]> 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 d8f6e8c309582e0f3f9c7f1dd27748556c0bd086..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., 675 Mass Ave, Cambridge, MA 02139, USA.
-//
-// $Id$
-
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
 
 #ifdef HAVE_CONFIG_H
 #  include <config.h>
 #endif
 
-#include <simgear/compiler.h>
-
 #ifdef HAVE_WINDOWS_H
 #  include <windows.h>
 #endif
 
-#include <plib/ssg.h>
-#include <plib/netSocket.h>
+#include <simgear/compiler.h>
 
+#include <osg/ref_ptr>
+#include <osg/AlphaFunc>
+#include <osg/BlendFunc>
+#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/PolygonMode>
+#include <osg/PolygonOffset>
+#include <osg/Version>
+#include <osg/TexEnv>
+
+#include <osgUtil/LineSegmentIntersector>
+
+#include <osg/io_utils>
+#include <osgDB/WriteFile>
+
+#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/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>
-#include <simgear/scene/model/animation.hxx>
 #include <simgear/ephemeris/ephemeris.hxx>
-#include <simgear/scene/model/placement.hxx>
 #include <simgear/math/sg_random.h>
-#include <simgear/scene/model/modellib.hxx>
-#include <simgear/scene/model/model.hxx>
 #ifdef FG_JPEG_SERVER
 #include <simgear/screen/jpgfactory.hxx>
 #endif
 
 #include <simgear/environment/visual_enviro.hxx>
 
-#include <simgear/scene/model/shadowvolume.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 <Replay/replay.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:
+  SGPuDrawable()
+  {
+    // Dynamic stuff, do not store geometry
+    setUseDisplayList(false);
+
+    osg::StateSet* stateSet = getOrCreateStateSet();
+    stateSet->setRenderBinDetails(1001, "RenderBin");
+    // speed optimization?
+    stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
+    // We can do translucent menus, so why not. :-)
+    stateSet->setAttribute(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA));
+    stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
+    stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
+
+    stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
+
+    stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
+    stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
+  }
+  virtual void drawImplementation(osg::RenderInfo& renderInfo) const
+  { drawImplementation(*renderInfo.getState()); }
+  void drawImplementation(osg::State& state) const
+  {
+    state.setActiveTextureUnit(0);
+    state.setClientActiveTextureUnit(0);
+
+    state.disableAllVertexArrays();
+
+    glPushAttrib(GL_ALL_ATTRIB_BITS);
+    glPushClientAttrib(~0u);
+
+    puDisplay();
+
+    glPopClientAttrib();
+    glPopAttrib();
+  }
+
+  virtual osg::Object* cloneType() const { return new SGPuDrawable; }
+  virtual osg::Object* clone(const osg::CopyOp&) const { return new SGPuDrawable; }
+  
+private:
+};
+
+class SGHUDAndPanelDrawable : public osg::Drawable {
+public:
+  SGHUDAndPanelDrawable()
+  {
+    // Dynamic stuff, do not store geometry
+    setUseDisplayList(false);
+
+    osg::StateSet* stateSet = getOrCreateStateSet();
+    stateSet->setRenderBinDetails(1000, "RenderBin");
+
+    // speed optimization?
+    stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
+    stateSet->setAttribute(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA));
+    stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
+    stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
+    stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
+
+    stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
+  }
+  virtual void drawImplementation(osg::RenderInfo& renderInfo) const
+  { drawImplementation(*renderInfo.getState()); }
+  void drawImplementation(osg::State& state) const
+  {
+    state.setActiveTextureUnit(0);
+    state.setClientActiveTextureUnit(0);
+    state.disableAllVertexArrays();
+
+    glPushAttrib(GL_ALL_ATTRIB_BITS);
+    glPushClientAttrib(~0u);
+
+    fgCockpitUpdate(&state);
+
+    FGInstrumentMgr *instr = static_cast<FGInstrumentMgr*>(globals->get_subsystem("instrumentation"));
+    HUD *hud = static_cast<HUD*>(instr->get_subsystem("hud"));
+    hud->draw(state);
+
+    // update the panel subsystem
+    if ( globals->get_current_panel() != NULL )
+        globals->get_current_panel()->update(state);
+    // We don't need a state here - can be safely removed when we can pick
+    // correctly
+    fgUpdate3DPanels();
+
+    glPopClientAttrib();
+    glPopAttrib();
 
