]> git.mxchange.org Git - flightgear.git/blobdiff - src/Main/renderer.cxx
set /sim/fg-current to current working directory; getcwd() is defined in
[flightgear.git] / src / Main / renderer.cxx
index 237435c97dcadcf309c11a1de219f3445049f460..b4dcbc9e7771642e10e35a73ad074f3248c25b30 100644 (file)
@@ -54,6 +54,7 @@
 #include <osgUtil/SceneView>
 #include <osgUtil/UpdateVisitor>
 #include <osgUtil/IntersectVisitor>
+#include <osgUtil/LineSegmentIntersector>
 
 #include <osg/io_utils>
 #include <osgDB/WriteFile>
@@ -90,8 +91,8 @@
 #include <Model/modelmgr.hxx>
 #include <Model/acmodel.hxx>
 #include <Scenery/scenery.hxx>
+#include <Scenery/redout.hxx>
 #include <Scenery/tilemgr.hxx>
-#include <ATC/ATCdisplay.hxx>
 #include <GUI/new_gui.hxx>
 #include <Instrumentation/instrument_mgr.hxx>
 #include <Instrumentation/HUD/HUD.hxx>
@@ -121,8 +122,13 @@ public:
     stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
     stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
   }
-  virtual void drawImplementation(osg::State& state) const
+  virtual void drawImplementation(osg::RenderInfo& renderInfo) const
+  { drawImplementation(*renderInfo.getState()); }
+  void drawImplementation(osg::State& state) const
   {
+    if (!fgOSIsMainContext(state.getGraphicsContext()))
+      return;
+
     state.pushStateSet(getStateSet());
     state.apply();
     state.setActiveTextureUnit(0);
@@ -132,27 +138,11 @@ public:
     glPushAttrib(GL_ALL_ATTRIB_BITS);
     glPushClientAttrib(~0u);
 
-    if((fgGetBool("/sim/atc/enabled"))
-       || (fgGetBool("/sim/ai-traffic/enabled")))
-      globals->get_ATC_display()->update(delta_time_sec, state);
-
     puDisplay();
 
     glPopClientAttrib();
     glPopAttrib();
 
-    // Fade out the splash screen over the first three seconds.
-    double t = globals->get_sim_time_sec();
-    if (t <= 2.5) {
-      glPushAttrib(GL_ALL_ATTRIB_BITS);
-      glPushClientAttrib(~0u);
-
-      fgSplashUpdate((2.5 - t) / 2.5);
-
-      glPopClientAttrib();
-      glPopAttrib();
-    }
-
     state.popStateSet();
     state.dirtyAllModes();
     state.dirtyAllAttributes();
@@ -184,8 +174,14 @@ public:
 
     stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
   }
-  virtual void drawImplementation(osg::State& state) const
+  virtual void drawImplementation(osg::RenderInfo& renderInfo) const
+  { drawImplementation(*renderInfo.getState()); }
+  void drawImplementation(osg::State& state) const
   {
+//     std::cout << state.getGraphicsContext() << std::endl;
+    if (!fgOSIsMainContext(state.getGraphicsContext()))
+      return;
+
     state.pushStateSet(getStateSet());
     state.apply();
     state.setActiveTextureUnit(0);
@@ -320,15 +316,36 @@ private:
   SGSharedPtr<SGPropertyNode> mFogEnabled;
 };
 
