLSL)
            {
                ResourceHandle texOverride = obj.surface->baseTexture.tex[textureResolution];
                if (lit)
                {
                    renderModel_GLSL(model,
                                     ri,
                                     texOverride,
                                     ls,
                                     obj.atmosphere,
                                     obj.radius,
                                     renderFlags,
                                     planetMat);
                }
                else
                {
                    renderModel_GLSL_Unlit(model,
                                           ri,
                                           texOverride,
                                           obj.radius,
                                           renderFlags,
                                           planetMat);
                }

                for (unsigned int i = 1; i < 8;/*context->getMaxTextures();*/ i++)
                {
                    glx::glActiveTextureARB(GL_TEXTURE0_ARB + i);
                    glDisable(GL_TEXTURE_2D);
                }
                glx::glActiveTextureARB(GL_TEXTURE0_ARB);
                glEnable(GL_TEXTURE_2D);
                glx::glUseProgramObjectARB(0);
            }
            else
            {
                renderModelDefault(model, ri, lit);
            }
        }
    }

    if (obj.rings != NULL && distance <= obj.rings->innerRadius)
    {
        if (context->getRenderPath() == GLContext::GLPath_GLSL)
        {
            renderRings_GLSL(*obj.rings, ri, ls,
                             radius, 1.0f - obj.semiAxes.y,
                             textureResolution,
                             (renderFlags & ShowRingShadows) != 0 && lit,
                             detailOptions.ringSystemSections);
        }
        else
        {
            renderRings(*obj.rings, ri, radius, 1.0f - obj.semiAxes.y,
                        textureResolution,
                        context->getMaxTextures() > 1 &&
                        (renderFlags & ShowRingShadows) != 0 && lit,
                        *context,
                        detailOptions.ringSystemSections);
        }
    }

    if (obj.atmosphere != NULL)
    {
        Atmosphere* atmosphere = const_cast<Atmosphere *>(obj.atmosphere);

        // Compute the apparent thickness in pixels of the atmosphere.
        // If it's only one pixel thick, it can look quite unsightly
        // due to aliasing.  To avoid popping, we gradually fade in the
        // atmosphere as it grows from two to three pixels thick.
        float fade;
        float thicknessInPixels = 0.0f;
        if (distance - radius > 0.0f)
        {
            thicknessInPixels = atmosphere->height /
                ((distance - radius) * pixelSize);
            fade = clamp(thicknessInPixels - 2);
        }
        else
        {
            fade = 1.0f;
        }

        if (fade > 0 && (renderFlags & ShowAtmospheres) != 0)
        {
            // Only use new atmosphere code in OpenGL 2.0 path when new style parameters are defined.
            // TODO: convert old style atmopshere parameters
            if (context->getRenderPath() == GLContext::GLPath_GLSL &&
                atmosphere->mieScaleHeight > 0.0f)
            {
                float atmScale = 1.0f + atmosphere->height / radius;

                renderAtmosphere_GLSL(ri, ls,
                                      atmosphere,
                                      radius * atmScale,
                                      planetMat,
                                      viewFrustum,
                                      *context);
            }
            else
            {
                glPushMatrix();
                glLoadIdentity();
                glDisable(GL_LIGHTING);
                glDisable(GL_TEXTURE_2D);
                glEnable(GL_BLEND);
                glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);

                glRotate(cameraOrientation);
                renderEllipsoidAtmosphere(*atmosphere,
                                          pos,
                                          obj.orientation,
                                          semiAxes,
                                          ri.sunDir_eye,
                                          ri.ambientColor,
                                          thicknessInPixels,
                                          lit);
                glEnable(GL_TEXTURE_2D);
                glPopMatrix();
            }
        }

        // If there's a cloud layer, we'll render it now.
        if (cloudTex != NULL)
        {
            glPushMatrix();

            float cloudScale = 1.0f + atmosphere->cloudHeight / radius;
            glScalef(cloudScale, cloudScale, cloudScale);

            // If we're beneath the cloud level, render the interior of
            // the cloud sphere.
            if (distance - radius < atmosphere->cloudHeight)
                glFrontFace(GL_CW);

            if (atmosphere->cloudSpeed != 0.0f)
            {
                // Make the clouds appear to rotate above the surface of
                // the planet.  This is easier to do with the texture
                // matrix than the model matrix because changing the
                // texture matrix doesn't require us to compute a second
                // set of model space rendering parameters.
                glMatrixMode(GL_TEXTURE);
                glTranslatef(cloudTexOffset, 0.0f, 0.0f);
                glMatrixMode(GL_MODELVIEW);
            }

            glEnable(GL_LIGHTING);
            glDepthMask(GL_FALSE);
            cloudTex->bind();
            glEnable(GL_BLEND);
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
            glColor4f(1, 1, 1, 1);

            // Cloud layers can be trouble for the depth buffer, since they tend
            // to be very close to the surface of a planet relative to the radius
            // of the planet. We'll help out by offsetting the cloud layer toward
            // the viewer.
            if (distance > radius * 1.1f)
            {
                glEnable(GL_POLYGON_OFFSET_FILL);
                glPolygonOffset(-1.0f, -1.0f);
            }

            if (lit)
            {
                if (context->getRenderPath() == GLContext::GLPath_GLSL)
                {
                    renderClouds_GLSL(ri, ls,
                                      atmosphere,
                                      cloudTex,
                                      cloudNormalMap,
                                      cloudTexOffset,
                                      obj.rings,
                                      radius,
                                      textureResolution,
                                      renderFlags,
                                      planetMat,
                                      viewFrustum,
                                      *context);
                }
                else
                {
                    VertexProcessor* vproc = context->getVertexProcessor();
                    if (vproc != NULL)
                    {
                        vproc->enable();
                        vproc->parameter(vp::AmbientColor, ri.ambientColor * ri.color);
                        vproc->parameter(vp::TextureTranslation,
                                         cloudTexOffset, 0.0f, 0.0f, 0.0f);
                        if (ls.nLights > 1)
                            vproc->use(vp::diffuseTexOffset_2light);
                        else
                            vproc->use(vp::diffuseTexOffset);
                        setLightParameters_VP(*vproc, ls, ri.color, Color::Black);
                    }

                    g_lodSphere->render(*context,
                                        LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
                                        viewFrustum,
                                        ri.pixWidth,
                                        cloudTex);

                    if (vproc != NULL)
                        vproc->disable();
                }
            }
            else
            {
                glDisable(GL_LIGHTING);
                g_lodSphere->render(*context,
                                    LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
                                    viewFrustum,
                                    ri.pixWidth,
                                    cloudTex);
                glEnable(GL_LIGHTING);
            }

            glDisable(GL_POLYGON_OFFSET_FILL);

            // Reset the texture matrix
            glMatrixMode(GL_TEXTURE);
            glLoadIdentity();
            glMatrixMode(GL_MODELVIEW);

            glDepthMask(GL_TRUE);
            glFrontFace(GL_CCW);

            glPopMatrix();
        }
    }

    // No separate shadow rendering pass required for GLSL path
    if (ls.shadows[0] != NULL &&
        ls.shadows[0]->size() != 0 &&
        (obj.surface->appearanceFlags & Surface::Emissive) == 0 &&
        context->getRenderPath() != GLContext::GLPath_GLSL)
    {
        if (context->getVertexProcessor() != NULL &&
            context->getFragmentProcessor() != NULL)
        {
            renderEclipseShadows_Shaders(model,
                                         *ls.shadows[0],
                                         ri,
                                         radius, planetMat, viewFrustum,
                                         *context);
        }
        else
        {
            renderEclipseShadows(model,
                                 *ls.shadows[0],
                                 ri,
                                 radius, planetMat, viewFrustum,
                                 *context);
        }
    }

    if (obj.rings != NULL &&
        (obj.surface->appearanceFlags & Surface::Emissive) == 0 &&
        (renderFlags & ShowRingShadows) != 0)
    {
        Texture* ringsTex = obj.rings->texture.find(textureResolution);
        if (ringsTex != NULL)
        {
            Vec3f sunDir = pos - Point3f(0, 0, 0);
            sunDir.normalize();

            ringsTex->bind();

            if (useClampToBorder &&
                context->getVertexPath() != GLContext::VPath_Basic &&
                context->getRenderPath() != GLContext::GLPath_GLSL)
            {
                renderRingShadowsVS(model,
                                    *obj.rings,
                                    sunDir,
                                    ri,
                                    radius, 1.0f - obj.semiAxes.y,
                                    planetMat, viewFrustum,
                                    *context);
            }
        }
    }

    if (obj.rings != NULL && distance > obj.rings->innerRadius)
    {
        glDepthMask(GL_FALSE);
        if (context->getRenderPath() == GLContext::GLPath_GLSL)
        {
            renderRings_GLSL(*obj.rings, ri, ls,
                             radius, 1.0f - obj.semiAxes.y,
                             textureResolution,
                             (renderFlags & ShowRingShadows) != 0 && lit,
                             detailOptions.ringSystemSections);
        }
        else
        {
            renderRings(*obj.rings, ri, radius, 1.0f - obj.semiAxes.y,
                        textureResolution,
                        (context->hasMultitexture() &&
                         (renderFlags & ShowRingShadows) != 0 && lit),
                        *context,
                        detailOptions.ringSystemSections);
        }
    }

    // Disable all light sources other than the first
    for (i = 0; i < ls.nLights; i++)
        glDisable(GL_LIGHT0 + i);

    glPopMatrix();
    glDisable(GL_DEPTH_TEST);
    glDepthMask(GL_FALSE);
    glDisable(GL_LIGHTING);
    glEnable(GL_BLEND);
}


bool Renderer::testEclipse(const Body& receiver,
                           const Body& caster,
                           const DirectionalLight& light,
                           double now,
                           vector<EclipseShadow>& shadows)
{

    // Ignore situations where the shadow casting body is much smaller than
    // the receiver, as these shadows aren't likely to be relevant.  Also,
    // ignore eclipses where the caster is not an ellipsoid, since we can't
    // generate correct shadows in this case.
    if (caster.getRadius() >= receiver.getRadius() * MinRelativeOccluderRadius &&
        caster.getClassification() != Body::Invisible &&
        caster.extant(now) &&
        caster.getModel() == InvalidResource)
    {
        // All of the eclipse related code assumes that both the caster
        // and receiver are spherical.  Irregular receivers will work more
        // or less correctly, but casters that are sufficiently non-spherical
        // will produce obviously incorrect shadows.  Another assumption we
        // make is that the distance between the caster and receiver is much
        // less than the distance between the sun and the receiver.  This
        // approximation works everywhere in the solar system, and is likely
        // valid for any orbitally stable pair of objects orbiting a star.
        Point3d posReceiver = receiver.getHeliocentricPosition(now);
        Point3d posCaster = caster.getHeliocentricPosition(now);

        //const Star* sun = receiver.getSystem()->getStar();
        //assert(sun != NULL);
        //double distToSun = posReceiver.distanceFromOrigin();
        //float appSunRadius = (float) (sun->getRadius() / distToSun);
        float appSunRadius = light.apparentSize;

        Vec3d dir = posCaster - posReceiver;
        double distToCaster = dir.length() - receiver.getRadius();
        float appOccluderRadius = (float) (caster.getRadius() / distToCaster);