+  }
 
-float default_attenuation[3] = {1.0, 0.0, 0.0};
+  virtual osg::Object* cloneType() const { return new SGHUDAndPanelDrawable; }
+  virtual osg::Object* clone(const osg::CopyOp&) const { return new SGHUDAndPanelDrawable; }
+  
+private:
+};
+
+class FGLightSourceUpdateCallback : public osg::NodeCallback {
+public:
+  virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
+  {
+    assert(dynamic_cast<osg::LightSource*>(node));
+    osg::LightSource* lightSource = static_cast<osg::LightSource*>(node);
+    osg::Light* light = lightSource->getLight();
+    
+    FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
+    light->setAmbient(l->scene_ambient().osg());
+    light->setDiffuse(l->scene_diffuse().osg());
+    light->setSpecular(l->scene_specular().osg());
+    SGVec4f position(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2], 0);
+    light->setPosition(position.osg());
+    SGVec3f direction(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]);
+    light->setDirection(direction.osg());
+    light->setSpotExponent(0);
+    light->setSpotCutoff(180);
+    light->setConstantAttenuation(1);
+    light->setLinearAttenuation(0);
+    light->setQuadraticAttenuation(0);
+
+    traverse(node, nv);
+  }
+};
+
+class FGWireFrameModeUpdateCallback : public osg::StateAttribute::Callback {
+public:
+  FGWireFrameModeUpdateCallback() :
+    mWireframe(fgGetNode("/sim/rendering/wireframe"))
+  { }
+  virtual void operator()(osg::StateAttribute* stateAttribute,
+                          osg::NodeVisitor*)
+  {
+    assert(dynamic_cast<osg::PolygonMode*>(stateAttribute));
+    osg::PolygonMode* polygonMode;
+    polygonMode = static_cast<osg::PolygonMode*>(stateAttribute);
+
+    if (mWireframe->getBoolValue())
+      polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
+                           osg::PolygonMode::LINE);
+    else
+      polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
+                           osg::PolygonMode::FILL);
+  }
+private:
+  SGSharedPtr<SGPropertyNode> mWireframe;
+};
+
+class FGLightModelUpdateCallback : public osg::StateAttribute::Callback {
+public:
+  FGLightModelUpdateCallback() :
+    mHighlights(fgGetNode("/sim/rendering/specular-highlight"))
+  { }
+  virtual void operator()(osg::StateAttribute* stateAttribute,
+                          osg::NodeVisitor*)
+  {
+    assert(dynamic_cast<osg::LightModel*>(stateAttribute));
+    osg::LightModel* lightModel;
+    lightModel = static_cast<osg::LightModel*>(stateAttribute);
+
+#if 0
+    FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
+    lightModel->setAmbientIntensity(l->scene_ambient().osg());
+#else
+    lightModel->setAmbientIntensity(osg::Vec4(0, 0, 0, 1));
+#endif
+    lightModel->setTwoSided(true);
+    lightModel->setLocalViewer(false);
 
-ssgSelector *lightpoints_brightness = new ssgSelector;
-ssgTransform *lightpoints_transform = new ssgTransform;
-FGTileEntry *dummy_tile;
-sgVec3 rway_ols;
+    if (mHighlights->getBoolValue()) {
+      lightModel->setColorControl(osg::LightModel::SEPARATE_SPECULAR_COLOR);
+    } else {
+      lightModel->setColorControl(osg::LightModel::SINGLE_COLOR);
+    }
+  }
+private:
+  SGSharedPtr<SGPropertyNode> mHighlights;
+};
 
-// Clip plane settings...
-float scene_nearplane = 0.5f;
-float scene_farplane = 120000.0f;
+class FGFogEnableUpdateCallback : public osg::StateSet::Callback {
+public:
+  FGFogEnableUpdateCallback() :
+    mFogEnabled(fgGetNode("/sim/rendering/fog"))
+  { }
+  virtual void operator()(osg::StateSet* stateSet, osg::NodeVisitor*)
+  {
+    if (strcmp(mFogEnabled->getStringValue(), "disabled") == 0) {
+      stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
+    } else {
+      stateSet->setMode(GL_FOG, osg::StateAttribute::ON);
+    }
+  }
+private:
+  SGSharedPtr<SGPropertyNode> mFogEnabled;
+};
 
-glPointParameterfProc glPointParameterfPtr = 0;
-glPointParameterfvProc glPointParameterfvPtr = 0;
-bool glPointParameterIsSupported = false;
+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);
 
-// 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;
+    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;
 
-// hack
-sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
-{
-  {  1.0f,  0.0f,  0.0f,  0.0f },
-  {  0.0f,  0.0f, -1.0f,  0.0f },
-  {  0.0f,  1.0f,  0.0f,  0.0f },
-  {  0.0f,  0.0f,  0.0f,  1.0f }
-};
+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;
 
-ssgSimpleState *cloud3d_imposter_state;
-ssgSimpleState *default_state;
-ssgSimpleState *hud_and_panel;
-ssgSimpleState *menus;
+static osg::ref_ptr<osg::Group> mRoot = new osg::Group;
 
-SGShadowVolume *shadows;
+static osg::ref_ptr<ViewPartitionNode> viewPartition = new ViewPartitionNode;
 
 FGRenderer::FGRenderer()
 {
 #ifdef FG_JPEG_SERVER
    jpgRenderFrame = FGRenderer::update;
 #endif
+   manipulator = new FGManipulator;
 }
 
 FGRenderer::~FGRenderer()
@@ -133,147 +387,177 @@ FGRenderer::~FGRenderer()
 #endif
 }
 
