]> git.mxchange.org Git - flightgear.git/blobdiff - src/Main/renderer.cxx
Add the alpha test back in so the instruments won't disappear after changing the...
[flightgear.git] / src / Main / renderer.cxx
index 8b89324fc2bbffce8968ffed55d8c42a31ac2ba9..c952faed97b247241ffca1cad3f76f683b3afff1 100644 (file)
 // You should have received a copy of the GNU General Public License
 // along with this program; if not, write to the Free Software
 // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
-//
-// $Id$
-
 
 #ifdef HAVE_CONFIG_H
 #  include <config.h>
 #endif
 
-#include <simgear/compiler.h>
-
 #ifdef HAVE_WINDOWS_H
 #  include <windows.h>
 #endif
 
+#include <simgear/compiler.h>
+
 #include <osg/ref_ptr>
 #include <osg/AlphaFunc>
 #include <osg/BlendFunc>
-#include <osg/CameraNode>
-#include <osg/CameraView>
+#include <osg/Camera>
 #include <osg/CullFace>
 #include <osg/Depth>
 #include <osg/Fog>
 #include <osg/Group>
+#include <osg/Hint>
 #include <osg/Light>
 #include <osg/LightModel>
 #include <osg/LightSource>
+#include <osg/Material>
 #include <osg/NodeCallback>
 #include <osg/Notify>
-#include <osg/MatrixTransform>
-#include <osg/Multisample>
-#include <osg/Point>
 #include <osg/PolygonMode>
-#include <osg/ShadeModel>
+#include <osg/PolygonOffset>
+#include <osg/Version>
 #include <osg/TexEnv>
-#include <osg/TexEnvCombine>
-#include <osg/TexGen>
-#include <osg/TexMat>
-#include <osg/ColorMatrix>
 
-#include <osgUtil/SceneView>
-#include <osgUtil/UpdateVisitor>
+#include <osgUtil/LineSegmentIntersector>
 
 #include <osg/io_utils>
 #include <osgDB/WriteFile>
-#include <osgDB/ReadFile>
-#include <sstream>
 
 #include <simgear/math/SGMath.hxx>
 #include <simgear/screen/extensions.hxx>
 #include <simgear/scene/material/matlib.hxx>
 #include <simgear/scene/model/animation.hxx>
-#include <simgear/scene/model/model.hxx>
-#include <simgear/scene/model/modellib.hxx>
 #include <simgear/scene/model/placement.hxx>
+#include <simgear/scene/sky/sky.hxx>
 #include <simgear/scene/util/SGUpdateVisitor.hxx>
+#include <simgear/scene/util/RenderConstants.hxx>
+#include <simgear/scene/tgdb/GroundLightManager.hxx>
 #include <simgear/scene/tgdb/pt_lights.hxx>
 #include <simgear/props/props.hxx>
 #include <simgear/timing/sg_time.hxx>
@@ -84,7 +74,6 @@
 
 #include <simgear/environment/visual_enviro.hxx>
 
-#include <Scenery/tileentry.hxx>
 #include <Time/light.hxx>
 #include <Time/light.hxx>
 #include <Aircraft/aircraft.hxx>
 #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>
+#include <Environment/precipitation_mgr.hxx>
 
+#include <Include/general.hxx>
 #include "splash.hxx"
 #include "renderer.hxx"
 #include "main.hxx"
+#include "CameraGroup.hxx"
+#include "ViewPartitionNode.hxx"
+
+// XXX Make this go away when OSG 2.2 is released.
+#if (FG_OSG_VERSION >= 21004)
+#define UPDATE_VISITOR_IN_VIEWER 1
+#endif
+
+using namespace osg;
+using namespace simgear;
+using namespace flightgear;
+
+class FGHintUpdateCallback : public osg::StateAttribute::Callback {
+public:
+  FGHintUpdateCallback(const char* configNode) :
+    mConfigNode(fgGetNode(configNode, true))
+  { }
+  virtual void operator()(osg::StateAttribute* stateAttribute,
+                          osg::NodeVisitor*)
+  {
+    assert(dynamic_cast<osg::Hint*>(stateAttribute));
+    osg::Hint* hint = static_cast<osg::Hint*>(stateAttribute);
+
+    const char* value = mConfigNode->getStringValue();
+    if (!value)
+      hint->setMode(GL_DONT_CARE);
+    else if (0 == strcmp(value, "nicest"))
+      hint->setMode(GL_NICEST);
+    else if (0 == strcmp(value, "fastest"))
+      hint->setMode(GL_FASTEST);
+    else
+      hint->setMode(GL_DONT_CARE);
+  }
+private:
+  SGSharedPtr<SGPropertyNode> mConfigNode;
+};
+
 