-// fog constants.  I'm a little nervous about putting actual code out
-// here but it seems to work (?)
-static const double m_log01 = -log( 0.01 );
-static const double sqrt_m_log01 = sqrt( m_log01 );
-static GLfloat fog_exp_density;
-static GLfloat fog_exp2_density;
-static GLfloat rwy_exp2_punch_through;
-static GLfloat taxi_exp2_punch_through;
-static GLfloat ground_exp2_punch_through;
+class FGFogUpdateCallback : public osg::StateAttribute::Callback {
+public:
+  virtual void operator () (osg::StateAttribute* sa, osg::NodeVisitor* nv)
+  {
+    assert(dynamic_cast<SGUpdateVisitor*>(nv));
+    assert(dynamic_cast<osg::Fog*>(sa));
+    SGUpdateVisitor* updateVisitor = static_cast<SGUpdateVisitor*>(nv);
+    osg::Fog* fog = static_cast<osg::Fog*>(sa);
+    fog->setMode(osg::Fog::EXP2);
+    fog->setColor(updateVisitor->getFogColor().osg());
+    fog->setDensity(updateVisitor->getFogExp2Density());
+  }
+};
+
+// update callback for the switch node guarding that splash
+class FGScenerySwitchCallback : public osg::NodeCallback {
+public:
+  virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
+  {
+    assert(dynamic_cast<osg::Switch*>(node));
+    osg::Switch* sw = static_cast<osg::Switch*>(node);
+
+    double t = globals->get_sim_time_sec();
+    bool enabled = 0 < t;
+    sw->setValue(0, enabled);
+    if (!enabled)
+      return;
+    traverse(node, nv);
+  }
+};
 
 // Sky structures
 SGSky *thesky;
@@ -337,21 +354,21 @@ osg::ref_ptr<osgUtil::SceneView> sceneView = new osgUtil::SceneView;  // This Sc
 static osg::ref_ptr<osg::FrameStamp> mFrameStamp = new osg::FrameStamp;
 static osg::ref_ptr<SGUpdateVisitor> mUpdateVisitor= new SGUpdateVisitor;
 
+static osg::ref_ptr<osg::Group> mRealRoot = new osg::Group;
+
 static osg::ref_ptr<osg::Group> mRoot = new osg::Group;
 
 static osg::ref_ptr<osg::CameraView> mCameraView = new osg::CameraView;
 static osg::ref_ptr<osg::Camera> mBackGroundCamera = new osg::Camera;
 
-static osg::ref_ptr<osg::Fog> mFog = new osg::Fog;
-static osg::ref_ptr<osg::Fog> mRunwayLightingFog = new osg::Fog;
-static osg::ref_ptr<osg::Fog> mTaxiLightingFog = new osg::Fog;
-static osg::ref_ptr<osg::Fog> mGroundLightingFog = new osg::Fog;
-
 FGRenderer::FGRenderer()
 {
 #ifdef FG_JPEG_SERVER
    jpgRenderFrame = FGRenderer::update;
 #endif
+#ifdef ENABLE_OSGVIEWER
+   manipulator = new FGManipulator;
+#endif   
 }
 
 FGRenderer::~FGRenderer()
@@ -362,9 +379,38 @@ FGRenderer::~FGRenderer()
 }
 
 // Initialize various GL/view parameters
+// XXX This should be called "preinit" or something, as it initializes
+// critical parts of the scene graph in addition to the splash screen.
 void
-FGRenderer::init( void ) {
+FGRenderer::splashinit( void ) {
+    osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
+    if (viewer) {
+       sceneView = 0;
+       mRealRoot = dynamic_cast<osg::Group*>(viewer->getSceneData());
+       mRealRoot->addChild(fgCreateSplashNode());
+       osgViewer::Scene* scene = viewer->getScene();
+       mFrameStamp = viewer->getFrameStamp();
+       // Scene doesn't seem to pass the frame stamp to the update
+       // visitor automatically.
+       mUpdateVisitor->setFrameStamp(mFrameStamp.get());
+       scene->setUpdateVisitor(mUpdateVisitor.get());
+    } else {
+       // Add the splash screen node
+       mRealRoot->addChild(fgCreateSplashNode());
+       sceneView->setSceneData(mRealRoot.get());
+       sceneView->setDefaults(osgUtil::SceneView::COMPILE_GLOBJECTS_AT_INIT);
+       sceneView->setFrameStamp(mFrameStamp.get());
+       sceneView->setUpdateVisitor(mUpdateVisitor.get());
+    }
+}
 
+void
+FGRenderer::init( void ) {
+    // The viewer can call this before the graphics context is current
+    // in the main thread; indeed, in a multithreaded setup it might
+    // never be current in the main thread.
+    fgMakeCurrent();
+    osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
     osg::initNotifyLevel();
 
     // The number of polygon-offset "units" to place between layers.  In
@@ -389,20 +435,13 @@ FGRenderer::init( void ) {
     glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
     glHint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
 