-
+// 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::build_states( void ) {
-    default_state = new ssgSimpleState;
-    default_state->ref();
-    default_state->disable( GL_TEXTURE_2D );
-    default_state->enable( GL_CULL_FACE );
-    default_state->enable( GL_COLOR_MATERIAL );
-    default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
-    default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
-    default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
-    default_state->disable( GL_BLEND );
-    default_state->disable( GL_ALPHA_TEST );
-    default_state->disable( GL_LIGHTING );
-
-    cloud3d_imposter_state = new ssgSimpleState;
-    cloud3d_imposter_state->ref();
-    cloud3d_imposter_state->enable( GL_TEXTURE_2D );
-    cloud3d_imposter_state->enable( GL_CULL_FACE );
-    cloud3d_imposter_state->enable( GL_COLOR_MATERIAL );
-    cloud3d_imposter_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
-    cloud3d_imposter_state->setMaterial( GL_DIFFUSE, 1, 1, 1, 1 );
-    cloud3d_imposter_state->setMaterial( GL_AMBIENT, 1, 1, 1, 1 );
-    cloud3d_imposter_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
-    cloud3d_imposter_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
-    cloud3d_imposter_state->enable( GL_BLEND );
-    cloud3d_imposter_state->enable( GL_ALPHA_TEST );
-    cloud3d_imposter_state->disable( GL_LIGHTING );
-
-    hud_and_panel = new ssgSimpleState;
-    hud_and_panel->ref();
-    hud_and_panel->disable( GL_CULL_FACE );
-    hud_and_panel->disable( GL_TEXTURE_2D );
-    hud_and_panel->disable( GL_LIGHTING );
-    hud_and_panel->enable( GL_BLEND );
-
-    menus = new ssgSimpleState;
-    menus->ref();
-    menus->disable( GL_CULL_FACE );
-    menus->disable( GL_TEXTURE_2D );
-    menus->enable( GL_BLEND );
-
-    shadows = new SGShadowVolume;
-    shadows->init( fgGetNode("/sim/rendering", true) );
-    shadows->addOccluder( globals->get_scenery()->get_aircraft_branch(), SGShadowVolume::occluderTypeAircraft );
-
+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
 }
 
-
-// Initialize various GL/view parameters
 void
-FGRenderer::init( void ) {
+FGRenderer::init( void )
+{
+    osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
+    osg::initNotifyLevel();
 
-    FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
+    // 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") ) {
+    if ( fgGetBool("/sim/startup/fullscreen") )
         fgOSFullScreen();
-    }
 
-    // If enabled, normal vectors specified with glNormal are scaled
-    // to unit length after transformation.  Enabling this has
-    // performance implications.  See the docs for glNormal.
-    // glEnable( GL_NORMALIZE );
-
-    glEnable( GL_LIGHTING );
-    glEnable( GL_LIGHT0 );
-    // glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );  // done later with ssg
-
-    sgVec3 sunpos;
-    sgSetVec3( sunpos, l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2] );
-    ssgGetLight( 0 ) -> setPosition( sunpos );
-
-    glFogi (GL_FOG_MODE, GL_EXP2);
-    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_NICEST );
-    }
-    if ( fgGetBool("/sim/rendering/wireframe") ) {
-        // draw wire frame
-        glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
+    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::LESS));
+    stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
+
+    stateSet->setAttribute(new osg::AlphaFunc(osg::AlphaFunc::GREATER, 0.01));
+    stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
+    stateSet->setAttribute(new osg::BlendFunc);
+    stateSet->setMode(GL_BLEND, osg::StateAttribute::OFF);
+
+    stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
+    
+    // this will be set below
+    stateSet->setMode(GL_NORMALIZE, osg::StateAttribute::OFF);
+
+    osg::Material* material = new osg::Material;
+    stateSet->setAttribute(material);
+    
+    stateSet->setTextureAttribute(0, new osg::TexEnv);
+    stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
+
+    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
+    osg::LightSource* lightSource = new osg::LightSource;
+    lightSource->setUpdateCallback(new FGLightSourceUpdateCallback);
+    // relative because of CameraView being just a clever transform node
+    lightSource->setReferenceFrame(osg::LightSource::RELATIVE_RF);
+    lightSource->setLocalStateSetModes(osg::StateAttribute::ON);
+    
+    lightSource->addChild(sceneGroup);
+    lightSource->addChild(thesky->getPreRoot());
+    mRoot->addChild(lightSource);
+
+    stateSet = globals->get_scenery()->get_scene_graph()->getOrCreateStateSet();
+    stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
+    stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
+    stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
+
+    // enable disable specular highlights.
+    // is the place where we might plug in an other fragment shader ...
+    osg::LightModel* lightModel = new osg::LightModel;
+    lightModel->setUpdateCallback(new FGLightModelUpdateCallback);
+    stateSet->setAttribute(lightModel);
+
+    // switch to enable wireframe
+    osg::PolygonMode* polygonMode = new osg::PolygonMode;
+    polygonMode->setUpdateCallback(new FGWireFrameModeUpdateCallback);
+    stateSet->setAttributeAndModes(polygonMode);
+
+    // scene fog handling
+    osg::Fog* fog = new osg::Fog;
+    fog->setUpdateCallback(new FGFogUpdateCallback);
+    stateSet->setAttributeAndModes(fog);
+    stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
+
+    // plug in the GUI
+    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);
     }
-
-    // This is the default anyways, but it can't hurt
-    glFrontFace ( GL_CCW );
-
-    // Just testing ...
-    // glEnable(GL_POINT_SMOOTH);
-    // glEnable(GL_LINE_SMOOTH);
-    // glEnable(GL_POLYGON_SMOOTH);      
+    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());
 }
 