        // The shadow radius is the radius of the occluder plus some additional
        // amount that depends upon the apparent radius of the sun.  For
        // a sun that's distant/small and effectively a point, the shadow
        // radius will be the same as the radius of the occluder.
        float shadowRadius = (1 + appSunRadius / appOccluderRadius) *
            caster.getRadius();

        // Test whether a shadow is cast on the receiver.  We want to know
        // if the receiver lies within the shadow volume of the caster.  Since
        // we're assuming that everything is a sphere and the sun is far
        // away relative to the caster, the shadow volume is a
        // cylinder capped at one end.  Testing for the intersection of a
        // singly capped cylinder is as simple as checking the distance
        // from the center of the receiver to the axis of the shadow cylinder.
        // If the distance is less than the sum of the caster's and receiver's
        // radii, then we have an eclipse. We also need to verify that the
        // receiver is behind the caster when seen from the light source.
        float R = receiver.getRadius() + shadowRadius;
        Vec3d lightToCasterDir = posCaster - light.position;
        Vec3d receiverToCasterDir = posReceiver - posCaster;

        double dist = distance(posReceiver,
                               Ray3d(posCaster, lightToCasterDir));
        if (dist < R && lightToCasterDir * receiverToCasterDir > 0.0)
        {
            Vec3d sunDir = posCaster - light.position;
            sunDir.normalize();

            EclipseShadow shadow;
            shadow.origin = Point3f((float) dir.x,
                                    (float) dir.y,
                                    (float) dir.z);
            shadow.direction = Vec3f((float) sunDir.x,
                                     (float) sunDir.y,
                                     (float) sunDir.z);
            shadow.penumbraRadius = shadowRadius;
            shadow.umbraRadius = caster.getRadius() *
                (appOccluderRadius - appSunRadius) / appOccluderRadius;
            shadows.push_back(shadow);

            return true;
        }
    }

    return false;
}


void Renderer::renderPlanet(Body& body,
                            Point3f pos,
                            float distance,
                            float appMag,
                            const Observer& observer,
                            const Quatf& cameraOrientation,
                            const vector<LightSource>& lightSources,
                            float nearPlaneDistance,
                            float farPlaneDistance)
{
    double now = observer.getTime();

    float altitude = distance - body.getRadius();
    float discSizeInPixels = body.getRadius() /
        (max(nearPlaneDistance, altitude) * pixelSize);

    if (discSizeInPixels > 1)
    {
        RenderProperties rp;

        if (displayedSurface.empty())
        {
            rp.surface = const_cast<Surface*>(&body.getSurface());
        }
        else
        {
            rp.surface = body.getAlternateSurface(displayedSurface);
            if (rp.surface == NULL)
                rp.surface = const_cast<Surface*>(&body.getSurface());
        }
        rp.atmosphere = body.getAtmosphere();
        rp.rings = body.getRings();
        rp.radius = body.getRadius();
        rp.semiAxes = Vec3f(1.0f, 1.0f - body.getOblateness(), 1.0f);
        rp.model = body.getModel();

        // Compute the orientation of the planet before axial rotation
        Quatd q = body.getRotationModel()->spin(now) *
            body.getEclipticalToEquatorial(now);

        rp.orientation = body.getOrientation() *
            Quatf((float) q.w, (float) q.x, (float) q.y, (float) q.z);

        rp.locations = body.getLocations();
        if (rp.locations != NULL && (labelMode & LocationLabels) != 0)
            body.computeLocations();

        LightingState lights;
        setupObjectLighting(lightSources,
                            body.getHeliocentricPosition(now),
                            rp.orientation,
                            rp.semiAxes * rp.radius,
                            pos,
                            lights);
        assert(lights.nLights < MaxLights);

        lights.ambientColor = Vec3f(ambientColor.red(),
                                    ambientColor.green(),
                                    ambientColor.blue());

        {
            // Clear out the list of eclipse shadows
            for (unsigned int li = 0; li < lights.nLights; li++)
            {
                eclipseShadows[li].clear();
                lights.shadows[li] = &eclipseShadows[li];
            }
        }


        // Calculate eclipse circumstances
        if ((renderFlags & ShowEclipseShadows) != 0 &&
            body.getClassification() != Body::Invisible &&
            body.getSystem() != NULL)
        {
            PlanetarySystem* system = body.getSystem();

            if (system->getPrimaryBody() == NULL &&
                body.getSatellites() != NULL)
            {
                // The body is a planet.  Check for eclipse shadows
                // from all of its satellites.
                PlanetarySystem* satellites = body.getSatellites();
                if (satellites != NULL)
                {
                    int nSatellites = satellites->getSystemSize();
                    for (unsigned int li = 0; li < lights.nLights; li++)
                    {
                        for (int i = 0; i < nSatellites; i++)
                            testEclipse(body, *satellites->getBody(i),
                                        lights.lights[li],
                                        now, *lights.shadows[li]);
                    }
                }
            }
            else if (system->getPrimaryBody() != NULL)
            {
                for (unsigned int li = 0; li < lights.nLights; li++)
                {
                    // The body is a moon.  Check for eclipse shadows from
                    // the parent planet and all satellites in the system.
                    // Traverse up the hierarchy so that any parent objects
                    // of the parent are also considered (TODO: their child
                    // objects will not be checked for shadows.)
                    Body* planet = system->getPrimaryBody();
                    while (planet != NULL)
                    {
                        testEclipse(body, *planet, lights.lights[li],
                                    now, *lights.shadows[li]);
                        if (planet->getSystem() != NULL)
                            planet = planet->getSystem()->getPrimaryBody();
                        else
                            planet = NULL;
                    }

                    int nSatellites = system->getSystemSize();
                    for (int i = 0; i < nSatellites; i++)
                    {
                        if (system->getBody(i) != &body)
                        {
                            testEclipse(body, *system->getBody(i),
                                        lights.lights[li],
                                        now, *lights.shadows[li]);
                        }
                    }
                }
            }
        }

        renderObject(pos, distance, now,
                     cameraOrientation, nearPlaneDistance, farPlaneDistance,
                     rp, lights);

        if (body.getLocations() != NULL && (labelMode & LocationLabels) != 0)
        {
            glEnable(GL_DEPTH_TEST);
            glDepthMask(GL_FALSE);
            glDisable(GL_BLEND);

            // We need a double precision body-relative position of the
            // observer, otherwise location labels will tend to jitter.
            Vec3d posd = (Selection(&body).getPosition(observer.getTime()) -
                          observer.getPosition()) * astro::microLightYearsToKilometers(1.0);
            renderLocations(*body.getLocations(),
                            cameraOrientation,
                            Point3d(posd.x, posd.y, posd.z),
                            q,
                            rp.radius);

            glDisable(GL_DEPTH_TEST);
            glEnable(GL_BLEND);
        }
    }

    glEnable(GL_TEXTURE_2D);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE);

    if (useNewStarRendering)
    {
    	renderObjectAsPoint(pos,
                            body.getRadius(),
                            appMag,
                            faintestPlanetMag,
                            discSizeInPixels,
                            body.getSurface().color,
                            cameraOrientation,
                            false, false);
    }
    else
    {
        renderBodyAsParticle(pos,
                             appMag,
                             faintestPlanetMag,
                             discSizeInPixels,
                             body.getSurface().color,
                             cameraOrientation,
                             (nearPlaneDistance + farPlaneDistance) / 2.0f,
                             false);
    }
}


void Renderer::renderStar(const Star& star,
                          Point3f pos,
                          float distance,
                          float appMag,
                          Quatf cameraOrientation,
                          double now,
                          float nearPlaneDistance,
                          float farPlaneDistance)
{
    if (!star.getVisibility())
        return;

    Color color = colorTemp->lookupColor(star.getTemperature());
    float radius = star.getRadius();
    float discSizeInPixels = radius / (distance * pixelSize);

    if (discSizeInPixels > 1)
    {
        Surface surface;
        RenderProperties rp;

        surface.color = color;

        MultiResTexture mtex = star.getTexture();
        if (mtex.tex[textureResolution] != InvalidResource)
        {
            surface.baseTexture = mtex;
        }
        else
        {
            surface.baseTexture = InvalidResource;
        }
        surface.appearanceFlags |= Surface::ApplyBaseTexture;
        surface.appearanceFlags |= Surface::Emissive;

        rp.surface = &surface;
        rp.rings = NULL;
        rp.radius = star.getRadius();
        rp.semiAxes = star.getEllipsoidSemiAxes();
        rp.model = star.getModel();

        Atmosphere atmosphere;
        Color atmColor(color.red() * 0.5f, color.green() * 0.5f, color.blue() * 0.5f);
        atmosphere.height = radius * CoronaHeight;
        atmosphere.lowerColor = atmColor;
        atmosphere.upperColor = atmColor;
        atmosphere.skyColor = atmColor;

#if 0
        // Atmosphere effect may be use to give stars a fuzzy fringe,
        // but this doesn't seem to be an improvement.
        if (rp.model == InvalidResource)
            rp.atmosphere = &atmosphere;
        else
            rp.atmosphere = NULL;
#endif

        Quatd q = star.getRotationModel()->orientationAtTime(now);
        rp.orientation = Quatf((float) q.w, (float) q.x, (float) q.y, (float) q.z);

        renderObject(pos, distance, now,
                     cameraOrientation, nearPlaneDistance, farPlaneDistance,
                     rp, LightingState());

        glEnable(GL_TEXTURE_2D);
    }

    glEnable(GL_TEXTURE_2D);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE);

    if (useNewStarRendering)
    {
        renderObjectAsPoint(pos,
                            star.getRadius(),
                            appMag,
                            faintestMag,
                            discSizeInPixels,
                            color,
                            cameraOrientation,
                            true, true);
    }
    else
    {
        renderBodyAsParticle(pos,
                             appMag,
                             faintestPlanetMag,
                             discSizeInPixels,
                             color,
                             cameraOrientation,
                             (nearPlaneDistance + farPlaneDistance) / 2.0f,
                             true);
    }
}


static const int MaxCometTailPoints = 120;
static const int CometTailSlices = 48;
struct CometTailVertex
{
    Point3f point;
    Vec3f normal;
    Point3f paraboloidPoint;
    float brightness;
};

static CometTailVertex cometTailVertices[CometTailSlices * MaxCometTailPoints];

static void ProcessCometTailVertex(const CometTailVertex& v,
                                   const Vec3f& viewDir,
                                   float fadeDistFromSun)
{
    // If fadeDistFromSun = x/x0 >= 1.0, comet tail starts fading,
    // i.e. fadeFactor quickly transits from 1 to 0.

    float fadeFactor = 0.5f - 0.5f * (float) tanh(fadeDistFromSun - 1.0f / fadeDistFromSun);
    float shade = abs(viewDir * v.normal * v.brightness * fadeFactor);
    glColor4f(0.5f, 0.5f, 0.75f, shade);
    glVertex(v.point);
}

#if 0
static void ProcessCometTailVertex(const CometTailVertex& v,
                                   const Point3f& cameraPos)
{
    Vec3f viewDir = v.point - cameraPos;
    viewDir.normalize();
    float shade = abs(viewDir * v.normal * v.brightness);
    glColor4f(0.0f, 0.5f, 1.0f, shade);
    glVertex(v.point);
}
#endif