-    sceneView->setDefaults(osgUtil::SceneView::COMPILE_GLOBJECTS_AT_INIT);
-
-    mFog->setMode(osg::Fog::EXP2);
-    mRunwayLightingFog->setMode(osg::Fog::EXP2);
-    mTaxiLightingFog->setMode(osg::Fog::EXP2);
-    mGroundLightingFog->setMode(osg::Fog::EXP2);
-
-    sceneView->setFrameStamp(mFrameStamp.get());
-
-    mUpdateVisitor = new SGUpdateVisitor;
-    sceneView->setUpdateVisitor(mUpdateVisitor.get());
-
-    sceneView->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
-    sceneView->getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
+    if (viewer) {
+      viewer->getCamera()
+           ->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
+    } else {
+       sceneView->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
+       sceneView->getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
+    }
 
 
     osg::StateSet* stateSet = mRoot->getOrCreateStateSet();
@@ -486,12 +525,14 @@ FGRenderer::init( void ) {
     stateSet->setAttributeAndModes(polygonMode);
 
     // scene fog handling
-    stateSet->setAttributeAndModes(mFog.get());
+    osg::Fog* fog = new osg::Fog;
+    fog->setUpdateCallback(new FGFogUpdateCallback);
+    stateSet->setAttributeAndModes(fog);
     stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
 
     // plug in the GUI
     osg::Camera* guiCamera = new osg::Camera;
-    guiCamera->setRenderOrder(osg::Camera::POST_RENDER);
+    guiCamera->setRenderOrder(osg::Camera::POST_RENDER, 100);
     guiCamera->setClearMask(0);
     inheritanceMask = osg::CullSettings::ALL_VARIABLES;
     inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
@@ -499,37 +540,20 @@ FGRenderer::init( void ) {
     guiCamera->setInheritanceMask(inheritanceMask);
     guiCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
     guiCamera->setCullingMode(osg::CullSettings::NO_CULLING);
-    mRoot->addChild(guiCamera);
     osg::Geode* geode = new osg::Geode;
     geode->addDrawable(new SGPuDrawable);
     geode->addDrawable(new SGHUDAndPanelDrawable);
     guiCamera->addChild(geode);
 
-    // this one contains all lights, here we set the light states we did
-    // in the plib case with plain OpenGL
-    osg::Group* lightGroup = new osg::Group;
-    sceneGroup->addChild(lightGroup);
-    lightGroup->addChild(globals->get_scenery()->get_gnd_lights_root());
-    lightGroup->addChild(globals->get_scenery()->get_vasi_lights_root());
-    lightGroup->addChild(globals->get_scenery()->get_rwy_lights_root());
-    lightGroup->addChild(globals->get_scenery()->get_taxi_lights_root());
-
-    stateSet = globals->get_scenery()->get_gnd_lights_root()->getOrCreateStateSet();
-    stateSet->setAttributeAndModes(mFog.get());
-    stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
-    stateSet = globals->get_scenery()->get_vasi_lights_root()->getOrCreateStateSet();
-    stateSet->setAttributeAndModes(mRunwayLightingFog.get());
-    stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
-    stateSet = globals->get_scenery()->get_rwy_lights_root()->getOrCreateStateSet();
-    stateSet->setAttributeAndModes(mRunwayLightingFog.get());
-    stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
-    stateSet = globals->get_scenery()->get_taxi_lights_root()->getOrCreateStateSet();
-    stateSet->setAttributeAndModes(mTaxiLightingFog.get());
-    stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
-
     mCameraView->addChild(mRoot.get());
-    sceneView->setSceneData(mCameraView.get());
 
+    osg::Switch* sw = new osg::Switch;
+    sw->setUpdateCallback(new FGScenerySwitchCallback);
+    sw->addChild(mCameraView.get());
+
+    mRealRoot->addChild(sw);
+    mRealRoot->addChild(FGCreateRedoutNode());
+    mRealRoot->addChild(guiCamera);
 //  sceneView->getState()->setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE);
 }
 