 
-
 // Update all Visuals (redraws anything graphics related)
 void
 FGRenderer::update( bool refresh_camera_settings ) {
-    bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
-
+    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
-        fgSplashUpdate(1.0);
+        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 );
-        SGAnimation::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 draw_otw = fgGetBool("/sim/rendering/draw-otw");
     bool skyblend = fgGetBool("/sim/rendering/skyblend");
+    bool use_point_sprites = fgGetBool("/sim/rendering/point-sprites");
     bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
-    bool distance_attenuation = fgGetBool("/sim/rendering/distance-attenuation");
-    bool volumetric_clouds = sgEnviro.get_clouds_enable_state();
-#ifdef FG_ENABLE_MULTIPASS_CLOUDS
-    bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") && 
-                                !volumetric_clouds &&
-                                !SGCloudLayer::enable_bump_mapping;  // ugly artefact now
-#else
-    bool multi_pass_clouds = false;
-#endif
-    bool draw_clouds = fgGetBool("/environment/clouds/status");
-
-    GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
-    GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
+    bool distance_attenuation
+        = fgGetBool("/sim/rendering/distance-attenuation");
+    // OSGFIXME
+    SGConfigureDirectionalLights( use_point_sprites, enhanced_lighting,
+                                  distance_attenuation );
 
-    // static const SGPropertyNode *longitude
-    //     = fgGetNode("/position/longitude-deg");
-    // static const SGPropertyNode *latitude
-    //     = fgGetNode("/position/latitude-deg");
-    // static const SGPropertyNode *altitude
-    //     = fgGetNode("/position/altitude-ft");
     static const SGPropertyNode *groundlevel_nearplane
         = fgGetNode("/sim/current-view/ground-level-nearplane-m");
 
-    FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
-    static double last_visibility = -9999;
+    FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
 
     // update fog params
     double actual_visibility;
@@ -283,75 +567,31 @@ FGRenderer::update( bool refresh_camera_settings ) {
         actual_visibility = fgGetDouble("/environment/visibility-m");
     }
 
-    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 );
-        }
-    }
-
-    // double angle;
-    // GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
-    // GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
-    // GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
-    // GLfloat mat_shininess[] = { 10.0 };
-    GLbitfield clear_mask;
-
     // 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.
 
     FGViewer *current__view = globals->get_current_view();
-
-    // calculate our current position in cartesian space
-    Point3D cntr = globals->get_scenery()->get_next_center();
-    globals->get_scenery()->set_center(cntr);
-    current__view->set_scenery_center(cntr);
+    // Force update of center dependent values ...
+    current__view->set_dirty();
 
     if ( refresh_camera_settings ) {
         // update view port
         resize( fgGetInt("/sim/startup/xsize"),
                 fgGetInt("/sim/startup/ysize") );
-
-        // Tell GL we are switching to model view parameters
-        glMatrixMode(GL_MODELVIEW);
-        glLoadIdentity();
-        ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
-    }
-
-    clear_mask = GL_DEPTH_BUFFER_BIT;
-    if ( fgGetBool("/sim/rendering/wireframe") ) {
-        clear_mask |= GL_COLOR_BUFFER_BIT;
     }
+    osg::Camera *camera = viewer->getCamera();
 
     if ( skyblend ) {
+       
         if ( fgGetBool("/sim/rendering/textures") ) {
-        // glClearColor(black[0], black[1], black[2], black[3]);
-        glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
-                     l->adj_fog_color()[2], l->adj_fog_color()[3]);
-        clear_mask |= GL_COLOR_BUFFER_BIT;
+            SGVec4f clearColor(l->adj_fog_color());
+            camera->setClearColor(clearColor.osg());
         }
     } else {
-        glClearColor(l->sky_color()[0], l->sky_color()[1],
-                     l->sky_color()[2], l->sky_color()[3]);
-        clear_mask |= GL_COLOR_BUFFER_BIT;
+        SGVec4f clearColor(l->sky_color());
+        camera->setClearColor(clearColor.osg());
     }
-    if ( multi_pass_clouds && draw_clouds ) {
-        glClearStencil( 0 );
-        clear_mask |= GL_STENCIL_BUFFER_BIT;
-    }
-    glClear( clear_mask );
-
-    // set the opengl state to known default values
-    default_state->force();
 