#if 0
static void ProcessCometTailVertex(const CometTailVertex& v,
                                   const Point3f& eyePos_obj,
                                   float b,
                                   float h)
{
    float shade = 0.0f;
    Vec3f R = v.paraboloidPoint - eyePos_obj;
    float c0 = b * (square(eyePos_obj.x) + square(eyePos_obj.y)) + eyePos_obj.z;
    float c1 = 2 * b * (R.x * eyePos_obj.x + R.y * eyePos_obj.y) - R.z;
    float c2 = b * (square(R.x) + square(R.y));

    float disc = square(c1) - 4 * c0 * c2;

    if (disc < 0.0f)
    {
        shade = 0.0f;
    }
    else
    {
        disc = (float) sqrt(disc);
        float s = 1.0f / (2 * c2);
        float t0 = (h - eyePos_obj.z) / R.z;
        float t1 = (c1 - disc) * s;
        float t2 = (c1 + disc) * s;
        /*float u0 = max(t0, 0.0f);     Unused*/
        float u1, u2;

        if (R.z < 0.0f)
        {
            u1 = max(t1, t0);
            u2 = max(t2, t0);
        }
        else
        {
            u1 = min(t1, t0);
            u2 = min(t2, t0);
        }
        u1 = max(0.0f, u1);
        u2 = max(0.0f, u2);

        shade = u2 - u1;
    }

    glColor4f(0.0f, 0.5f, 1.0f, shade);
    glVertex(v.point);
}
#endif


// Compute a rough estimate of the visible length of the dust tail.
// TODO: This is old code that needs to be rewritten. For one thing,
// the length is inversely proportional to the distance from the sun,
// whereas the 1/distance^2 is probably more realistic. There should
// also be another parameter that specifies how active the comet is.
static float cometDustTailLength(float distanceToSun,
                                 float radius)
{
    return (1.0e8f / distanceToSun) * (radius / 5.0f) * 1.0e7f;
}


// TODO: Remove unused parameters??
void Renderer::renderCometTail(const Body& body,
                               Point3f pos,
                               double now,
                               const vector<LightSource>& lightSources,
                               float discSizeInPixels)
{
    Point3f cometPoints[MaxCometTailPoints];
    Point3d pos0 = body.getOrbit()->positionAtTime(now);
    Point3d pos1 = body.getOrbit()->positionAtTime(now - 0.01);
    Vec3d vd = pos1 - pos0;
    double t = now;
    /*float f = 1.0e15f;    Unused*/
    /*int nSteps = MaxCometTailPoints;  Unused*/
    /*float dt = 10000000.0f / (nSteps * (float) vd.length() * 100.0f);     Unused*/
    float distanceFromSun, irradiance_max = 0.0f;
    unsigned int li_eff = 0;    // Select the first sun as default to
                                // shut up compiler warnings

    // Adjust the amount of triangles used for the comet tail based on
    // the screen size of the comet.
    float lod = min(1.0f, max(0.2f, discSizeInPixels / 1000.0f));
    int nTailPoints = (int) (MaxCometTailPoints * lod);
    int nTailSlices = (int) (CometTailSlices * lod);

    // Find the sun with the largest irrradiance of light onto the comet
    // as function of the comet's position;
    // irradiance = sun's luminosity / square(distanceFromSun);

    for (unsigned int li = 0; li < lightSources.size(); li++)
    {
        distanceFromSun = (float) (body.getHeliocentricPosition(now) -
                           lightSources[li].position).length();
        float irradiance = lightSources[li].luminosity / square(distanceFromSun);
        if (irradiance > irradiance_max )
        {
            li_eff = li;
            irradiance_max = irradiance;
        }
    }
    float fadeDistance = 1.0f / (float) (COMET_TAIL_ATTEN_DIST_SOL * sqrt(irradiance_max));

    // direction to sun with dominant light irradiance:

    Vec3d sd = body.getHeliocentricPosition(now) - lightSources[li_eff].position;
    Vec3f sunDir = Vec3f((float) sd.x, (float) sd.y, (float) sd.z);
    sunDir.normalize();

    int i;
#if 0
    for (i = 0; i < MaxCometTailPoints; i++)
    {
        Vec3d pd = body.getOrbit()->positionAtTime(t) - pos0;
        Point3f p = Point3f((float) pd.x, (float) pd.y, (float) pd.z);
        Vec3f r(p.x + (float) pos0.x,
                p.y + (float) pos0.y,
                p.z + (float) pos0.z);
        float distance = r.length();

        Vec3f a = r * ((1 / square(distance)) * f * dt);
        Vec3f dx = a * (square(i * dt) * 0.5f);

        cometPoints[i] = p + dx;

        t -= dt;
    }
#endif

    float dustTailLength = cometDustTailLength((float) pos0.distanceFromOrigin(), body.getRadius());
    float dustTailRadius = dustTailLength * 0.1f;
    /*float comaRadius = dustTailRadius * 0.5f;     Unused*/

    Point3f origin(0, 0, 0);
    origin -= sunDir * (body.getRadius() * 100);
    for (i = 0; i < nTailPoints; i++)
    {
        float alpha = (float) i / (float) nTailPoints;
        alpha = alpha * alpha;
        cometPoints[i] = origin + sunDir * (dustTailLength * alpha);
    }

    // We need three axes to define the coordinate system for rendering the
    // comet.  The first axis is the velocity.  We choose the second one
    // based on the orientation of the comet.  And the third is just the cross
    // product of the first and second axes.
    Quatd qd = body.getEclipticalToEquatorial(t);
    Quatf q((float) qd.w, (float) qd.x, (float) qd.y, (float) qd.z);
    Vec3f v = cometPoints[1] - cometPoints[0];
    v.normalize();
    Vec3f u0 = Vec3f(0, 1, 0) * q.toMatrix3();
    Vec3f u1 = Vec3f(1, 0, 0) * q.toMatrix3();
    Vec3f u;
    if (abs(u0 * v) < abs(u1 * v))
        u = v ^ u0;
    else
        u = v ^ u1;
    u.normalize();
    Vec3f w = u ^ v;

    glColor4f(0.0f, 1.0f, 1.0f, 0.5f);
    glPushMatrix();
    glTranslate(pos);

    // glx::glActiveTextureARB(GL_TEXTURE0_ARB);
    glDisable(GL_TEXTURE_2D);
    glDisable(GL_LIGHTING);
    glDepthMask(GL_FALSE);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE);

    for (i = 0; i < nTailPoints; i++)
    {
        float brightness = 1.0f - (float) i / (float) (nTailPoints - 1);
        Vec3f v0, v1;
        float sectionLength;
        if (i != 0 && i != nTailPoints - 1)
        {
            v0 = cometPoints[i] - cometPoints[i - 1];
            v1 = cometPoints[i + 1] - cometPoints[i];
            sectionLength = v0.length();
            v0.normalize();
            v1.normalize();
            Vec3f axis = v1 ^ v0;
            float axisLength = axis.length();
            if (axisLength > 1e-5f)
            {
                axis *= 1.0f / axisLength;
                q.setAxisAngle(axis, (float) asin(axisLength));
                Mat3f m = q.toMatrix3();

                u = u * m;
                v = v * m;
                w = w * m;
            }
        }
        else if (i == 0)
        {
            v0 = cometPoints[i + 1] - cometPoints[i];
            sectionLength = v0.length();
            v0.normalize();
            v1 = v0;
        }
        else
        {
            v0 = v1 = cometPoints[i] - cometPoints[i - 1];
            sectionLength = v0.length();
            v0.normalize();
            v1 = v0;
        }

        float radius = (float) i / (float) nTailPoints *
            dustTailRadius;
        float dr = (dustTailRadius / (float) nTailPoints) /
            sectionLength;
        float w0 = (float) atan(dr);
        float w1 = (float) sqrt(1.0f - square(w0));

        for (int j = 0; j < nTailSlices; j++)
        {
            float theta = (float) (2 * PI * (float) j / nTailSlices);
            float s = (float) sin(theta);
            float c = (float) cos(theta);
            CometTailVertex* vtx = &cometTailVertices[i * nTailSlices + j];
            vtx->normal = u * (s * w1) + w * (c * w1) + v * w0;
            s *= radius;
            c *= radius;

            vtx->point = Point3f(cometPoints[i].x + u.x * s + w.x * c,
                                 cometPoints[i].y + u.y * s + w.y * c,
                                 cometPoints[i].z + u.z * s + w.z * c);
            vtx->brightness = brightness;
            vtx->paraboloidPoint =
                Point3f(c, s, square((float) i / (float) MaxCometTailPoints));
        }
    }

    Vec3f viewDir = pos - Point3f(0.0f, 0.0f, 0.0f);
    viewDir.normalize();

    glDisable(GL_CULL_FACE);
    for (i = 0; i < nTailPoints - 1; i++)
    {
        glBegin(GL_QUAD_STRIP);
        int n = i * nTailSlices;
        for (int j = 0; j < nTailSlices; j++)
        {
            ProcessCometTailVertex(cometTailVertices[n + j], viewDir, fadeDistance);
            ProcessCometTailVertex(cometTailVertices[n + j + nTailSlices],
                                   viewDir, fadeDistance);
        }
        ProcessCometTailVertex(cometTailVertices[n], viewDir, fadeDistance);
        ProcessCometTailVertex(cometTailVertices[n + nTailSlices],
                               viewDir, fadeDistance);
        glEnd();
    }
    glEnable(GL_CULL_FACE);

    glBegin(GL_LINE_STRIP);
    for (i = 0; i < nTailPoints; i++)
    {
        glVertex(cometPoints[i]);
    }
    glEnd();

    glDepthMask(GL_TRUE);
    glEnable(GL_TEXTURE_2D);
    glEnable(GL_BLEND);

    glPopMatrix();
}


// Add solar system bodies, orbits, and labels to the render list. Stars
// are handled by other methods.
void Renderer::buildRenderLists(const Star& sun,
                                const PlanetarySystem* solSystem,
                                const Observer& observer,
                                double now,
                                unsigned int solarSysIndex,
                                bool showLabels)
{
    Point3f starPos = sun.getPosition();
    Point3d observerPos = astrocentricPosition(observer.getPosition(),
                                               sun, now);
    Mat3f viewMat = observer.getOrientation().toMatrix3();
    Vec3f viewMatZ(viewMat[2][0], viewMat[2][1], viewMat[2][2]);

    int nBodies = solSystem != NULL ? solSystem->getSystemSize() : 0;
    for (int i = 0; i < nBodies; i++)
    {
        Body* body = solSystem->getBody(i);
        if (!body->extant(now))
            continue;

        Point3d bodyPos = body->getHeliocentricPosition(now);

        // We now have the positions of the observer and the planet relative
        // to the sun.  From these, compute the position of the planet
        // relative to the observer.
        Vec3d posd = bodyPos - observerPos;

        // Compute the size of the planet/moon disc in pixels
        double distanceFromObserver = posd.length();
        float discSize = (body->getRadius() / (float) distanceFromObserver) / pixelSize;

        vector<LightSource>& lightSources = lightSourceLists[solarSysIndex];

        // Compute the apparent magnitude; instead of summing the reflected
        // light from all nearby stars, we just consider the one with the
        // highest apparent brightness.
        float appMag = 100.0f;
        float oppositionMag = 100.0f;
        for (unsigned int li = 0; li < lightSources.size(); li++)
        {
            Vec3d sunPos = bodyPos - lightSources[li].position;
            appMag = min(appMag, body->getApparentMagnitude(lightSources[li].luminosity, sunPos, posd));
            oppositionMag = min(oppositionMag, body->getApparentMagnitude(lightSources[li].luminosity, (float) sunPos.length(), (float) distanceFromObserver));
        }