@@ -539,27 +563,26 @@ void
 FGRenderer::update( bool refresh_camera_settings ) {
     bool scenery_loaded = fgGetBool("sim/sceneryloaded")
                           || fgGetBool("sim/sceneryloaded-override");
-
+    osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
     if ( idle_state < 1000 || !scenery_loaded ) {
-        if (sceneView.valid() && sceneView->getState()) {
-            sceneView->getState()->setActiveTextureUnit(0);
-            sceneView->getState()->setClientActiveTextureUnit(0);
-            sceneView->getState()->disableAllVertexArrays();
-        }
-        // still initializing, draw the splash screen
-        glPushAttrib(GL_ALL_ATTRIB_BITS);
-        glPushClientAttrib(~0u);
-
-        fgSplashUpdate(1.0);
-
-        glPopClientAttrib();
-        glPopAttrib();
+        fgSetDouble("/sim/startup/splash-alpha", 1.0);
 
         // Keep resetting sim time while the sim is initializing
         globals->set_sim_time_sec( 0.0 );
+
+        // the splash screen is now in the scenegraph
+       if (!viewer) {
+           sceneView->update();
+           sceneView->cull();
+           sceneView->draw();
+       }
         return;
     }
 
+    // Fade out the splash screen over the first three seconds.
+    double sAlpha = SGMiscd::max(0, (2.5 - globals->get_sim_time_sec()) / 2.5);
+    fgSetDouble("/sim/startup/splash-alpha", sAlpha);
+
     bool skyblend = fgGetBool("/sim/rendering/skyblend");
     bool use_point_sprites = fgGetBool("/sim/rendering/point-sprites");
     bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
@@ -582,26 +605,6 @@ FGRenderer::update( bool refresh_camera_settings ) {
         actual_visibility = fgGetDouble("/environment/visibility-m");
     }
 
-    static double last_visibility = -9999;
-    if ( actual_visibility != last_visibility ) {
-        last_visibility = actual_visibility;
-
-        fog_exp_density = m_log01 / actual_visibility;
-        fog_exp2_density = sqrt_m_log01 / actual_visibility;
-        ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
-        if ( actual_visibility < 8000 ) {
-            rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
-            taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
-        } else {
-            rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
-            taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
-        }
-        mFog->setDensity(fog_exp2_density);
-        mRunwayLightingFog->setDensity(rwy_exp2_punch_through);
-        mTaxiLightingFog->setDensity(taxi_exp2_punch_through);
-        mGroundLightingFog->setDensity(ground_exp2_punch_through);
-    }
-
     // idle_state is now 1000 meaning we've finished all our
     // initializations and are running the main loop, so this will
     // now work without seg faulting the system.
@@ -615,22 +618,33 @@ FGRenderer::update( bool refresh_camera_settings ) {
         resize( fgGetInt("/sim/startup/xsize"),
                 fgGetInt("/sim/startup/ysize") );
 
-        SGVec3d center = globals->get_scenery()->get_center();
         SGVec3d position = current__view->getViewPosition();
         SGQuatd attitude = current__view->getViewOrientation();
-        SGVec3d osgPosition = attitude.transform(center - position);
-        mCameraView->setPosition(osgPosition.osg());
-        mCameraView->setAttitude(inverse(attitude).osg());
+        SGVec3d osgPosition = attitude.transform(-position);
+       if (viewer) {
+           FGManipulator *manipulator
+               = globals->get_renderer()->getManipulator();
+           manipulator->setPosition(position.osg());
+           manipulator->setAttitude(attitude.osg());
+       } else {
+           mCameraView->setPosition(osgPosition.osg());
+           mCameraView->setAttitude(inverse(attitude).osg());
+       }
     }
-
+    osg::Camera *camera;
+    if (viewer)
+       camera = viewer->getCamera();
+    else
+       camera = sceneView->getCamera();
     if ( skyblend ) {
+       
         if ( fgGetBool("/sim/rendering/textures") ) {
             SGVec4f clearColor(l->adj_fog_color());
-            sceneView->getCamera()->setClearColor(clearColor.osg());
+            camera->setClearColor(clearColor.osg());
         }
     } else {
         SGVec4f clearColor(l->sky_color());
-        sceneView->getCamera()->setClearColor(clearColor.osg());
+        camera->setClearColor(clearColor.osg());
     }
 