     // update fog params if visibility has changed
     double visibility_meters = fgGetDouble("/environment/visibility-m");
@@ -361,11 +601,45 @@ FGRenderer::update( bool refresh_camera_settings ) {
                         ( global_multi_loop * fgGetInt("/sim/speed-up") )
                         / (double)fgGetInt("/sim/model-hz") );
 
-    // Set correct opengl fog density
-    glFogf (GL_FOG_DENSITY, fog_exp2_density);
-
     // update the sky dome
     if ( skyblend ) {
+
+        // The sun and moon distances are scaled down versions
+        // of the actual distance to get both the moon and the sun
+        // within the range of the far clip plane.
+        // Moon distance:    384,467 kilometers
+        // Sun distance: 150,000,000 kilometers
+
+        double sun_horiz_eff, moon_horiz_eff;
+        if (fgGetBool("/sim/rendering/horizon-effect")) {
+           sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
+           moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
+        } else {
+           sun_horiz_eff = moon_horiz_eff = 1.0;
+        }
+
+        static SGSkyState sstate;
+
+        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;
+        sstate.lat       = current__view->getLatitude_deg()
+                            * SGD_DEGREES_TO_RADIANS;
+        sstate.alt       = current__view->getAltitudeASL_ft()
+                            * SG_FEET_TO_METER;
+        sstate.spin      = l->get_sun_rotation();
+        sstate.gst       = globals->get_time_params()->getGst();
+        sstate.sun_ra    = globals->get_ephem()->getSunRightAscension();
+        sstate.sun_dec   = globals->get_ephem()->getSunDeclination();
+        sstate.sun_dist  = 50000.0 * sun_horiz_eff;
+        sstate.moon_ra   = globals->get_ephem()->getMoonRightAscension();
+        sstate.moon_dec  = globals->get_ephem()->getMoonDeclination();
+        sstate.moon_dist = 40000.0 * moon_horiz_eff;
+        sstate.sun_angle = l->get_sun_angle();
+
+
         /*
          SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
          << l->sky_color()[0] << " "
@@ -376,18 +650,17 @@ FGRenderer::update( bool refresh_camera_settings ) {
          << l->fog_color()[0] << " "
          << l->fog_color()[1] << " "
          << l->fog_color()[2] << " "
-         << l->fog_color()[3] ); 
+         << l->fog_color()[3] );
         SG_LOG( SG_GENERAL, SG_BULK,
                 "    sun_angle = " << l->sun_angle
          << "    moon_angle = " << l->moon_angle );
         */
 
         static SGSkyColor scolor;
-        FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
 
-        scolor.sky_color   = l->sky_color();
-        scolor.fog_color   = l->adj_fog_color();
-        scolor.cloud_color = l->cloud_color();
+        scolor.sky_color   = SGVec3f(l->sky_color().data());
+        scolor.fog_color   = SGVec3f(l->adj_fog_color().data());
+        scolor.cloud_color = SGVec3f(l->cloud_color().data());
         scolor.sun_angle   = l->get_sun_angle();
         scolor.moon_angle  = l->get_moon_angle();
         scolor.nplanets    = globals->get_ephem()->getNumPlanets();
@@ -395,6 +668,7 @@ FGRenderer::update( bool refresh_camera_settings ) {
         scolor.planet_data = globals->get_ephem()->getPlanets();
         scolor.star_data   = globals->get_ephem()->getStars();
 
+        thesky->reposition( sstate, delta_time_sec );
         thesky->repaint( scolor );
 
         /*
@@ -416,349 +690,59 @@ FGRenderer::update( bool refresh_camera_settings ) {
           << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
         */
 