        Vec3f pos((float) posd.x, (float) posd.y, (float) posd.z);

        // if (discSize > 1 || appMag < 1.0f / brightnessScale)
        if ((discSize > 1 || appMag < faintestPlanetMag) &&
            body->getClassification() != Body::Invisible)
        {
            RenderListEntry rle;
            rle.body = body;
            rle.star = NULL;
            rle.isCometTail = false;
            // Treat all mesh objects as potentially transparent.
            // TODO: implement a better test for this
            //rle.isOpaque = body->getModel() == InvalidResource;
            if (body->getModel() != InvalidResource && discSize > 1)
            {
                Model* model = GetModelManager()->find(body->getModel());
                if (model == NULL)
                    rle.isOpaque = true;
                else
                    rle.isOpaque = model->isOpaque();
            }
            else
            {
                rle.isOpaque = true;
            }
            rle.position = Point3f(pos.x, pos.y, pos.z);
            rle.sun = Vec3f((float) -bodyPos.x, (float) -bodyPos.y, (float) -bodyPos.z);
            rle.distance = (float) distanceFromObserver;
            rle.centerZ = pos * viewMatZ;
            rle.radius = body->getRadius();
            rle.discSizeInPixels = discSize;
            rle.appMag = appMag;
            rle.solarSysIndex = solarSysIndex;
            renderList.push_back(rle);
        }

        if (body->getClassification() == Body::Comet &&
            (renderFlags & ShowCometTails) != 0)
        {
            Vec3f sunPos = Vec3f((float) -bodyPos.x, (float) -bodyPos.y, (float) -bodyPos.z);
            float radius = cometDustTailLength(sunPos.length(), body->getRadius());
            discSize = (radius / (float) distanceFromObserver) / pixelSize;
            if (discSize > 1)
            {
                RenderListEntry rle;
                rle.body = body;
                rle.star = NULL;
                rle.isCometTail = true;
                rle.isOpaque = false;
                rle.position = Point3f(pos.x, pos.y, pos.z);
                rle.sun = sunPos;
                rle.distance = (float) distanceFromObserver;
                rle.centerZ = pos * viewMatZ;
                rle.radius = radius;
                rle.discSizeInPixels = discSize;
                rle.appMag = appMag;
                rle.solarSysIndex = solarSysIndex;
                renderList.push_back(rle);
            }
        }

        if (showLabels && (pos * conjugate(observer.getOrientation()).toMatrix3()).z < 0)
        {
            float boundingRadiusSize = (float) (body->getOrbit()->getBoundingRadius() / distanceFromObserver) / pixelSize;
            if (boundingRadiusSize > minOrbitSize)
            {
                Color labelColor;
                bool showLabel = false;
                float opacity = sizeFade(boundingRadiusSize, minOrbitSize, 2.0f);

                switch (body->getClassification())
                {
                case Body::Planet:
                    if ((labelMode & PlanetLabels) != 0)
                    {
                        labelColor = PlanetLabelColor;
                        showLabel = true;
                    }
                    break;
                case Body::Moon:
                    if ((labelMode & MoonLabels) != 0)
                    {
                        labelColor = MoonLabelColor;
                        showLabel = true;
                    }
                    break;
                case Body::Asteroid:
                    if ((labelMode & AsteroidLabels) != 0)
                    {
                        labelColor = AsteroidLabelColor;
                        showLabel = true;
                    }
                    break;
                case Body::Comet:
                    if ((labelMode & CometLabels) != 0)
                    {
                        labelColor = CometLabelColor;
                        showLabel = true;
                    }
                    break;
                case Body::Spacecraft:
                    if ((labelMode & SpacecraftLabels) != 0)
                    {
                        labelColor = SpacecraftLabelColor;
                        showLabel = true;
                    }
                    break;
                default:
                    labelColor = Color::Black;
                    break;
                }

                labelColor = Color(labelColor, opacity * labelColor.alpha());

                if (showLabel)
                {
                    addSortedLabel(body->getName(true), labelColor,
                                   Point3f(pos.x, pos.y, pos.z));
                }
            }
        }

        // Only show orbits for major bodies or selected objects
        if ((renderFlags & ShowOrbits) != 0 &&
            ((body->getClassification() & orbitMask) != 0 || body == highlightObject.body()))
        {
            Point3d orbitOrigin(0.0, 0.0, 0.0);
            if (body->getOrbitFrame())
            {
                Body* centralBody = body->getOrbitFrame()->getCenter().body();
                if (centralBody != NULL)
                    orbitOrigin = centralBody->getHeliocentricPosition(now);
            }
            else if (body->getOrbitBarycenter())
            {
                orbitOrigin = body->getOrbitBarycenter()->getHeliocentricPosition(now);
            }

            // Calculate the origin of the orbit relative to the observer
            Vec3d relOrigin = orbitOrigin - observerPos;
            Vec3f origf((float) relOrigin.x, (float) relOrigin.y, (float) relOrigin.z);

            // Compute the size of the orbit in pixels
            double originDistance = posd.length();
            double boundingRadius = body->getOrbit()->getBoundingRadius();
            float orbitRadiusInPixels = (float) (boundingRadius / (originDistance * pixelSize));

            if (orbitRadiusInPixels > minOrbitSize)
            {
                // Add the orbit of this body to the list of orbits to be rendered
                OrbitPathListEntry path;
                path.body = body;
                path.star = NULL;
                path.centerZ = origf * viewMatZ;
                path.radius = (float) boundingRadius;
                path.origin = Point3f(origf.x, origf.y, origf.z);
                path.opacity = sizeFade(orbitRadiusInPixels, minOrbitSize, 2.0f);
                orbitPathList.push_back(path);
            }
        }

        // Only render the satellites of bodies brighter than the threshold
        // magnitude. Ignore the phase and use the opposition magnitude so
        // that satellites don't disappear unexpectedly (during a solar transit
        // for example.)
        if (oppositionMag < faintestPlanetMag || (body->getClassification() & Body::Invisible) != 0)
        {
            const PlanetarySystem* satellites = body->getSatellites();
            if (satellites != NULL)
            {
                buildRenderLists(sun, satellites, observer,
                                 now, solarSysIndex, showLabels);
            }
        }
    }
}


// Add a star orbit to the render list
void Renderer::addStarOrbitToRenderList(const Star& star,
                                        const Observer& observer,
                                        double now)
{
    // If the star isn't fixed, add its orbit to the render list
    if ((renderFlags & ShowOrbits) != 0 &&
        ((orbitMask & Body::Stellar) != 0 || highlightObject.star() == &star))
    {
        Mat3f viewMat = observer.getOrientation().toMatrix3();
        Vec3f viewMatZ(viewMat[2][0], viewMat[2][1], viewMat[2][2]);

        if (star.getOrbit() != NULL)
        {
            // Get orbit origin relative to the observer
            Vec3d orbitOrigin = star.getOrbitBarycenterPosition(now) - observer.getPosition();
            orbitOrigin *= astro::microLightYearsToKilometers(1.0);

            Vec3f origf((float) orbitOrigin.x, (float) orbitOrigin.y, (float) orbitOrigin.z);

            // Compute the size of the orbit in pixels
            double originDistance = orbitOrigin.length();
            double boundingRadius = star.getOrbit()->getBoundingRadius();
            float orbitRadiusInPixels = (float) (boundingRadius / (originDistance * pixelSize));

            if (orbitRadiusInPixels > minOrbitSize)
            {
                // Add the orbit of this body to the list of orbits to be rendered
                OrbitPathListEntry path;
                path.star = &star;
                path.body = NULL;
                path.centerZ = origf * viewMatZ;
                path.radius = (float) boundingRadius;
                path.origin = Point3f(origf.x, origf.y, origf.z);
                path.opacity = sizeFade(orbitRadiusInPixels, minOrbitSize, 2.0f);
                orbitPathList.push_back(path);
            }
        }
    }
}


template <class OBJ, class PREC> class ObjectRenderer : public OctreeProcessor<OBJ, PREC>
{
 public:
    ObjectRenderer(const PREC distanceLimit);

    void process(const OBJ&, PREC, float) {};

 public:
    const Observer* observer;

    GLContext* context;
    Renderer*  renderer;

    Vec3f viewNormal;

    float fov;
    float size;
    float pixelSize;
    float faintestMag;
    float faintestMagNight;
    float saturationMag;
    float brightnessScale;
    float brightnessBias;
    float distanceLimit;

    // Objects brighter than labelThresholdMag will be labeled
    float labelThresholdMag;

    // These are not fully used by this template's descendants
    // but we place them here just in case a more sophisticated
    // rendering scheme is implemented:
    int nRendered;
    int nClose;
    int nBright;
    int nProcessed;
    int nLabelled;

    int renderFlags;
    int labelMode;
};


template <class OBJ, class PREC>
ObjectRenderer<OBJ, PREC>::ObjectRenderer(const PREC _distanceLimit) :
    distanceLimit((float) _distanceLimit),
    nRendered    (0),
    nClose       (0),
    nBright      (0),
    nProcessed   (0),
    nLabelled    (0)
{
}


class StarRenderer : public ObjectRenderer<Star, float>
{
 public:
    StarRenderer();

    void process(const Star& star, float distance, float appMag);

 public:
    Point3f obsPos;

    vector<Renderer::Particle>*      glareParticles;
    vector<RenderListEntry>*         renderList;
    Renderer::StarVertexBuffer*      starVertexBuffer;
    Renderer::PointStarVertexBuffer* pointStarVertexBuffer;

    const StarDatabase* starDB;

    bool   useScaledDiscs;
    GLenum starPrimitive;
    float  maxDiscSize;

    float cosFOV;

    const ColorTemperatureTable* colorTemp;
};


StarRenderer::StarRenderer() :
    ObjectRenderer<Star, float>(STAR_DISTANCE_LIMIT),
    starVertexBuffer     (NULL),
    pointStarVertexBuffer(NULL),
    useScaledDiscs       (false),
    maxDiscSize          (1.0f),
    cosFOV               (1.0f),
    colorTemp            (NULL)
{
}


void StarRenderer::process(const Star& star, float distance, float appMag)
{
    nProcessed++;

    Point3f starPos = star.getPosition();
    Vec3f   relPos = starPos - obsPos;
    float   orbitalRadius = star.getOrbitalRadius();
    bool    hasOrbit = orbitalRadius > 0.0f;

    if (distance > distanceLimit)
        return;

    if (relPos * viewNormal > 0 || relPos.x * relPos.x < 0.1f || hasOrbit)
    {
        Color starColor = colorTemp->lookupColor(star.getTemperature());
        float renderDistance = distance;
        float s = renderDistance * size;
        float discSizeInPixels = 0.0f;
        float orbitSizeInPixels = 0.0f;

        if (hasOrbit)
            orbitSizeInPixels = orbitalRadius / (distance * pixelSize);