     // update fog params if visibility has changed
@@ -660,8 +674,8 @@ FGRenderer::update( bool refresh_camera_settings ) {
 
         static SGSkyState sstate;
 
-        sstate.view_pos  = current__view->get_view_pos();
-        sstate.zero_elev = current__view->get_zero_elev();
+        sstate.view_pos  = toVec3f(current__view->get_view_pos());
+        sstate.zero_elev = toVec3f(current__view->get_zero_elev());
         sstate.view_up   = current__view->get_world_up();
         sstate.lon       = current__view->getLongitude_deg()
                             * SGD_DEGREES_TO_RADIANS;
@@ -741,15 +755,6 @@ FGRenderer::update( bool refresh_camera_settings ) {
 
     }
 
-    if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
-        SGVec4f color(l->adj_fog_color());
-        mFog->setColor(color.osg());
-        mRunwayLightingFog->setColor(color.osg());
-        mTaxiLightingFog->setColor(color.osg());
-        mGroundLightingFog->setColor(color.osg());
-    }
-
-
 //     sgEnviro.setLight(l->adj_fog_color());
 
     // texture parameters
@@ -798,27 +803,38 @@ FGRenderer::update( bool refresh_camera_settings ) {
 //         shadows->endOfFrame();
 
     // need to call the update visitor once
-    globals->get_aircraft_model()->select( true );
-    FGTileMgr::set_tile_filter( true );
-    mFrameStamp->setReferenceTime(globals->get_sim_time_sec());
-    mFrameStamp->setFrameNumber(1+mFrameStamp->getFrameNumber());
+    if (!viewer) {
+       mFrameStamp->setReferenceTime(globals->get_sim_time_sec());
+        mFrameStamp->setSimulationTime(globals->get_sim_time_sec());
+       mFrameStamp->setFrameNumber(1+mFrameStamp->getFrameNumber());
+    }
     mFrameStamp->setCalendarTime(*globals->get_time_params()->getGmt());
     mUpdateVisitor->setViewData(current__view->getViewPosition(),
                                 current__view->getViewOrientation());
-    mUpdateVisitor->setSceneryCenter(globals->get_scenery()->get_center());
     SGVec3f direction(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]);
     mUpdateVisitor->setLight(direction, l->scene_ambient(),
-                             l->scene_diffuse(), l->scene_specular());
+                             l->scene_diffuse(), l->scene_specular(),
+                             l->adj_fog_color(),
+                             l->get_sun_angle()*SGD_RADIANS_TO_DEGREES);
     mUpdateVisitor->setVisibility(actual_visibility);
-
-    if (fgGetBool("/sim/panel-hotspots"))
-      sceneView->setCullMask(sceneView->getCullMask()|SG_NODEMASK_PICK_BIT);
-    else
-      sceneView->setCullMask(sceneView->getCullMask()&(~SG_NODEMASK_PICK_BIT));
-
-    sceneView->update();
-    sceneView->cull();
-    sceneView->draw();
+    bool hotspots = fgGetBool("/sim/panel-hotspots");
+    if (viewer) {
+       if (hotspots)
+           camera->setCullMask(camera->getCullMask()|SG_NODEMASK_PICK_BIT);
+       else
+           camera->setCullMask(camera->getCullMask()
+                               & ~SG_NODEMASK_PICK_BIT);
+    } else {
+       if (hotspots)
+           sceneView->setCullMask(sceneView->getCullMask()
+                                  |SG_NODEMASK_PICK_BIT);
+       else
+           sceneView->setCullMask(sceneView->getCullMask()
+                                  &(~SG_NODEMASK_PICK_BIT));
+       sceneView->update();
+       sceneView->cull();
+       sceneView->draw();
+    }
 }
 
 
@@ -836,8 +852,14 @@ FGRenderer::resize( int width, int height ) {
     } else {
         view_h = height;
     }
-
-    sceneView->getViewport()->setViewport(0, height - view_h, width, view_h);
+    osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
+    if (viewer)
+        ;
+  //       viewer->getCamera()->getViewport()->setViewport(0, height - view_h,
+//                                                         width, view_h);
+    else
+       sceneView->getViewport()->setViewport(0, height - view_h,
+                                             width, view_h);
 
     static int lastwidth = 0;
     static int lastheight = 0;
@@ -862,75 +884,6 @@ FGRenderer::resize( int width, int height ) {
 }
 