 class SGPuDrawable : public osg::Drawable {
 public:
@@ -126,32 +154,22 @@ 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
   {
-    state.pushStateSet(getStateSet());
-    state.apply();
+    state.setActiveTextureUnit(0);
+    state.setClientActiveTextureUnit(0);
 
+    state.disableAllVertexArrays();
 
-    if((fgGetBool("/sim/atc/enabled"))
-       || (fgGetBool("/sim/ai-traffic/enabled")))
-      globals->get_ATC_display()->update(delta_time_sec, state);
-
+    glPushAttrib(GL_ALL_ATTRIB_BITS);
+    glPushClientAttrib(~0u);
 
     puDisplay();
 
-    // 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();
+    glPopClientAttrib();
+    glPopAttrib();
   }
 
   virtual osg::Object* cloneType() const { return new SGPuDrawable; }
@@ -179,10 +197,13 @@ 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
   {
-    state.pushStateSet(getStateSet());
-    state.apply();
+    state.setActiveTextureUnit(0);
+    state.setClientActiveTextureUnit(0);
+    state.disableAllVertexArrays();
 
     glPushAttrib(GL_ALL_ATTRIB_BITS);
     glPushClientAttrib(~0u);
@@ -203,7 +224,6 @@ public:
     glPopClientAttrib();
     glPopAttrib();
 
-    state.popStateSet();
   }
 
   virtual osg::Object* cloneType() const { return new SGHUDAndPanelDrawable; }
@@ -309,39 +329,55 @@ 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;
 
-static osg::ref_ptr<osgUtil::SceneView> sceneView = new osgUtil::SceneView;
 static osg::ref_ptr<osg::FrameStamp> mFrameStamp = new osg::FrameStamp;
 static osg::ref_ptr<SGUpdateVisitor> mUpdateVisitor= new SGUpdateVisitor;
 
-static osg::ref_ptr<osg::Group> mRoot = new osg::Group;
+static osg::ref_ptr<osg::Group> mRealRoot = new osg::Group;
 
-static osg::ref_ptr<osg::CameraView> mCameraView = new osg::CameraView;
-static osg::ref_ptr<osg::CameraNode> mBackGroundCamera = new osg::CameraNode;
-static osg::ref_ptr<osg::CameraNode> mSceneCamera = new osg::CameraNode;
+static osg::ref_ptr<osg::Group> mRoot = new osg::Group;
 
-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;
+static osg::ref_ptr<ViewPartitionNode> viewPartition = new ViewPartitionNode;
 
 FGRenderer::FGRenderer()
 {
 #ifdef FG_JPEG_SERVER
    jpgRenderFrame = FGRenderer::update;
 #endif
+   manipulator = new FGManipulator;
 }
 
 FGRenderer::~FGRenderer()
@@ -352,53 +388,49 @@ 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();
+    mRealRoot = dynamic_cast<osg::Group*>(viewer->getSceneData());
+    mRealRoot->addChild(fgCreateSplashNode());
+    mFrameStamp = viewer->getFrameStamp();
+    // Scene doesn't seem to pass the frame stamp to the update
+    // visitor automatically.
+    mUpdateVisitor->setFrameStamp(mFrameStamp.get());
+#ifdef UPDATE_VISITOR_IN_VIEWER
+    viewer->setUpdateVisitor(mUpdateVisitor.get());
+#else
+    osgViewer::Scene* scene = viewer->getScene();
+    scene->setUpdateVisitor(mUpdateVisitor.get());
+#endif
+}
 
+void
+FGRenderer::init( void )
+{
+    osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
     osg::initNotifyLevel();
 