        // Special handling for stars less than one light year away . . .
        // We can't just go ahead and render a nearby star in the usual way
        // for two reasons:
        //   * It may be clipped by the near plane
        //   * It may be large enough that we should render it as a mesh
        //     instead of a particle
        // It's possible that the second condition might apply for stars
        // further than one light year away if the star is huge, the fov is
        // very small and the resolution is high.  We'll ignore this for now
        // and use the most inexpensive test possible . . .
        if (distance < 1.0f || orbitSizeInPixels > 1.0f)
        {
            // Compute the position of the observer relative to the star.
            // This is a much more accurate (and expensive) distance
            // calculation than the previous one which used the observer's
            // position rounded off to floats.
            Point3d hPos = astrocentricPosition(observer->getPosition(),
                                                star,
                                                observer->getTime());
            relPos = Vec3f((float) hPos.x, (float) hPos.y, (float) hPos.z) *
                -astro::kilometersToLightYears(1.0f),
            distance = relPos.length();

            // Recompute apparent magnitude using new distance computation
            appMag = astro::absToAppMag(star.getAbsoluteMagnitude(), distance);

            float f        = RenderDistance / distance;
            renderDistance = RenderDistance;
            starPos        = obsPos + relPos * f;

            float radius = star.getRadius();
            discSizeInPixels = radius / astro::lightYearsToKilometers(distance) / pixelSize;
            ++nClose;
        }

        // Place labels for stars brighter than the specified label threshold brightness
        if ((labelMode & Renderer::StarLabels) && appMag < labelThresholdMag)
        {
            Vec3f starDir = relPos;
            starDir.normalize();
            if (dot(starDir, viewNormal) > cosFOV)
            {
                char nameBuffer[Renderer::MaxLabelLength];
                starDB->getStarName(star, nameBuffer, sizeof(nameBuffer));
                float distr = 3.5f * (labelThresholdMag - appMag)/labelThresholdMag;
                if (distr > 1.0f)
                    distr = 1.0f; 								              
                renderer->addLabel(nameBuffer,
                                   Color(Renderer::StarLabelColor, distr * Renderer::StarLabelColor.alpha()),
                                   Point3f(relPos.x, relPos.y, relPos.z));
                nLabelled++;
            }
        }

        // Stars closer than the maximum solar system size are actually
        // added to the render list and depth sorted, since they may occlude
        // planets.
        if (distance > MaxSolarSystemSize)
        {
            float alpha = (faintestMag - appMag) * brightnessScale + brightnessBias;
            float pointSize;

            if (useScaledDiscs)
            {
                float discSize = size;
                if (alpha < 0.0f)
                {
                    alpha = 0.0f;
                }
                else if (alpha > 1.0f)
                {
                    discSize = min(discSize * (2.0f * alpha - 1.0f), maxDiscSize);
                    alpha = 1.0f;
                }
                pointSize = discSize;
            }
            else
            {
                alpha = clamp(alpha);
                pointSize = size;
            }

            if (starPrimitive == GL_POINTS)
            {
                pointStarVertexBuffer->addStar(starPos,
                                               Color(starColor, alpha),
                                               pointSize);
            }
            else
            {
                starVertexBuffer->addStar(starPos,
                                          Color(starColor, alpha),
                                          pointSize * renderDistance);
            }

            ++nRendered;

            // If the star is brighter than the saturation magnitude, add a
            // halo around it to make it appear more brilliant.  This is a
            // hack to compensate for the limited dynamic range of monitors.
            if (appMag < saturationMag)
            {
                Renderer::Particle p;
                p.center = starPos;
                p.size = size;
                p.color = Color(starColor, alpha);

                alpha = GlareOpacity * clamp((appMag - saturationMag) * -0.8f);
                s = renderDistance * 0.001f * (3 - (appMag - saturationMag)) * 2;
                if (s > p.size * 3)
                {
                    p.size = s * 2.0f/(1.0f + FOV/fov);
                }
                else
                {
                    if (s > p.size * 3)
                        p.size = s * 2.0f; //2.0f/(1.0f +FOV/fov);
                    else
                        p.size = p.size * 3;
                    p.size *= 1.6f;
                }

                p.color = Color(starColor, alpha);
                glareParticles->insert(glareParticles->end(), p);
                ++nBright;
            }
        }
        else
        {
            Mat3f viewMat = observer->getOrientation().toMatrix3();
            Vec3f viewMatZ(viewMat[2][0], viewMat[2][1], viewMat[2][2]);

            RenderListEntry rle;
            rle.star = &star;
            rle.body = NULL;
            rle.isCometTail = false;
            rle.isOpaque = true;

            // Objects in the render list are always rendered relative to
            // a viewer at the origin--this is different than for distant
            // stars.
            float scale = astro::lightYearsToKilometers(1.0f);
            rle.position = Point3f(relPos.x * scale, relPos.y * scale, relPos.z * scale);
            rle.centerZ = Vec3f(rle.position.x, rle.position.y, rle.position.z) * viewMatZ;
            rle.distance = rle.position.distanceFromOrigin();
            rle.radius = star.getRadius();
            rle.discSizeInPixels = discSizeInPixels;
            rle.appMag = appMag;
            renderList->insert(renderList->end(), rle);
        }
    }
}


class PointStarRenderer : public ObjectRenderer<Star, float>
{
 public:
    PointStarRenderer();

    void process(const Star& star, float distance, float appMag);

 public:
    Point3f obsPos;

    vector<RenderListEntry>*         renderList;
    Renderer::PointStarVertexBuffer* starVertexBuffer;
    Renderer::PointStarVertexBuffer* glareVertexBuffer;

    const StarDatabase* starDB;

    bool   useScaledDiscs;
    GLenum starPrimitive;
    float  maxDiscSize;

    float cosFOV;

    const ColorTemperatureTable* colorTemp;
};


PointStarRenderer::PointStarRenderer() :
    ObjectRenderer<Star, float>(STAR_DISTANCE_LIMIT),
    starVertexBuffer     (NULL),
    useScaledDiscs       (false),
    maxDiscSize          (1.0f),
    cosFOV               (1.0f),
    colorTemp            (NULL)
{
}


void PointStarRenderer::process(const Star& star, float distance, float appMag)
{
    nProcessed++;

    Point3f starPos = star.getPosition();
    Vec3f   relPos = starPos - obsPos;
    float   orbitalRadius = star.getOrbitalRadius();
    bool    hasOrbit = orbitalRadius > 0.0f;

    if (distance > distanceLimit)
        return;


    // A very rough check to see if the star may be visible: is the star in
    // front of the viewer? If the star might be close (relPos.x^2 < 0.1) or
    // is moving in an orbit, we'll always regard it as potentially visible.
    // TODO: consider normalizing relPos and comparing relPos*viewNormal against
    // cosFOV--this will cull many more stars than relPos*viewNormal, at the
    // cost of a normalize per star.
    if (relPos * viewNormal > 0 || relPos.x * relPos.x < 0.1f || hasOrbit)
    {
        Color starColor = colorTemp->lookupColor(star.getTemperature());
        float renderDistance = distance;
        /*float s = renderDistance * size;      Unused*/
        float discSizeInPixels = 0.0f;
        float orbitSizeInPixels = 0.0f;

        if (hasOrbit)
            orbitSizeInPixels = orbitalRadius / (distance * pixelSize);

        // Special handling for stars less than one light year away . . .
        // We can't just go ahead and render a nearby star in the usual way
        // for two reasons:
        //   * It may be clipped by the near plane
        //   * It may be large enough that we should render it as a mesh
        //     instead of a particle
        // It's possible that the second condition might apply for stars
        // further than one light year away if the star is huge, the fov is
        // very small and the resolution is high.  We'll ignore this for now
        // and use the most inexpensive test possible . . .
        if (distance < 1.0f || orbitSizeInPixels > 1.0f)
        {
            // Compute the position of the observer relative to the star.
            // This is a much more accurate (and expensive) distance
            // calculation than the previous one which used the observer's
            // position rounded off to floats.
            Point3d hPos = astrocentricPosition(observer->getPosition(),
                                                star,
                                                observer->getTime());
            relPos = Vec3f((float) hPos.x, (float) hPos.y, (float) hPos.z) *
                -astro::kilometersToLightYears(1.0f),
            distance = relPos.length();

            // Recompute apparent magnitude using new distance computation
            appMag = astro::absToAppMag(star.getAbsoluteMagnitude(), distance);

            float f        = RenderDistance / distance;
            renderDistance = RenderDistance;
            starPos        = obsPos + relPos * f;

            float radius = star.getRadius();
            discSizeInPixels = radius / astro::lightYearsToKilometers(distance) / pixelSize;
            ++nClose;
        }

        // Place labels for stars brighter than the specified label threshold brightness
        if ((labelMode & Renderer::StarLabels) && appMag < labelThresholdMag)
        {
            Vec3f starDir = relPos;
            starDir.normalize();
            if (dot(starDir, viewNormal) > cosFOV)
            {
                char nameBuffer[Renderer::MaxLabelLength];
                starDB->getStarName(star, nameBuffer, sizeof(nameBuffer));
                float distr = 3.5f * (labelThresholdMag - appMag)/labelThresholdMag;
                if (distr > 1.0f)
                    distr = 1.0f; 								              
                renderer->addLabel(nameBuffer,
                                   Color(Renderer::StarLabelColor, distr * Renderer::StarLabelColor.alpha()),
                                   Point3f(relPos.x, relPos.y, relPos.z));
                nLabelled++;
            }
        }

        // Stars closer than the maximum solar system size are actually
        // added to the render list and depth sorted, since they may occlude
        // planets.
        if (distance > MaxSolarSystemSize)
        {
            float satPoint = faintestMag - (1.0f - brightnessBias) / brightnessScale; // TODO: precompute this value
            float alpha = (faintestMag - appMag) * brightnessScale + brightnessBias;

            if (useScaledDiscs)
            {
                float discSize = size;
                if (alpha < 0.0f)
                {
                    alpha = 0.0f;
                }
                else if (alpha > 1.0f)
                {
                    float discScale = min(MaxScaledDiscStarSize, (float) pow(2.0f, 0.3f * (satPoint - appMag)));
                    discSize *= discScale;

                    float glareAlpha = min(0.5f, discScale / 4.0f);
                    glareVertexBuffer->addStar(starPos, Color(starColor, glareAlpha), discSize * 3.0f);

                    alpha = 1.0f;
                }
                starVertexBuffer->addStar(starPos, Color(starColor, alpha), discSize);
            }
            else
            {
                if (alpha < 0.0f)
                {
                    alpha = 0.0f;
                }
                else if (alpha > 1.0f)
                {
                    float discScale = min(100.0f, satPoint - appMag + 2.0f);
                    float glareAlpha = min(GlareOpacity, (discScale - 2.0f) / 4.0f);
                    glareVertexBuffer->addStar(starPos, Color(starColor, glareAlpha), 2.0f * discScale * size);
                }
                starVertexBuffer->addStar(starPos, Color(starColor, alpha), size);
            }

            ++nRendered;
        }
        else
        {
            Mat3f viewMat = observer->getOrientation().toMatrix3();
            Vec3f viewMatZ(viewMat[2][0], viewMat[2][1], viewMat[2][2]);

            RenderListEntry rle;
            rle.star = &star;
            rle.body = NULL;
            rle.isCometTail = false;