 
-// These are wrapper functions around ssgSetNearFar() and ssgSetFOV()
-// which will post process and rewrite the resulting frustum if we
-// want to do asymmetric view frustums.
-
-static void fgHackFrustum() {
-
-    // specify a percent of the configured view frustum to actually
-    // display.  This is a bit of a hack to achieve asymmetric view
-    // frustums.  For instance, if you want to display two monitors
-    // side by side, you could specify each with a double fov, a 0.5
-    // aspect ratio multiplier, and then the left side monitor would
-    // have a left_pct = 0.0, a right_pct = 0.5, a bottom_pct = 0.0,
-    // and a top_pct = 1.0.  The right side monitor would have a
-    // left_pct = 0.5 and a right_pct = 1.0.
-
-    static SGPropertyNode *left_pct
-        = fgGetNode("/sim/current-view/frustum-left-pct");
-    static SGPropertyNode *right_pct
-        = fgGetNode("/sim/current-view/frustum-right-pct");
-    static SGPropertyNode *bottom_pct
-        = fgGetNode("/sim/current-view/frustum-bottom-pct");
-    static SGPropertyNode *top_pct
-        = fgGetNode("/sim/current-view/frustum-top-pct");
-
-    double left, right;
-    double bottom, top;
-    double zNear, zFar;
-    sceneView->getProjectionMatrixAsFrustum(left, right, bottom, top, zNear, zFar);
-    // cout << " l = " << f->getLeft()
-    //      << " r = " << f->getRight()
-    //      << " b = " << f->getBot()
-    //      << " t = " << f->getTop()
-    //      << " n = " << f->getNear()
-    //      << " f = " << f->getFar()
-    //      << endl;
-
-    double width = right - left;
-    double height = top - bottom;
-
-    double l, r, t, b;
-
-    if ( left_pct != NULL ) {
-        l = left + width * left_pct->getDoubleValue();
-    } else {
-        l = left;
-    }
-
-    if ( right_pct != NULL ) {
-        r = left + width * right_pct->getDoubleValue();
-    } else {
-        r = right;
-    }
-
-    if ( bottom_pct != NULL ) {
-        b = bottom + height * bottom_pct->getDoubleValue();
-    } else {
-        b = bottom;
-    }
-
-    if ( top_pct != NULL ) {
-        t = bottom + height * top_pct->getDoubleValue();
-    } else {
-        t = top;
-    }
-
-    sceneView->setProjectionMatrixAsFrustum(l, r, b, t, zNear, zFar);
-}
-
-
 // we need some static storage space for these values.  However, we
 // can't store it in a renderer class object because the functions
 // that manipulate these are static.  They are static so they can
@@ -949,14 +902,13 @@ static float fov_far = 1000.0;
 void FGRenderer::setFOV( float w, float h ) {
     fov_width = w;
     fov_height = h;
-
-    sceneView->setProjectionMatrixAsPerspective(fov_height,
-                                                fov_width/fov_height,
-                                                fov_near, fov_far);
-    // fully specify the view frustum before hacking it (so we don't
-    // accumulate hacked effects
-    fgHackFrustum();
-//     sgEnviro.setFOV( w, h );
+    osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
+    if (viewer)
+       viewer->getCamera()->setProjectionMatrixAsPerspective(fov_height, 4.0/3.0, fov_near, fov_far);
+    else
+       sceneView->setProjectionMatrixAsPerspective(fov_height,
+                                                   fov_width/fov_height,
+                                                   fov_near, fov_far);
 }
 
 
@@ -968,77 +920,110 @@ void FGRenderer::setNearFar( float n, float f ) {
 n = 0.1;
     fov_near = n;
     fov_far = f;
+    osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
+    if (viewer)
+       viewer->getCamera()->setProjectionMatrixAsPerspective(fov_height, 4.0/3.0, fov_near, fov_far);
+    else
+       sceneView->setProjectionMatrixAsPerspective(fov_height,
+                                                   fov_width/fov_height,
+                                                   fov_near, fov_far);
 