+    // The number of polygon-offset "units" to place between layers.  In
+    // principle, one is supposed to be enough.  In practice, I find that
+    // my hardware/driver requires many more.
+    osg::PolygonOffset::setUnitsMultiplier(1);
+    osg::PolygonOffset::setFactorMultiplier(1);
+
     // Go full screen if requested ...
     if ( fgGetBool("/sim/startup/fullscreen") )
         fgOSFullScreen();
 
-    if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) || 
-         (!fgGetBool("/sim/rendering/shading"))) {
-        // if fastest fog requested, or if flat shading force fastest
-        glHint ( GL_FOG_HINT, GL_FASTEST );
-    } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
-        glHint ( GL_FOG_HINT, GL_DONT_CARE );
-    }
-
-    glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
-    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()->setViewMatrix(osg::Matrix(0, 0,-1, 0,
-                                                      1, 0, 0, 0,
-                                                      0,-1, 0, 0,
-                                                      0, 0, 0, 1));
-    sceneView->getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
-    sceneView->getCamera()->setClearMask(GL_COLOR_BUFFER_BIT);
-
+    viewer->getCamera()
+        ->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
+    
     osg::StateSet* stateSet = mRoot->getOrCreateStateSet();
 
     stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
     
-    stateSet->setAttribute(new osg::Depth(osg::Depth::LEQUAL));
+    stateSet->setAttribute(new osg::Depth(osg::Depth::LESS));
     stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
 
     stateSet->setAttribute(new osg::AlphaFunc(osg::AlphaFunc::GREATER, 0.01));
@@ -417,40 +449,29 @@ FGRenderer::init( void ) {
     stateSet->setTextureAttribute(0, new osg::TexEnv);
     stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
 
-
-//     stateSet->setAttribute(new osg::CullFace(osg::CullFace::BACK));
-//     stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
-
-
-    // this is the topmost scenegraph node for osg
-    mBackGroundCamera->addChild(thesky->getPreRoot());
-    mBackGroundCamera->setClearMask(0);
-
-    GLbitfield inheritanceMask = osg::CullSettings::ALL_VARIABLES;
-    inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
-    inheritanceMask &= ~osg::CullSettings::NEAR_FAR_RATIO;
-    inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
-    mBackGroundCamera->setInheritanceMask(inheritanceMask);
-    mBackGroundCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
-    mBackGroundCamera->setCullingMode(osg::CullSettings::NO_CULLING);
-    mBackGroundCamera->setRenderOrder(osg::CameraNode::NESTED_RENDER);
-
-    mBackGroundCamera->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
-
-    mRoot->addChild(mBackGroundCamera.get());
-
-    mSceneCamera->setClearMask(GL_DEPTH_BUFFER_BIT);
-    inheritanceMask = osg::CullSettings::ALL_VARIABLES;
-    inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
-    inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
-    mSceneCamera->setInheritanceMask(inheritanceMask);
-    mSceneCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
-    mSceneCamera->setCullingMode(osg::CullSettings::DEFAULT_CULLING);
-    mSceneCamera->setRenderOrder(osg::CameraNode::NESTED_RENDER);
-    mRoot->addChild(mSceneCamera.get());
-
-    stateSet = mSceneCamera->getOrCreateStateSet();
-    stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
+    osg::Hint* hint = new osg::Hint(GL_FOG_HINT, GL_DONT_CARE);
+    hint->setUpdateCallback(new FGHintUpdateCallback("/sim/rendering/fog"));
+    stateSet->setAttribute(hint);
+    hint = new osg::Hint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
+    hint->setUpdateCallback(new FGHintUpdateCallback("/sim/rendering/polygon-smooth"));
+    stateSet->setAttribute(hint);
+    hint = new osg::Hint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
+    hint->setUpdateCallback(new FGHintUpdateCallback("/sim/rendering/line-smooth"));
+    stateSet->setAttribute(hint);
+    hint = new osg::Hint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
+    hint->setUpdateCallback(new FGHintUpdateCallback("/sim/rendering/point-smooth"));
+    stateSet->setAttribute(hint);
+    hint = new osg::Hint(GL_PERSPECTIVE_CORRECTION_HINT, GL_DONT_CARE);
+    hint->setUpdateCallback(new FGHintUpdateCallback("/sim/rendering/perspective-correction"));
+    stateSet->setAttribute(hint);
+
+    osg::Group* sceneGroup = new osg::Group;
+    sceneGroup->addChild(globals->get_scenery()->get_scene_graph());
+    sceneGroup->setNodeMask(~simgear::BACKGROUND_BIT);
+
+    //sceneGroup->addChild(thesky->getCloudRoot());
+
+    stateSet = sceneGroup->getOrCreateStateSet();
     stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
 