            // Objects in the render list are always rendered relative to
            // a viewer at the origin--this is different than for distant
            // stars.
            float scale = astro::lightYearsToKilometers(1.0f);
            rle.position = Point3f(relPos.x * scale, relPos.y * scale, relPos.z * scale);
            rle.centerZ = Vec3f(rle.position.x, rle.position.y, rle.position.z) * viewMatZ;
            rle.distance = rle.position.distanceFromOrigin();
            rle.radius = star.getRadius();
            rle.discSizeInPixels = discSizeInPixels;
            rle.appMag = appMag;
            renderList->insert(renderList->end(), rle);
        }
    }
}


static Point3f microLYToLY(const Point3f& p)
{
	return Point3f(p.x * 1e-6f, p.y * 1e-6f, p.z * 1e-6f);
}


// Calculate the maximum field of view (from top left corner to bottom right) of
// a frustum with the specified aspect ratio (width/height) and vertical field of
// view. We follow the convention used elsewhere and use units of degrees for
// the field of view angle.
static double calcMaxFOV(double fovY_degrees, double aspectRatio)
{
    double l = 1.0 / tan(degToRad(fovY_degrees / 2.0));
    return radToDeg(atan(sqrt(aspectRatio * aspectRatio + 1.0) / l)) * 2.0;
}


void Renderer::renderStars(const StarDatabase& starDB,
                           float faintestMagNight,
                           const Observer& observer)
{
    StarRenderer starRenderer;
    Point3f obsPos = microLYToLY((Point3f) observer.getPosition());

    starRenderer.context          = context;
    starRenderer.renderer         = this;
    starRenderer.starDB           = &starDB;
    starRenderer.observer         = &observer;
    starRenderer.obsPos           = obsPos;
    starRenderer.viewNormal       = Vec3f(0, 0, -1) * observer.getOrientation().toMatrix3();
    starRenderer.glareParticles   = &glareParticles;
    starRenderer.renderList       = &renderList;
    starRenderer.starVertexBuffer = starVertexBuffer;
    starRenderer.pointStarVertexBuffer = pointStarVertexBuffer;
    starRenderer.fov              = fov;
    starRenderer.cosFOV            = (float) cos(degToRad(calcMaxFOV(fov, (float) windowWidth / (float) windowHeight)) / 2.0f);

    // size/pixelSize =0.86 at 120deg, 1.43 at 45deg and 1.6 at 0deg.
    starRenderer.size             = pixelSize * 1.6f / corrFac;
    starRenderer.pixelSize        = pixelSize;
    starRenderer.brightnessScale  = brightnessScale * corrFac;
    starRenderer.brightnessBias   = brightnessBias;
    starRenderer.faintestMag      = faintestMag;
    starRenderer.faintestMagNight = faintestMagNight;
    starRenderer.saturationMag    = saturationMag;
    starRenderer.distanceLimit    = distanceLimit;
    starRenderer.labelMode        = labelMode;

    // = 1.0 at startup
    float effDistanceToScreen = mmToInches((float) REF_DISTANCE_TO_SCREEN) * pixelSize * getScreenDpi();
    starRenderer.labelThresholdMag = max(1.0f, (faintestMag - 4.0f) * (1.0f - 0.5f * (float) log10(effDistanceToScreen)));

    if (starStyle == PointStars || useNewStarRendering)
    {
        starRenderer.starPrimitive = GL_POINTS;
        //starRenderer.size          = 3.2f;
    }
    else
    {
        starRenderer.starPrimitive = GL_QUADS;
    }

    if (starStyle == ScaledDiscStars)
    {
        starRenderer.useScaledDiscs = true;
        starRenderer.brightnessScale *= 2.0f;
        starRenderer.maxDiscSize = starRenderer.size * MaxScaledDiscStarSize;
    }

    starRenderer.colorTemp = colorTemp;

    glareParticles.clear();

    starVertexBuffer->setBillboardOrientation(observer.getOrientation());

    glEnable(GL_TEXTURE_2D);

    if (useNewStarRendering)
        gaussianDiscTex->bind();
    else
        starTex->bind();
    if (starRenderer.starPrimitive == GL_POINTS)
    {
        // Point primitives (either real points or point sprites)
        if (starStyle == PointStars)
            starRenderer.pointStarVertexBuffer->startPoints(*context);
        else
            starRenderer.pointStarVertexBuffer->startSprites(*context);
    }
    else
    {
        // Use quad primitives
        starRenderer.starVertexBuffer->start();
    }
    starDB.findVisibleStars(starRenderer,
                            obsPos,
                            observer.getOrientation(),
                            degToRad(fov),
                            (float) windowWidth / (float) windowHeight,
                            faintestMagNight);

    if (starRenderer.starPrimitive == GL_POINTS)
        starRenderer.pointStarVertexBuffer->finish();
    else
        starRenderer.starVertexBuffer->finish();

    gaussianGlareTex->bind();
    renderParticles(glareParticles, observer.getOrientation());
}


void Renderer::renderPointStars(const StarDatabase& starDB,
                                float faintestMagNight,
                                const Observer& observer)
{
    Point3f obsPos = microLYToLY((Point3f) observer.getPosition());

    PointStarRenderer starRenderer;
    starRenderer.context           = context;
    starRenderer.renderer          = this;
    starRenderer.starDB            = &starDB;
    starRenderer.observer          = &observer;
    starRenderer.obsPos            = obsPos;
    starRenderer.viewNormal        = Vec3f(0, 0, -1) * observer.getOrientation().toMatrix3();
    starRenderer.renderList        = &renderList;
    starRenderer.starVertexBuffer  = pointStarVertexBuffer;
    starRenderer.glareVertexBuffer = glareVertexBuffer;
    starRenderer.fov               = fov;
    starRenderer.cosFOV            = (float) cos(degToRad(calcMaxFOV(fov, (float) windowWidth / (float) windowHeight)) / 2.0f);

    starRenderer.pixelSize         = pixelSize;
    starRenderer.brightnessScale   = brightnessScale * corrFac;
    starRenderer.brightnessBias    = brightnessBias;
    starRenderer.faintestMag       = faintestMag;
    starRenderer.faintestMagNight  = faintestMagNight;
    starRenderer.saturationMag     = saturationMag;
    starRenderer.distanceLimit     = distanceLimit;
    starRenderer.labelMode         = labelMode;

    // = 1.0 at startup
    float effDistanceToScreen = mmToInches((float) REF_DISTANCE_TO_SCREEN) * pixelSize * getScreenDpi();
    starRenderer.labelThresholdMag = 1.2f * max(1.0f, (faintestMag - 4.0f) * (1.0f - 0.5f * (float) log10(effDistanceToScreen)));

    starRenderer.size          = BaseStarDiscSize;
    if (starStyle == ScaledDiscStars)
    {
        starRenderer.useScaledDiscs = true;
        starRenderer.brightnessScale *= 2.0f;
        starRenderer.maxDiscSize = starRenderer.size * MaxScaledDiscStarSize;
    }
    else if (starStyle == FuzzyPointStars)
    {
        starRenderer.brightnessScale *= 1.0f;
    }

    starRenderer.colorTemp = colorTemp;

    glEnable(GL_TEXTURE_2D);
    gaussianDiscTex->bind();
    starRenderer.starVertexBuffer->setTexture(gaussianDiscTex);
    starRenderer.glareVertexBuffer->setTexture(gaussianGlareTex);

    starRenderer.glareVertexBuffer->startSprites(*context);
    if (starStyle == PointStars)
        starRenderer.starVertexBuffer->startPoints(*context);
    else
        starRenderer.starVertexBuffer->startSprites(*context);

    starDB.findVisibleStars(starRenderer,
                            obsPos,
                            observer.getOrientation(),
                            degToRad(fov),
                            (float) windowWidth / (float) windowHeight,
                            faintestMagNight);

    starRenderer.starVertexBuffer->render();
    starRenderer.glareVertexBuffer->render();
    starRenderer.starVertexBuffer->finish();
    starRenderer.glareVertexBuffer->finish();
}


class DSORenderer : public ObjectRenderer<DeepSkyObject*, double>
{
 public:
    DSORenderer();

    void process(DeepSkyObject* const &, double, float);

 public:
    Point3d      obsPos;
    DSODatabase* dsoDB;
    Frustum      frustum;

    Mat3f orientationMatrix;

    int wWidth;
    int wHeight;

    double avgAbsMag;
};


DSORenderer::DSORenderer() :
    ObjectRenderer<DeepSkyObject*, double>(DSO_OCTREE_ROOT_SIZE),
    frustum(degToRad(45.0f), 1.0f, 1.0f)
{
}


void DSORenderer::process(DeepSkyObject* const & dso,
                          double distanceToDSO,
                          float  absMag)
{
    if (distanceToDSO > distanceLimit)
        return;

    Point3d dsoPos = dso->getPosition();
    Vec3f   relPos = Vec3f((float)(dsoPos.x - obsPos.x),
                           (float)(dsoPos.y - obsPos.y),
                           (float)(dsoPos.z - obsPos.z));

    Point3d center = Point3d(0.0f, 0.0f, 0.0f) + relPos * orientationMatrix;
    float appMag = astro::absToAppMag(absMag, (float) distanceToDSO);

    // Test the object's bounding sphere against the view frustum. If we
    // avoid this stage, overcrowded octree cells may hit performance badly:
    // each object (even if it's not visible) would be sent to the OpenGL
    // pipeline.

    if (renderFlags & dso->getRenderMask())
    {
    	double  dsoRadius = dso->getRadius();
        if (frustum.testSphere(center, dsoRadius) != Frustum::Outside)
        {
            // display looks satisfactory for 0.2 < brightness < O(1.0)
            // Ansatz: brightness = a - b*appMag(distanceToDSO), emulates eye sensitivity...
            // determine a,b such that
            // a-b*absMag = absMag/avgAbsMag ~ 1; a-b*faintestMag = 0.2
            // the 2nd eqn guarantees that the faintest galaxies are still visible.
            // the parameters in the 'close' correction function are fixed by matching
            // the gradients at 10 pc and by: close (10 pc) = 0.
            // ri adjusts the Milky Way brightness as viewed from "inside" (e.g. from Earth).

            double ri  = -0.1, pc10 = 32.6167;
            double r   = absMag / avgAbsMag;
            double num = 5 * (absMag - faintestMag);
            double a   = r * (avgAbsMag - 5 * faintestMag) / num;
            double b   = (1.0 - 5 * r) / num;
            double close = (distanceToDSO > -10.0)?
            	-4.3429448 * b * log((pc10 + distanceToDSO)/(2 * pc10)): ri;
            // note: 10.0 / log(10.0) = 4.3429448
            if (distanceToDSO < 0)
            	distanceToDSO = 0;
            double brightness = (distanceToDSO  >= pc10)? a - b * appMag: r + close;
            brightness = 2.3 * brightness * (faintestMag - 4.75)/renderer->getFaintestAM45deg();
            if (brightness < 0.0)
                brightness = 0.0;

            if (dsoRadius < 1000.0)
            {
                // Small objects may be prone to clipping; give them special
                // handling.  We don't want to always set the projection
                // matrix, since that could be expensive with large galaxy
                // catalogs.
                float nearZ = (float) (distanceToDSO / 2);
                float farZ  = (float) (distanceToDSO + dsoRadius * 2 * CubeCornerToCenterDistance);
                if (nearZ < dsoRadius * 0.001)
                {
                    nearZ = (float) (dsoRadius * 0.001);
                    farZ  = nearZ * 10000.0f;
                }

                glMatrixMode(GL_PROJECTION);
                glPushMatrix();
                glLoadIdentity();
                gluPerspective(fov,
                               (float) wWidth / (float) wHeight,
                               nearZ,
                               farZ);
                glMatrixMode(GL_MODELVIEW);
            }

            glPushMatrix();
            glTranslate(relPos);

            dso->render(*context,
                        relPos,
                        observer->getOrientation(),
                        (float) brightness,
                        pixelSize);
            glPopMatrix();