-    sceneView->setProjectionMatrixAsPerspective(fov_height,
-                                                fov_width/fov_height,
-                                                fov_near, fov_far);
-
-    // fully specify the view frustum before hacking it (so we don't
-    // accumulate hacked effects
-    fgHackFrustum();
 }
 
 bool
 FGRenderer::pick( unsigned x, unsigned y,
-                  std::vector<SGSceneryPick>& pickList )
+                  std::vector<SGSceneryPick>& pickList,
+                  const osgGA::GUIEventAdapter* ea )
 {
+  osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
   // wipe out the return ...
   pickList.resize(0);
 
-  // we can get called early ...
-  if (!sceneView.valid())
-    return false;
+  if (sceneView.valid()) {
+    osg::Node* sceneData = globals->get_scenery()->get_scene_graph();
+    if (!sceneData)
+      return false;
+
+    osg::Viewport* viewport = sceneView->getViewport();
+    if (!viewport)
+      return false;
+    // don't know why, but the update has partly happened somehow,
+    // so update the scenery part of the viewer
+    FGViewer *current_view = globals->get_current_view();
+    // Force update of center dependent values ...
+    current_view->set_dirty();
+    SGVec3d position = current_view->getViewPosition();
+    SGQuatd attitude = current_view->getViewOrientation();
+    SGVec3d osgPosition = attitude.transform(-position);
+    mCameraView->setPosition(osgPosition.osg());
+    mCameraView->setAttitude(inverse(attitude).osg());
+
+    osg::Matrix projection(sceneView->getProjectionMatrix());
+    osg::Matrix modelview(sceneView->getViewMatrix());
+
+    osg::NodePathList nodePath = sceneData->getParentalNodePaths();
+    // modify the view matrix so that it accounts for this nodePath's
+    // accumulated transform
+    if (!nodePath.empty())
+      modelview.preMult(computeLocalToWorld(nodePath.front()));
+
+    // swap the y values ...
+    y = viewport->height() - y;
+    // set up the pick visitor
+    osgUtil::PickVisitor pickVisitor(viewport, projection, modelview, x, y);
+    sceneData->accept(pickVisitor);
+    if (!pickVisitor.hits())
+      return false;
+    
+    // collect all interaction callbacks on the pick ray.
+    // They get stored in the pickCallbacks list where they are sorted back
+    // to front and croasest to finest wrt the scenery node they are attached to
+    osgUtil::PickVisitor::LineSegmentHitListMap::const_iterator mi;
+    for (mi = pickVisitor.getSegHitList().begin();
+         mi != pickVisitor.getSegHitList().end();
+         ++mi) {
+      osgUtil::IntersectVisitor::HitList::const_iterator hi;
+      for (hi = mi->second.begin(); hi != mi->second.end(); ++hi) {
+        // ok, go back the nodes and ask for intersection callbacks,
+        // execute them in top down order
+        const osg::NodePath& np = hi->getNodePath();
+        osg::NodePath::const_reverse_iterator npi;
+        for (npi = np.rbegin(); npi != np.rend(); ++npi) {
+          SGSceneUserData* ud = SGSceneUserData::getSceneUserData(*npi);
+          if (!ud)
+            continue;
+          for (unsigned i = 0; i < ud->getNumPickCallbacks(); ++i) {
+            SGPickCallback* pickCallback = ud->getPickCallback(i);
+            if (!pickCallback)
+              continue;
+            SGSceneryPick sceneryPick;
+            /// note that this is done totally in doubles instead of
+            /// just using getWorldIntersectionPoint
+            osg::Vec3d localPt = hi->getLocalIntersectPoint();
+            sceneryPick.info.local = SGVec3d(localPt);
+            if (hi->getMatrix())
+              sceneryPick.info.wgs84 = SGVec3d(localPt*(*hi->getMatrix()));
+            else
+              sceneryPick.info.wgs84 = SGVec3d(localPt);
+            sceneryPick.callback = pickCallback;
+            pickList.push_back(sceneryPick);
+          }
+        }
+      }
+    }
+    
+    return !pickList.empty();
 