     // need to update the light on every frame
@@ -459,13 +480,12 @@ FGRenderer::init( void ) {
     // relative because of CameraView being just a clever transform node
     lightSource->setReferenceFrame(osg::LightSource::RELATIVE_RF);
     lightSource->setLocalStateSetModes(osg::StateAttribute::ON);
-    mSceneCamera->addChild(lightSource);
-
-    lightSource->addChild(globals->get_scenery()->get_scene_graph());
-    lightSource->addChild(thesky->getCloudRoot());
+    
+    lightSource->addChild(sceneGroup);
+    lightSource->addChild(thesky->getPreRoot());
+    mRoot->addChild(lightSource);
 
     stateSet = globals->get_scenery()->get_scene_graph()->getOrCreateStateSet();
-    stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
     stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
     stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
     stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
@@ -482,51 +502,27 @@ 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::CameraNode* guiCamera = new osg::CameraNode;
-    guiCamera->setRenderOrder(osg::CameraNode::POST_RENDER);
-    guiCamera->setClearMask(0);
-    inheritanceMask = osg::CullSettings::ALL_VARIABLES;
-    inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
-    inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
-    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;
-    mSceneCamera->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());
-
-//  sceneView->getState()->setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE);
+    osg::Camera* guiCamera = getGUICamera(CameraGroup::getDefault());
+    if (guiCamera) {
+        osg::Geode* geode = new osg::Geode;
+        geode->addDrawable(new SGPuDrawable);
+        geode->addDrawable(new SGHUDAndPanelDrawable);
+        guiCamera->addChild(geode);
+    }
+    osg::Switch* sw = new osg::Switch;
+    sw->setUpdateCallback(new FGScenerySwitchCallback);
+    sw->addChild(mRoot.get());
+    viewPartition->addChild(sw);
+    viewPartition->addChild(thesky->getCloudRoot());
+
+    mRealRoot->addChild(viewPartition.get());
+    mRealRoot->addChild(FGCreateRedoutNode());
 }
 
 
@@ -535,22 +531,20 @@ 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 ) {
-        // 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
+        // the splash screen is now in the scenegraph
         globals->set_sim_time_sec( 0.0 );
         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");
@@ -573,26 +567,6 @@ 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.
@@ -605,23 +579,18 @@ FGRenderer::update( bool refresh_camera_settings ) {
         // update view port
         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());
     }
+    osg::Camera *camera = viewer->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
@@ -651,8 +620,8 @@ 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;
@@ -732,34 +701,7 @@ 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
-    glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
-
-    double agl = current__view->getAltitudeASL_ft()*SG_FEET_TO_METER
-      - current__view->getSGLocation()->get_cur_elev_m();
-
-    float scene_nearplane, scene_farplane;
-    if ( agl > 10.0 ) {
-        scene_nearplane = 10.0f;
-        scene_farplane = 120000.0f;
-    } else {
-        scene_nearplane = groundlevel_nearplane->getDoubleValue();
-        scene_farplane = 120000.0f;
-    }
-
-    setNearFar( scene_nearplane, scene_farplane );
-
 //     sgEnviro.startOfFrame(current__view->get_view_pos(), 
 //         current__view->get_world_up(),
 //         current__view->getLongitude_deg(),
@@ -774,37 +716,33 @@ FGRenderer::update( bool refresh_camera_settings ) {
 //         fgGetDouble("/velocities/airspeed-kt", 0.0)
 //                        * cos( fgGetDouble("/orientation/pitch-deg", 0.0)
 //                                * SGD_DEGREES_TO_RADIANS);
-       // TODO:find the real view speed, not the AC one
-//     sgEnviro.drawPrecipitation(
-//         fgGetDouble("/environment/metar/rain-norm", 0.0),
-//         fgGetDouble("/environment/metar/snow-norm", 0.0),
-//         fgGetDouble("/environment/metar/hail-norm", 0.0),
-//         current__view->getPitch_deg() + current__view->getPitchOffset_deg(),
-//         current__view->getRoll_deg() + current__view->getRollOffset_deg(),
-//         - current__view->getHeadingOffset_deg(),
-//                current_view_origin_airspeed_horiz_kt
-//                );
 