#if 1
            if (dsoRadius < 1000.0)
            {
                glMatrixMode(GL_PROJECTION);
                glPopMatrix();
                glMatrixMode(GL_MODELVIEW);
            }
#endif
        } // frustum test
    } // renderFlags check

    // Only render those labels that are in front of the camera:
    // Place labels for DSOs brighter than the specified label threshold brightness
    //
    unsigned int labelMask = dso->getLabelMask();

    if ((labelMask & labelMode) && dot(relPos, viewNormal) > 0)
    {
        Color labelColor;
        float appMagEff = 6.0f;
        float step = 6.0f;

        // Use magnitude based fading for galaxies, and distance based
        // fading for nebulae and open clusters.
        switch (labelMask)
        {
        case Renderer::NebulaLabels:
            labelColor = Renderer::NebulaLabelColor;
            appMagEff = astro::absToAppMag(-7.5f, (float) distanceToDSO);
            step = 6.0f;
            break;
        case Renderer::OpenClusterLabels:
            labelColor = Renderer::OpenClusterLabelColor;
            appMagEff = astro::absToAppMag(-6.0f, (float) distanceToDSO);
            step = 4.0f;
            break;
        case Renderer::GalaxyLabels:
            labelColor = Renderer::GalaxyLabelColor;
            appMagEff = appMag;
            step = 6.0f;
            break;
        default:
            // Unrecognized object class
            labelColor = Color::White;
            appMagEff = appMag;
            step = 6.0f;
            break;
        }

        if (appMagEff < labelThresholdMag)
        {
            // introduce distance dependent label transparency.
            float distr = step * (labelThresholdMag - appMagEff) / labelThresholdMag;
            if (distr > 1.0f)
                distr = 1.0f;

            renderer->addLabel(dsoDB->getDSOName(dso),
                               Color(labelColor, distr * labelColor.alpha()),
                               Point3f(relPos.x, relPos.y, relPos.z));
        }
    }
}


void Renderer::renderDeepSkyObjects(const Universe&  universe,
                                    const Observer& observer,
                                    const float     faintestMagNight)
{
    DSORenderer dsoRenderer;

    Point3d obsPos    = (Point3d) observer.getPosition();
    obsPos.x         *= 1e-6;
    obsPos.y         *= 1e-6;
    obsPos.z         *= 1e-6;

    DSODatabase* dsoDB  = universe.getDSOCatalog();

    dsoRenderer.context          = context;
    dsoRenderer.renderer         = this;
    dsoRenderer.dsoDB            = dsoDB;
    dsoRenderer.orientationMatrix = conjugate(observer.getOrientation()).toMatrix3();
    dsoRenderer.observer          = &observer;
    dsoRenderer.obsPos            = obsPos;
    dsoRenderer.viewNormal        = Vec3f(0, 0, -1) * observer.getOrientation().toMatrix3();
    dsoRenderer.fov              = fov;
    // size/pixelSize =0.86 at 120deg, 1.43 at 45deg and 1.6 at 0deg.
    dsoRenderer.size             = pixelSize * 1.6f / corrFac;
    dsoRenderer.pixelSize        = pixelSize;
    dsoRenderer.brightnessScale  = brightnessScale * corrFac;
    dsoRenderer.brightnessBias   = brightnessBias;
    dsoRenderer.avgAbsMag        = dsoDB->getAverageAbsoluteMagnitude();
    dsoRenderer.faintestMag      = faintestMag;
    dsoRenderer.faintestMagNight = faintestMagNight;
    dsoRenderer.saturationMag    = saturationMag;
    dsoRenderer.renderFlags      = renderFlags;
    dsoRenderer.labelMode        = labelMode;
    dsoRenderer.wWidth           = windowWidth;
    dsoRenderer.wHeight          = windowHeight;

    dsoRenderer.frustum = Frustum(degToRad(fov),
                        (float) windowWidth / (float) windowHeight,
                        MinNearPlaneDistance);
    // Use pixelSize * screenDpi instead of FoV, to eliminate windowHeight dependence.
    // = 1.0 at startup
    float effDistanceToScreen = mmToInches((float) REF_DISTANCE_TO_SCREEN) * pixelSize * getScreenDpi();

    dsoRenderer.labelThresholdMag = 1.8f * max(1.0f, (faintestMag - 4.0f) * (1.0f - 0.5f * (float) log10(effDistanceToScreen)));

    // Render any line primitives with smooth lines
    // (mostly to make graticules look good.)
    if ((renderFlags & ShowSmoothLines) != 0)
        enableSmoothLines();

    glBlendFunc(GL_SRC_ALPHA, GL_ONE);

    dsoDB->findVisibleDSOs(dsoRenderer,
                           obsPos,
                           observer.getOrientation(),
                           degToRad(fov),
                           (float) windowWidth / (float) windowHeight,
                           2 * faintestMagNight);

    if ((renderFlags & ShowSmoothLines) != 0)
        disableSmoothLines();
}


// TODO: Rewrite this function to use a pregenerated vertex buffer and to
// be more general so that it can display the equatorial coordinate grid
// for any planet.
void Renderer::renderCelestialSphere(const Observer& observer)
{
    int raDivisions = 24;
    int decDivisions = 18;
    int nSections = 60;
    float radius = 10.0f;

    int i;
    for (i = 0; i < raDivisions; i++)
    {
        float ra = (float) i / (float) raDivisions * 24.0f;

        glBegin(GL_LINE_STRIP);
        for (int j = 0; j <= nSections; j++)
        {
            float dec = ((float) j / (float) nSections) * 180 - 90;
            glVertex(astro::equatorialToCelestialCart(ra, dec, radius));
        }
        glEnd();
    }

    for (i = 1; i < decDivisions; i++)
    {
        float dec = (float) i / (float) decDivisions * 180 - 90;
        glBegin(GL_LINE_LOOP);
        for (int j = 0; j < nSections; j++)
        {
            float ra = (float) j / (float) nSections * 24.0f;
            glVertex(astro::equatorialToCelestialCart(ra, dec, radius));
        }
        glEnd();
    }

    Mat3f m = conjugate(observer.getOrientation()).toMatrix3();
    for (i = 0; i < nCoordLabels; i++)
    {
        Point3f pos = astro::equatorialToCelestialCart(coordLabels[i].ra,
                                                       coordLabels[i].dec,
                                                       radius);
        if ((pos * m).z < 0)
        {
            addLabel(coordLabels[i].label, EquatorialGridLabelColor, pos);
        }
    }
}


void Renderer::labelConstellations(const AsterismList& asterisms,
                                   const Observer& observer)
{
    Point3f observerPos = (Point3f) observer.getPosition();

    for (AsterismList::const_iterator iter = asterisms.begin();
         iter != asterisms.end(); iter++)
    {
        Asterism* ast = *iter;
        if (ast->getChainCount() > 0)
        {
            const Asterism::Chain& chain = ast->getChain(0);

            if (chain.size() > 0)
            {
                // The constellation label is positioned at the average
                // position of all stars in the first chain.  This usually
                // gives reasonable results.
                Vec3f avg(0, 0, 0);
                for (Asterism::Chain::const_iterator iter = chain.begin();
                     iter != chain.end(); iter++)
                    avg += (*iter - Point3f(0, 0, 0));

                avg = avg / (float) chain.size();
                avg = avg * 1e6f;
                Vec3f rpos = Point3f(avg.x, avg.y, avg.z) - observerPos;
                if ((rpos * conjugate(observer.getOrientation()).toMatrix3()).z < 0)
                {
                    addLabel(ast->getName((labelMode & I18nConstellationLabels) != 0),
                             ConstellationLabelColor,
                             Point3f(rpos.x, rpos.y, rpos.z));
                }
            }
        }
    }
}


void Renderer::renderParticles(const vector<Particle>& particles,
                               Quatf orientation)
{
    int nParticles = particles.size();

    {
        Mat3f m = orientation.toMatrix3();
        Vec3f v0 = Vec3f(-1, -1, 0) * m;
        Vec3f v1 = Vec3f( 1, -1, 0) * m;
        Vec3f v2 = Vec3f( 1,  1, 0) * m;
        Vec3f v3 = Vec3f(-1,  1, 0) * m;

        glBegin(GL_QUADS);
        for (int i = 0; i < nParticles; i++)
        {
            Point3f center = particles[i].center;
            float size = particles[i].size;

            glColor(particles[i].color);
            glTexCoord2f(0, 1);
            glVertex(center + (v0 * size));
            glTexCoord2f(1, 1);
            glVertex(center + (v1 * size));
            glTexCoord2f(1, 0);
            glVertex(center + (v2 * size));
            glTexCoord2f(0, 0);
            glVertex(center + (v3 * size));
        }
        glEnd();
    }
}


void Renderer::renderLabels(FontStyle fs, LabelAlignment la)
{
    if (font[fs] == NULL)
        return;

    //glEnable(GL_DEPTH_TEST);
    glEnable(GL_TEXTURE_2D);
    font[fs]->bind();
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    glLoadIdentity();
    gluOrtho2D(0, windowWidth, 0, windowHeight);
    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    glLoadIdentity();
    glTranslatef(GLfloat((int) (windowWidth / 2)),
                 GLfloat((int) (windowHeight / 2)), 0);

    for (int i = 0; i < (int) labels.size(); i++)
    {
        glColor(labels[i].color);
        glPushMatrix();

        int labelOffset = 2;
        if (la == AlignCenter)
        {
            int labelwidth = (font[fs]->getWidth(labels[i].text));
            labelOffset = (int) -labelwidth/2;
        }
        else if (la == AlignRight)
        {
            int labelwidth = (font[fs]->getWidth(labels[i].text));
            labelOffset = (int) -(labelwidth + 2);
        }

        glTranslatef((int) labels[i].position.x + GLfloat((int) labelOffset) + PixelOffset,
                     (int) labels[i].position.y + PixelOffset, 0.0f);
		// EK TODO: Check where to replace (see '_(' above)
		font[fs]->render(labels[i].text);
        glPopMatrix();
    }

    glPopMatrix();
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();
    glMatrixMode(GL_MODELVIEW);
    glDisable(GL_DEPTH_TEST);
}


vector<Renderer::Label>::iterator
Renderer::renderSortedLabels(vector<Label>::iterator iter, float depth, FontStyle fs)
{
    if (font[fs] == NULL)
        return iter;

    glDisable(GL_DEPTH_TEST);
    glEnable(GL_TEXTURE_2D);
    font[fs]->bind();
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    glLoadIdentity();
    gluOrtho2D(0, windowWidth, 0, windowHeight);
    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    glLoadIdentity();
    glTranslatef(GLfloat((int) (windowWidth / 2)),
                 GLfloat((int) (windowHeight / 2)), 0);

    for (; iter != depthSortedLabels.end() && iter->position.z > depth; iter++)
    {
        glColor(iter->color);
        glPushMatrix();
        glTranslatef((int) iter->position.x + PixelOffset + 2.0f,
                     (int) iter->position.y + PixelOffset,
                     0.0f);
        font[fs]->render(iter->text);
        glPopMatrix();
    }

    glPopMatrix();
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();
    glMatrixMode(GL_MODELVIEW);
    glDisable(GL_DEPTH_TEST);

    return iter;
}


void Renderer::renderMarkers(const MarkerList& markers,
                             const UniversalCoord& position,
                             const Quatf& orientation,
                             double jd)
{
    double identity4x4[16] = { 1.0, 0.0, 0.0, 0.0,
                               0.0, 1.0, 0.0, 0.0,
                               0.0, 0.0, 1.0, 0.0,
                               0.0, 0.0, 0.0, 1.0
                             };
    int view[4] = { 0, 0, 0, 0 };
    view[0] = -windowWidth / 2;
    view[1] = -windowHeight / 2;
    view[2] = windowWidth;
    view[3] = windowHeight;

    glDisable(GL_DEPTH_TEST);
    glEnable(GL_BLEND);
    glDisable(GL_LIGHTING);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glDisable(GL_TEXTURE_2D);