-  osg::Node* sceneData = globals->get_scenery()->get_scene_graph();
-  if (!sceneData)
-    return false;
-  osg::Viewport* viewport = sceneView->getViewport();
-  if (!viewport)
-    return false;
+  } else if (viewer) {
 
-  // good old scenery center
-  SGVec3d center = globals->get_scenery()->get_center();
-
-  // don't know why, but the update has partly happened somehow,
-  // so update the scenery part of the viewer
-  FGViewer *current_view = globals->get_current_view();
-  // Force update of center dependent values ...
-  current_view->set_dirty();
-  SGVec3d position = current_view->getViewPosition();
-  SGQuatd attitude = current_view->getViewOrientation();
-  SGVec3d osgPosition = attitude.transform(center - position);
-  mCameraView->setPosition(osgPosition.osg());
-  mCameraView->setAttitude(inverse(attitude).osg());
-
-  osg::Matrix projection(sceneView->getProjectionMatrix());
-  osg::Matrix modelview(sceneView->getViewMatrix());
-
-  osg::NodePathList nodePath = sceneData->getParentalNodePaths();
-  // modify the view matrix so that it accounts for this nodePath's
-  // accumulated transform
-  if (!nodePath.empty())
-    modelview.preMult(computeLocalToWorld(nodePath.front()));
-
-  // swap the y values ...
-  y = viewport->height() - y;
-  // set up the pick visitor
-  osgUtil::PickVisitor pickVisitor(viewport, projection, modelview, x, y);
-  sceneData->accept(pickVisitor);
-  if (!pickVisitor.hits())
-    return false;
+    // just compute intersections in the viewers method ...
+    typedef osgUtil::LineSegmentIntersector::Intersections Intersections;
+    Intersections intersections;
+    viewer->computeIntersections(ea->getX(), ea->getY(), intersections);
 
-  // collect all interaction callbacks on the pick ray.
-  // They get stored in the pickCallbacks list where they are sorted back
-  // to front and croasest to finest wrt the scenery node they are attached to
-  osgUtil::PickVisitor::LineSegmentHitListMap::const_iterator mi;
-  for (mi = pickVisitor.getSegHitList().begin();
-       mi != pickVisitor.getSegHitList().end();
-       ++mi) {
-    osgUtil::IntersectVisitor::HitList::const_iterator hi;
-    for (hi = mi->second.begin(); hi != mi->second.end(); ++hi) {
-      // ok, go back the nodes and ask for intersection callbacks,
-      // execute them in top down order
-      const osg::NodePath& np = hi->getNodePath();
+    Intersections::iterator hit;
+    for (hit = intersections.begin(); hit != intersections.end(); ++hit) {
+      const osg::NodePath& np = hit->nodePath;
       osg::NodePath::const_reverse_iterator npi;
       for (npi = np.rbegin(); npi != np.rend(); ++npi) {
         SGSceneUserData* ud = SGSceneUserData::getSceneUserData(*npi);
@@ -1049,23 +1034,23 @@ FGRenderer::pick( unsigned x, unsigned y,
           if (!pickCallback)
             continue;
           SGSceneryPick sceneryPick;
-          /// note that this is done totally in doubles instead of
-          /// just using getWorldIntersectionPoint
-          osg::Vec3d localPt = hi->getLocalIntersectPoint();
-          sceneryPick.info.local = SGVec3d(localPt);
-          if (hi->getMatrix())
-            sceneryPick.info.wgs84 = SGVec3d(localPt*(*hi->getMatrix()));
-          else
-            sceneryPick.info.wgs84 = SGVec3d(localPt);
-          sceneryPick.info.wgs84 += globals->get_scenery()->get_center();
+          sceneryPick.info.local = SGVec3d(hit->getLocalIntersectPoint());
+          sceneryPick.info.wgs84 = SGVec3d(hit->getWorldIntersectPoint());
           sceneryPick.callback = pickCallback;
           pickList.push_back(sceneryPick);
         }
       }
     }
+
+    return !pickList.empty();
+  } else {                     // we can get called early ...
+    return false;
   }
+}
 
-  return !pickList.empty();
+bool fgDumpSceneGraphToFile(const char* filename)
+{
+    return osgDB::writeNodeFile(*mRealRoot.get(), filename);
 }
 
 // end of renderer.cxx