-        // The sun and moon distances are scaled down versions
-        // of the actual distance to get both the moon and the sun
-        // within the range of the far clip plane.
-        // Moon distance:    384,467 kilometers
-        // Sun distance: 150,000,000 kilometers
-        double sun_horiz_eff, moon_horiz_eff;
-        if (fgGetBool("/sim/rendering/horizon-effect")) {
-        sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
-        moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
-        } else {
-           sun_horiz_eff = moon_horiz_eff = 1.0;
-        }
-
-        static SGSkyState sstate;
-
-        sstate.view_pos  = current__view->get_view_pos();
-        sstate.zero_elev = current__view->get_zero_elev();
-        sstate.view_up   = current__view->get_world_up();
-        sstate.lon       = current__view->getLongitude_deg()
-                            * SGD_DEGREES_TO_RADIANS;
-        sstate.lat       = current__view->getLatitude_deg()
-                            * SGD_DEGREES_TO_RADIANS;
-        sstate.alt       = current__view->getAltitudeASL_ft()
-                            * SG_FEET_TO_METER;
-        sstate.spin      = l->get_sun_rotation();
-        sstate.gst       = globals->get_time_params()->getGst();
-        sstate.sun_ra    = globals->get_ephem()->getSunRightAscension();
-        sstate.sun_dec   = globals->get_ephem()->getSunDeclination();
-        sstate.sun_dist  = 50000.0 * sun_horiz_eff;
-        sstate.moon_ra   = globals->get_ephem()->getMoonRightAscension();
-        sstate.moon_dec  = globals->get_ephem()->getMoonDeclination();
-        sstate.moon_dist = 40000.0 * moon_horiz_eff;
-
-        thesky->reposition( sstate, delta_time_sec );
-
-        shadows->setupShadows( 
-          current__view->getLongitude_deg(),
-          current__view->getLatitude_deg(),
-          globals->get_time_params()->getGst(),
-          globals->get_ephem()->getSunRightAscension(),
-          globals->get_ephem()->getSunDeclination(),
-          l->get_sun_angle());
-    }
-
-    glEnable( GL_DEPTH_TEST );
-    if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
-        glEnable( GL_FOG );
-        glFogi( GL_FOG_MODE, GL_EXP2 );
-        glFogfv( GL_FOG_COLOR, l->adj_fog_color() );
-    }
-
-    // set sun/lighting parameters
-    ssgGetLight( 0 ) -> setPosition( l->sun_vec() );
-
-    // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
-    // we only update GL_AMBIENT for our lights we will never get
-    // a completely dark scene.  So, we set GL_LIGHT_MODEL_AMBIENT
-    // explicitely to black.
-    glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
-
-    ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
-    ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
-    ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular() );
-
-    sgEnviro.setLight(l->adj_fog_color());
-
-    // texture parameters
-    // glEnable( GL_TEXTURE_2D );
-    glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
-    glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
-
-    double agl =
-        current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
-        - globals->get_scenery()->get_cur_elev();
-
-    if ( agl > 50.0 ) {
-        scene_nearplane = 10.0f;
-        scene_farplane = 120000.0f;
-    } else {
-        scene_nearplane = groundlevel_nearplane->getDoubleValue();
-        scene_farplane = 120000.0f;
-    }
+        //OSGFIXME
+//         shadows->setupShadows(
+//           current__view->getLongitude_deg(),
+//           current__view->getLatitude_deg(),
+//           globals->get_time_params()->getGst(),
+//           globals->get_ephem()->getSunRightAscension(),
+//           globals->get_ephem()->getSunDeclination(),
+//           l->get_sun_angle());
 
-    setNearFar( scene_nearplane, scene_farplane );
-
-    sgEnviro.startOfFrame(current__view->get_view_pos(), 
-        current__view->get_world_up(),
-        current__view->getLongitude_deg(),
-        current__view->getLatitude_deg(),
-        current__view->getAltitudeASL_ft() * SG_FEET_TO_METER,
-        delta_time_sec);
-
-    if ( draw_otw && skyblend ) {
-        // draw the sky backdrop
-
-        // we need a white diffuse light for the phase of the moon
-        ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
-        thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
-                         fog_exp2_density );
-        // return to the desired diffuse color
-        ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
-    }
-
-    // draw the ssg scene
-    glEnable( GL_DEPTH_TEST );
-
-    if ( fgGetBool("/sim/rendering/wireframe") ) {
-        // draw wire frame
-        glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
-    }
-    if ( draw_otw ) {
-        if ( draw_clouds ) {
-
-            // Draw the terrain
-            FGTileMgr::set_tile_filter( true );
-            sgSetModelFilter( false );
-            globals->get_aircraft_model()->select( false );
-            ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
-
-            // Disable depth buffer update, draw the clouds
-            glDepthMask( GL_FALSE );
-            if( !volumetric_clouds )
-                thesky->drawUpperClouds();
-            if ( multi_pass_clouds ) {
-                thesky->drawLowerClouds();
-            }
-            glDepthMask( GL_TRUE );
-
-            if ( multi_pass_clouds ) {
-                // Draw the objects except the aircraft
-                //  and update the stencil buffer with 1
-                glEnable( GL_STENCIL_TEST );
-                glStencilFunc( GL_ALWAYS, 1, 1 );
-                glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
-            }
-            FGTileMgr::set_tile_filter( false );
-            sgSetModelFilter( true );
-            ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
-        } else {
-            FGTileMgr::set_tile_filter( true );
-            sgSetModelFilter( true );
-            globals->get_aircraft_model()->select( false );
-            ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
-        }
-    }
-
-    // This is a bit kludgy.  Every 200 frames, do an extra
-    // traversal of the scene graph without drawing anything, but
-    // with the field-of-view set to 360x360 degrees.  This
-    // ensures that out-of-range random objects that are not in
-    // the current view frustum will still be freed properly.
-    static int counter = 0;
-    counter++;
-    if (counter >= 200) {
-        sgFrustum f;
-        f.setFOV(360, 360);
-                // No need to put the near plane too close;
-                // this way, at least the aircraft can be
-                // culled.
-        f.setNearFar(1000, 1000000);
-        sgMat4 m;
-        ssgGetModelviewMatrix(m);
-        FGTileMgr::set_tile_filter( true );
-        sgSetModelFilter( true );
-        globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
-        counter = 0;
-    }
-
-    // change state for lighting here
-
-    // draw runway lighting
-    glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
-
-    // CLO - 02/25/2005 - DO WE NEED THIS extra fgSetNearFar()?
-    // fgSetNearFar( scene_nearplane, scene_farplane );
-
-    if ( enhanced_lighting ) {
-
-        // Enable states for drawing points with GL_extension
-        glEnable(GL_POINT_SMOOTH);
-
-        if ( distance_attenuation && glPointParameterIsSupported )
-        {
-            // Enable states for drawing points with GL_extension
-            glEnable(GL_POINT_SMOOTH);
-
-            float quadratic[3] = {1.0, 0.001, 0.0000001};
-            // makes the points fade as they move away
-            glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
-            glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0); 
-        }
-
-        glPointSize(4.0);
-
-        // blending function for runway lights
-        glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
     }
 