    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    glLoadIdentity();
    gluOrtho2D(0, windowWidth, 0, windowHeight);
    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    glLoadIdentity();
    glTranslatef(GLfloat((int) (windowWidth / 2)),
                 GLfloat((int) (windowHeight / 2)), 0);

    Mat3f rot = conjugate(orientation).toMatrix3();

    for (MarkerList::const_iterator iter = markers.begin();
         iter != markers.end(); iter++)
    {
        UniversalCoord uc = iter->getPosition(jd);
        Vec3d offset = uc - position;
        Vec3f eyepos = Vec3f((float) offset.x, (float) offset.y, (float) offset.z) * rot;
        eyepos.normalize();
        eyepos *= 1000.0f;

        double winX, winY, winZ;
        if (gluProject(eyepos.x, eyepos.y, eyepos.z,
                       identity4x4,
                       projMatrix,
                       (const GLint*) view,
                       &winX, &winY, &winZ) != GL_FALSE)
        {
            if (eyepos.z < 0.0f)
            {
                glPushMatrix();
                glTranslatef((GLfloat) winX, (GLfloat) winY, 0.0f);

                glColor(iter->getColor());
                iter->render();

                glPopMatrix();
            }
        }
    }

    glPopMatrix();
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();
    glMatrixMode(GL_MODELVIEW);
    glDisable(GL_DEPTH_TEST);
}


void Renderer::setStarStyle(StarStyle style)
{
    starStyle = style;
}


Renderer::StarStyle Renderer::getStarStyle() const
{
    return starStyle;
}


Renderer::StarVertexBuffer::StarVertexBuffer(unsigned int _capacity) :
    capacity(_capacity),
    vertices(NULL),
    texCoords(NULL),
    colors(NULL)
{
    nStars = 0;
    vertices = new float[capacity * 12];
    texCoords = new float[capacity * 8];
    colors = new unsigned char[capacity * 16];

    // Fill the texture coordinate array now, since it will always have
    // the same contents.
    for (unsigned int i = 0; i < capacity; i++)
    {
        unsigned int n = i * 8;
        texCoords[n    ] = 0; texCoords[n + 1] = 0;
        texCoords[n + 2] = 1; texCoords[n + 3] = 0;
        texCoords[n + 4] = 1; texCoords[n + 5] = 1;
        texCoords[n + 6] = 0; texCoords[n + 7] = 1;
    }
}

Renderer::StarVertexBuffer::~StarVertexBuffer()
{
    if (vertices != NULL)
        delete[] vertices;
    if (colors != NULL)
        delete[] colors;
    if (texCoords != NULL)
        delete[] texCoords;
}

void Renderer::StarVertexBuffer::start()
{
    glEnableClientState(GL_VERTEX_ARRAY);
    glVertexPointer(3, GL_FLOAT, 0, vertices);
    glEnableClientState(GL_COLOR_ARRAY);
    glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
    glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
    glDisableClientState(GL_NORMAL_ARRAY);
}

void Renderer::StarVertexBuffer::render()
{
    if (nStars != 0)
    {
        glDrawArrays(GL_QUADS, 0, nStars * 4);
        nStars = 0;
    }
}

void Renderer::StarVertexBuffer::finish()
{
    render();
    glDisableClientState(GL_COLOR_ARRAY);
    glDisableClientState(GL_VERTEX_ARRAY);
    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}

void Renderer::StarVertexBuffer::addStar(const Point3f& pos,
                                         const Color& color,
                                         float size)
{
    if (nStars < capacity)
    {
        int n = nStars * 12;
        vertices[n + 0]  = pos.x + v0.x * size;
        vertices[n + 1]  = pos.y + v0.y * size;
        vertices[n + 2]  = pos.z + v0.z * size;
        vertices[n + 3]  = pos.x + v1.x * size;
        vertices[n + 4]  = pos.y + v1.y * size;
        vertices[n + 5]  = pos.z + v1.z * size;
        vertices[n + 6]  = pos.x + v2.x * size;
        vertices[n + 7]  = pos.y + v2.y * size;
        vertices[n + 8]  = pos.z + v2.z * size;
        vertices[n + 9]  = pos.x + v3.x * size;
        vertices[n + 10] = pos.y + v3.y * size;
        vertices[n + 11] = pos.z + v3.z * size;
        n = nStars * 16;
        color.get(colors + n);
        color.get(colors + n + 4);
        color.get(colors + n + 8);
        color.get(colors + n + 12);

        nStars++;
    }

    if (nStars == capacity)
    {
        render();
        nStars = 0;
    }
}

void Renderer::StarVertexBuffer::setBillboardOrientation(const Quatf& q)
{
    Mat3f m = q.toMatrix3();
    v0 = Vec3f(-1, -1, 0) * m;
    v1 = Vec3f( 1, -1, 0) * m;
    v2 = Vec3f( 1,  1, 0) * m;
    v3 = Vec3f(-1,  1, 0) * m;
}


Renderer::PointStarVertexBuffer::PointStarVertexBuffer(unsigned int _capacity) :
    capacity(_capacity),
    nStars(0),
    vertices(NULL),
    context(NULL),
    useSprites(false),
	texture(NULL)
{
    vertices = new StarVertex[capacity];
}

Renderer::PointStarVertexBuffer::~PointStarVertexBuffer()
{
    if (vertices != NULL)
        delete[] vertices;
}

void Renderer::PointStarVertexBuffer::startSprites(const GLContext& _context)
{
    context = &_context;
    assert(context->getVertexProcessor() != NULL || !useSprites); // vertex shaders required for new star rendering

    unsigned int stride = sizeof(StarVertex);
    glEnableClientState(GL_VERTEX_ARRAY);
    glVertexPointer(3, GL_FLOAT, stride, &vertices[0].position);
    glEnableClientState(GL_COLOR_ARRAY);
    glColorPointer(4, GL_UNSIGNED_BYTE, stride, &vertices[0].color);

    VertexProcessor* vproc = context->getVertexProcessor();
    vproc->enable();
    vproc->use(vp::starDisc);
    vproc->enableAttribArray(6);
    vproc->attribArray(6, 1, GL_FLOAT, stride, &vertices[0].size);

    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
    glDisableClientState(GL_NORMAL_ARRAY);

    glEnable(GL_POINT_SPRITE_ARB);
    glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);

    useSprites = true;
}

void Renderer::PointStarVertexBuffer::startPoints(const GLContext& _context)
{
    context = &_context;

    unsigned int stride = sizeof(StarVertex);
    glEnableClientState(GL_VERTEX_ARRAY);
    glVertexPointer(3, GL_FLOAT, stride, &vertices[0].position);
    glEnableClientState(GL_COLOR_ARRAY);
    glColorPointer(4, GL_UNSIGNED_BYTE, stride, &vertices[0].color);

    // An option to control the size of the stars would be helpful.
    // Which size looks best depends a lot on the resolution and the
    // type of display device.
    // glPointSize(2.0f);
    // glEnable(GL_POINT_SMOOTH);
    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
    glDisable(GL_TEXTURE_2D);

    glDisableClientState(GL_NORMAL_ARRAY);

    useSprites = false;
}

void Renderer::PointStarVertexBuffer::render()
{
    if (nStars != 0)
    {
        unsigned int stride = sizeof(StarVertex);
        if (useSprites)
        {
            glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
            glEnable(GL_TEXTURE_2D);
        }
        else
        {
            glDisable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
            glDisable(GL_TEXTURE_2D);
            glPointSize(1.0f);
        }
        glVertexPointer(3, GL_FLOAT, stride, &vertices[0].position);
        glColorPointer(4, GL_UNSIGNED_BYTE, stride, &vertices[0].color);

        if (useSprites)
        {
            VertexProcessor* vproc = context->getVertexProcessor();
            vproc->attribArray(6, 1, GL_FLOAT, stride, &vertices[0].size);
        }

        if (texture != NULL)
            texture->bind();
        glDrawArrays(GL_POINTS, 0, nStars);
        nStars = 0;
    }
}

void Renderer::PointStarVertexBuffer::finish()
{
    render();
    glDisableClientState(GL_COLOR_ARRAY);
    glDisableClientState(GL_VERTEX_ARRAY);
    glDisableClientState(GL_TEXTURE_COORD_ARRAY);

    if (useSprites)
    {
        VertexProcessor* vproc = context->getVertexProcessor();
        vproc->disableAttribArray(6);
        vproc->disable();

        glDisable(GL_POINT_SPRITE_ARB);
    }
    else
    {
        glEnable(GL_TEXTURE_2D);
    }
}

void Renderer::PointStarVertexBuffer::addStar(const Point3f& pos,
                                              const Color& color,
                                              float size)
{
    if (nStars < capacity)
    {
        vertices[nStars].position = pos;
        vertices[nStars].size = size;
        color.get(vertices[nStars].color);
        nStars++;
    }

    if (nStars == capacity)
    {
        render();
        nStars = 0;
    }
}

void Renderer::PointStarVertexBuffer::setTexture(Texture* _texture)
{
	texture = _texture;
}


void Renderer::loadTextures(Body* body)
{
    Surface& surface = body->getSurface();

    if (surface.baseTexture.tex[textureResolution] != InvalidResource)
        surface.baseTexture.find(textureResolution);
    if ((surface.appearanceFlags & Surface::ApplyBumpMap) != 0 &&
        context->bumpMappingSupported() &&
        surface.bumpTexture.tex[textureResolution] != InvalidResource)
        surface.bumpTexture.find(textureResolution);
    if ((surface.appearanceFlags & Surface::ApplyNightMap) != 0 &&
        (renderFlags & ShowNightMaps) != 0)
        surface.nightTexture.find(textureResolution);
    if ((surface.appearanceFlags & Surface::SeparateSpecularMap) != 0 &&
        surface.specularTexture.tex[textureResolution] != InvalidResource)
        surface.specularTexture.find(textureResolution);

    if ((renderFlags & ShowCloudMaps) != 0 &&
        body->getAtmosphere() != NULL &&
        body->getAtmosphere()->cloudTexture.tex[textureResolution] != InvalidResource)
    {
        body->getAtmosphere()->cloudTexture.find(textureResolution);
    }

    if (body->getRings() != NULL &&
        body->getRings()->texture.tex[textureResolution] != InvalidResource)
    {
        body->getRings()->texture.find(textureResolution);
    }
}