     // OSGFIXME
 //     if( is_internal )
 //         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());
     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);
-    sceneView->update();
-    sceneView->cull();
-    sceneView->draw();
+    viewPartition->setVisibility(actual_visibility);
+    simgear::GroundLightManager::instance()->update(mUpdateVisitor.get());
+    bool hotspots = fgGetBool("/sim/panel-hotspots");
+    osg::Node::NodeMask cullMask = ~simgear::LIGHTS_BITS & ~simgear::PICK_BIT;
+    cullMask |= simgear::GroundLightManager::instance()
+        ->getLightNodeMask(mUpdateVisitor.get());
+    if (hotspots)
+        cullMask |= simgear::PICK_BIT;
+    camera->setCullMask(cullMask);
+    // XXX
+    for (int i = 0; i < viewer->getNumSlaves(); ++i)
+        viewer->getSlave(i)._camera->setCullMask(cullMask);
 }
 
 
@@ -823,8 +761,6 @@ FGRenderer::resize( int width, int height ) {
         view_h = height;
     }
 
-    sceneView->getViewport()->setViewport(0, height - view_h, width, view_h);
-
     static int lastwidth = 0;
     static int lastheight = 0;
     if (width != lastwidth)
@@ -832,8 +768,6 @@ FGRenderer::resize( int width, int height ) {
     if (height != lastheight)
         fgSetInt("/sim/startup/ysize", lastheight = height);
 
-    guiInitMouse(width, height);
-
     // for all views
     FGViewMgr *viewmgr = globals->get_viewmgr();
     if (viewmgr) {
@@ -841,185 +775,80 @@ FGRenderer::resize( int width, int height ) {
         viewmgr->get_view(i)->
           set_aspect_ratio((float)view_h / (float)width);
       }
-
-      setFOV( viewmgr->get_current_view()->get_h_fov(),
-              viewmgr->get_current_view()->get_v_fov() );
-      // cout << "setFOV(" << viewmgr->get_current_view()->get_h_fov()
-      //      << ", " << viewmgr->get_current_view()->get_v_fov() << ")"
-      //      << endl;
     }
 }
 
-
-// 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;
+void FGRenderer::setCameraParameters(float vfov, float aspectRatio,
+                                     float zNear, float zFar)
+{
+    zNear = .1;
+    osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
+    viewer->getCamera()->setProjectionMatrixAsPerspective(vfov,
+                                                          1.0f / aspectRatio,
+                                                          zNear, zFar);
+    
+}
+bool
+FGRenderer::pick(std::vector<SGSceneryPick>& pickList,
+                 const osgGA::GUIEventAdapter* ea)
+{
+    osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
+    // wipe out the return ...
+    pickList.clear();
+    typedef osgUtil::LineSegmentIntersector::Intersections Intersections;
+    Intersections intersections;
+
+    if (!computeIntersections(CameraGroup::getDefault(), ea, intersections))
+        return false;
+    for (Intersections::iterator hit = intersections.begin(),
+             e = intersections.end();
+         hit != e;
+         ++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);
+            if (!ud)
+                continue;
+            for (unsigned i = 0; i < ud->getNumPickCallbacks(); ++i) {
+                SGPickCallback* pickCallback = ud->getPickCallback(i);
+                if (!pickCallback)
+                    continue;
+                SGSceneryPick sceneryPick;
+                sceneryPick.info.local = SGVec3d(hit->getLocalIntersectPoint());
+                sceneryPick.info.wgs84 = SGVec3d(hit->getWorldIntersectPoint());
+                sceneryPick.callback = pickCallback;
+                pickList.push_back(sceneryPick);
+            }
+        }
     }
-
-    sceneView->setProjectionMatrixAsFrustum(l, r, b, t, zNear, zFar);
+    return !pickList.empty();
 }
 