-    glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
-    glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
-    glEnable(GL_TEXTURE_GEN_S);
-    glEnable(GL_TEXTURE_GEN_T);
-    glPolygonMode(GL_FRONT, GL_POINT);
-
-    // draw runway lighting
-    if ( draw_otw ) {
-        ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
-        ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
-    }
-
-    // change punch through and then draw taxi lighting
-    glFogf ( GL_FOG_DENSITY, fog_exp2_density );
-    // sgVec3 taxi_fog;
-    // sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
-    // glFogfv ( GL_FOG_COLOR, taxi_fog );
-    if ( draw_otw ) {
-        ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
-    }
-
-    // clean up lighting
-    glPolygonMode(GL_FRONT, GL_FILL);
-    glDisable(GL_TEXTURE_GEN_S);
-    glDisable(GL_TEXTURE_GEN_T);
-
-    //static int _frame_count = 0;
-    //if (_frame_count % 30 == 0) {
-    //  printf("SSG: %s\n", ssgShowStats());
-    //}
-    //else {
-    //  ssgShowStats();
-    //}
-    //_frame_count++;
-
-
-    if ( enhanced_lighting ) {
-        if ( distance_attenuation && glPointParameterIsSupported ) {
-            glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
-                                  default_attenuation);
-        }
-
-        glPointSize(1.0);
-        glDisable(GL_POINT_SMOOTH);
-    }
-
-    // draw ground lighting
-    glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
-    if ( draw_otw ) {
-        ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
-    }
-
-    sgEnviro.drawLightning();
-
-    if ( draw_otw && draw_clouds ) {
-        if ( multi_pass_clouds ) {
-            // Disable depth buffer update, draw the clouds where the
-            //  objects overwrite the already drawn clouds, by testing
-            //  the stencil buffer against 1
-            glDepthMask( GL_FALSE );
-            glStencilFunc( GL_EQUAL, 1, 1 );
-            glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
-            thesky->drawUpperClouds();
-            thesky->drawLowerClouds();
-            glDepthMask( GL_TRUE );
-            glDisable( GL_STENCIL_TEST );
-        } else {
-            glDepthMask( GL_FALSE );
-            if( volumetric_clouds )
-                thesky->drawUpperClouds();
-            thesky->drawLowerClouds();
-            glDepthMask( GL_TRUE );
-        }
-    }
-    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(),
-        fgGetDouble("/velocities/airspeed-kt", 0.0));
-
-    // compute shadows and project them on screen
-    bool is_internal = globals->get_current_view()->getInternal();
-    // draw before ac because ac internal rendering clear the depth buffer
-
-    if( is_internal )
-        shadows->endOfFrame();
-
-    if ( draw_otw ) {
-        FGTileMgr::set_tile_filter( false );
-        sgSetModelFilter( false );
-        globals->get_aircraft_model()->select( true );
-        globals->get_model_mgr()->draw();
-        globals->get_aircraft_model()->draw();
-        // If the view is internal, the previous line draw the 
-        //  cockpit with modified near/far clip planes and deselect
-        //  the aircraft in the global scenegraph
-        // Otherwise, it just enables the aircraft: The scenegraph
-        //  must be drawn again to see the plane.
-        ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
-        FGTileMgr::set_tile_filter( true );
-        sgSetModelFilter( true );
-        globals->get_aircraft_model()->select( true );
-    }
-       if( !is_internal )
-               shadows->endOfFrame();
-
-    // display HUD && Panel
-    glDisable( GL_FOG );
-    glDisable( GL_DEPTH_TEST );
-    // glDisable( GL_CULL_FACE );
-    // glDisable( GL_TEXTURE_2D );
-
-    // update the controls subsystem
-    globals->get_controls()->update(delta_time_sec);
-
-    hud_and_panel->apply();
-    fgCockpitUpdate();
-
-    // Use the hud_and_panel ssgSimpleState for rendering the ATC output
-    // This only works properly if called before the panel call
-    if((fgGetBool("/sim/atc/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
-        globals->get_ATC_display()->update(delta_time_sec);
-
-    // update the panel subsystem
-    if ( globals->get_current_panel() != NULL ) {
-        globals->get_current_panel()->update(delta_time_sec);
-    }
-    fgUpdate3DPanels();
-
-    // We can do translucent menus, so why not. :-)
-    menus->apply();
-    glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
-    puDisplay();
-    // glDisable ( GL_BLEND ) ;
-
-    glEnable( GL_DEPTH_TEST );
-    glEnable( GL_FOG );
-
-    // Fade out the splash screen over the first three seconds.
-    double t = globals->get_sim_time_sec();
-    if (t <= 2.5)
-        fgSplashUpdate((2.5 - t) / 2.5);
+//     sgEnviro.setLight(l->adj_fog_color());
+//     sgEnviro.startOfFrame(current__view->get_view_pos(), 
+//         current__view->get_world_up(),
+//         current__view->getLongitude_deg(),
+//         current__view->getLatitude_deg(),
+//         current__view->getAltitudeASL_ft() * SG_FEET_TO_METER,
+//         delta_time_sec);
+
+    // OSGFIXME
+//     sgEnviro.drawLightning();
+
+//        double current_view_origin_airspeed_horiz_kt =
+//         fgGetDouble("/velocities/airspeed-kt", 0.0)
+//                        * cos( fgGetDouble("/orientation/pitch-deg", 0.0)
+//                                * SGD_DEGREES_TO_RADIANS);
+
+    // OSGFIXME
+//     if( is_internal )
+//         shadows->endOfFrame();
+
+    // need to call the update visitor once
+    mFrameStamp->setCalendarTime(*globals->get_time_params()->getGmt());
+    mUpdateVisitor->setViewData(current__view->getViewPosition(),
+                                current__view->getViewOrientation());
+    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->adj_fog_color(),
+                             l->get_sun_angle()*SGD_RADIANS_TO_DEGREES);
+    mUpdateVisitor->setVisibility(actual_visibility);
+    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);
 }
 
 
@@ -777,11 +761,12 @@ FGRenderer::resize( int width, int height ) {
         view_h = height;
     }
 
-    glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
-
-    fgSetInt("/sim/startup/xsize", width);
-    fgSetInt("/sim/startup/ysize", height);
-    guiInitMouse(width, height);
+    static int lastwidth = 0;
+    static int lastheight = 0;
+    if (width != lastwidth)
+        fgSetInt("/sim/startup/xsize", lastwidth = width);
+    if (height != lastheight)
+        fgSetInt("/sim/startup/ysize", lastheight = height);
 
     // for all views
     FGViewMgr *viewmgr = globals->get_viewmgr();
@@ -790,129 +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;
-
     }
-
-    fgHUDReshape();
-
 }
 
-
-// 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");
-
-    sgFrustum *f = ssgGetFrustum();
-
-    // cout << " l = " << f->getLeft()
-    //      << " r = " << f->getRight()
-    //      << " b = " << f->getBot()
-    //      << " t = " << f->getTop()
-    //      << " n = " << f->getNear()
-    //      << " f = " << f->getFar()
-    //      << endl;
-
-    double width = f->getRight() - f->getLeft();
-    double height = f->getTop() - f->getBot();
-
-    double l, r, t, b;
-
-    if ( left_pct != NULL ) {
-        l = f->getLeft() + width * left_pct->getDoubleValue();
-    } else {
-        l = f->getLeft();
-    }
-
-    if ( right_pct != NULL ) {
-        r = f->getLeft() + width * right_pct->getDoubleValue();
-    } else {
-        r = f->getRight();
-    }
-
-    if ( bottom_pct != NULL ) {
-        b = f->getBot() + height * bottom_pct->getDoubleValue();
-    } else {
-        b = f->getBot();
-    }
-
-    if ( top_pct != NULL ) {
-        t = f->getBot() + height * top_pct->getDoubleValue();
-    } else {
-        t = f->getTop();
+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);
+            }
+        }
     }
-
-    ssgSetFrustum(l, r, b, t, f->getNear(), f->getFar());
+    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;
-
-    // fully specify the view frustum before hacking it (so we don't
-    // accumulate hacked effects
-    ssgSetFOV( w, h );
-    ssgSetNearFar( fov_near, fov_far );
-    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 ) {
-    fov_near = n;
-    fov_far = f;
-
-    // fully specify the view frustum before hacking it (so we don't
-    // accumulate hacked effects
-    ssgSetNearFar( n, f );
-    ssgSetFOV( fov_width, fov_height );
-
-    fgHackFrustum();
+bool
+fgDumpSceneGraphToFile(const char* filename)
+{
+    return osgDB::writeNodeFile(*mRealRoot.get(), filename);
 }
 
+bool
+fgDumpTerrainBranchToFile(const char* filename)
+{
+    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
+