-
-// 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
-// interface to the display callback system.  There's probably a
-// better way, there has to be a better way, but I'm not seeing it
-// right now.
-static float fov_width = 55.0;
-static float fov_height = 42.0;
-static float fov_near = 1.0;
-static float fov_far = 1000.0;
-
-
-/** FlightGear code should use this routine to set the FOV rather than
- *  calling the ssg routine directly
- */
-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 );
+void
+FGRenderer::addCamera(osg::Camera* camera, bool useSceneData)
+{
+    mRealRoot->addChild(camera);
 }
 
-
-/** FlightGear code should use this routine to set the Near/Far clip
- *  planes rather than calling the ssg routine directly
- */
-void FGRenderer::setNearFar( float n, float f ) {
-// OSGFIXME: we have currently too much z-buffer fights
-n = 0.2;
-    fov_near = n;
-    fov_far = f;
-
-    sceneView->setProjectionMatrixAsPerspective(fov_height,
-                                                fov_width/fov_height,
-                                                fov_near, fov_far);
-
-    sceneView->getCamera()->setNearFarRatio(fov_near/fov_far);
-    mSceneCamera->setNearFarRatio(fov_near/fov_far);
-
-    // fully specify the view frustum before hacking it (so we don't
-    // accumulate hacked effects
-    fgHackFrustum();
+bool
+fgDumpSceneGraphToFile(const char* filename)
+{
+    return osgDB::writeNodeFile(*mRealRoot.get(), filename);
 }
 
-bool FGRenderer::getPickInfo( SGVec3d& pt, SGVec3d& dir,
-                              unsigned x, unsigned y )
+bool
+fgDumpTerrainBranchToFile(const char* filename)
 {
-  // Get the matrices involved in the transform from global to screen
-  // coordinates.
-  osg::Matrix pm = sceneView->getCamera()->getProjectionMatrix();
-
-  osg::Matrix mv;
-  osg::NodePathList paths;
-  paths = globals->get_scenery()->get_scene_graph()->getParentalNodePaths();
-  if (!paths.empty()) {
-    // Ok, we know that this should not have multiple parents ...
-    // FIXME: is this allways true?
-    mv = osg::computeLocalToEye(sceneView->getCamera()->getViewMatrix(),
-                                paths.front(), false);
-  }
-  
-  // Compose and invert
-  osg::Matrix m = osg::Matrix::inverse(mv*pm);
-  
-  // Get the width and height of the display to be able to normalize the
-  // mouse coordinate
-  float width = fgGetInt("/sim/startup/xsize");
-  float height = fgGetInt("/sim/startup/ysize");
-  
-  // Compute some coordinates of in the line from the eyepoint to the
-  // mouse click coodinates.
-  // First build the normalized projection coordinates
-  osg::Vec4 normPt((2*x - width)/width, -(2*y - height)/height, 1, 1);
-  // Transform them into the real world
-  osg::Vec4 worldPt4 = m.preMult(normPt);
-  if (fabs(worldPt4[3]) < SGLimitsf::min())
-    return false;
-  SGVec3f worldPt(worldPt4[0]/worldPt4[3],
-                  worldPt4[1]/worldPt4[3],
-                  worldPt4[2]/worldPt4[3]);
-
-  // Now build a direction from the point
-  FGViewer* view = globals->get_current_view();
-  dir = normalize(toVec3d(worldPt - SGVec3f(view->get_view_pos())));
-
-  // Copy the start point
-  pt = SGVec3d(view->get_absolute_view_pos());
-
-  // OSGFIXME: ist this sufficient??? especially the precision problems here??
-// bool mSceneView->projectWindowXYIntoObject(int x,int y,osg::Vec3& near_point,osg::Vec3& far_point) const;
-
-
-  return true;
+    return osgDB::writeNodeFile( *globals->get_scenery()->get_terrain_branch(),
+                                 filename );
 }
 
+// For debugging
+bool
+fgDumpNodeToFile(osg::Node* node, const char* filename)
+{
+    return osgDB::writeNodeFile(*node, filename);
+}
 // end of renderer.cxx