void VRendererNodeCommon::RenderSceneDepth(bool bHalfSize)
{
  PushAndDisableGlobalWireframeState();
  if (m_spDepthOnlyTechnique == NULL)
  {
    Vision::Shaders.LoadShaderLibrary("\\Shaders\\BaseShaders.ShaderLib", SHADERLIBFLAG_HIDDEN);
#ifdef _VISION_XENON
    m_spDepthOnlyTechnique360 = Vision::Shaders.CreateTechnique("CopyDepthOnly_360", NULL);
    VASSERT(m_spDepthOnlyTechnique360 != NULL);
#endif
    m_spDepthOnlyTechnique = Vision::Shaders.CreateTechnique("CopyDepthOnly", NULL);
    VASSERT(m_spDepthOnlyTechnique != NULL);
  }
#ifdef _VISION_XENON
  if(bHalfSize == false)
  {
    VASSERT_MSG(m_bDepthRestoreInitialized, "Fast depth restore has not been initialized");
    VisHiZHelper_cl::FastDepthRestore(m_fastRestoreData, m_spDepthOnlyTechnique360->GetShader(0), VisHiZHelper_cl::VR_HIZ_RESTORE);
  }
  else
  {
#endif
    IVRender2DInterface *pRenderer = Vision::RenderLoopHelper.BeginOverlayRendering();
    VCompiledShaderPass *pPass = m_spDepthOnlyTechnique->GetShader(0);
    VStateGroupTexture *pStateGroupTexture = pPass->GetStateGroupTexture(VSS_PixelShader, 0);

#ifdef _VISION_PS3
    if (m_spDummyDepthTexture == NULL)
      m_spDummyDepthTexture = RenderingOptimizationHelpers_cl::CreateAndPatchDummyTexture(m_spDepthReadTarget);
    if (pStateGroupTexture != NULL)
    {
      pStateGroupTexture->m_spCustomTex = m_spDummyDepthTexture;
      pPass->m_bModified = true;
    }
#else
    if (pStateGroupTexture != NULL)
    {
      pStateGroupTexture->m_spCustomTex = m_spDepthReadTarget;
      pPass->m_bModified = true;
    }
#endif

    Overlay2DVertex_t *pVertices;
    if (bHalfSize)
      pVertices = GetRendererNodeHelper()->GetOverlayVerticesHalfSize();
    else
      pVertices = GetRendererNodeHelper()->GetOverlayVertices();

    pRenderer->Draw2DBufferWithShader(6, pVertices, NULL, *pPass);

    Vision::RenderLoopHelper.EndOverlayRendering();
#ifdef _VISION_XENON
  }
#endif
  PopGlobalWireframeState();
}
void VPostProcessTranslucencies::BlendQuarterSizeIntoTarget(VCompiledTechnique* pTechnique)
{
  IVRender2DInterface *pRenderer = Vision::RenderLoopHelper.BeginOverlayRendering();
  VCompiledShaderPass *pPass = pTechnique->GetShader(0);
  VStateGroupTexture *pStateGroupTexture = pPass->GetStateGroupTexture(VSS_PixelShader, 0);
  if (pStateGroupTexture != NULL)
    pStateGroupTexture->m_spCustomTex = m_spLowResColorTexture;
  pRenderer->Draw2DBufferWithShader(6, GetOwner()->GetRendererNodeHelper()->GetOverlayVertices(), m_spLowResColorTexture, *pPass);
  Vision::RenderLoopHelper.EndOverlayRendering();
}
void VRendererNodeCommon::FreeCustomTextureRefs(VCompiledTechniquePtr &spTech)
{
  if (spTech==NULL)
    return;
  for (unsigned int i=0;i<spTech->GetShaderCount();i++)
  {
    VCompiledShaderPass *pPass = spTech->GetShader(0);
    const unsigned int iActiveSamplerCount = pPass->GetActiveSamplerCount(VSS_PixelShader);
    for (unsigned int j=0;j<iActiveSamplerCount;j++)
    {
      VStateGroupTexture *pStateGroupTexture = pPass->GetStateGroupTexture(VSS_PixelShader, j);
      VASSERT(pStateGroupTexture != NULL);
      pStateGroupTexture->m_spCustomTex = NULL;
      pPass->m_bModified = true;
    }
  }
  spTech = NULL; // smart pointer reference
}
void VTerrainDecorationEntityModel::RenderBatchOTW(VTerrainVisibilityCollectorComponent *pInfoComp, VTerrainDecorationInstance **pInstList, int iCount)
{
  // OTW rendering
  VTerrainDecorationModelManager *pManager = (VTerrainDecorationModelManager *)GetParentManager();
  if (m_spInstancingTech!=NULL && iCount>4 && pManager->m_iInstancingBatchCount>0 /* && bAllowInstancing*/)
  {
    VCompiledShaderPass *pShader = m_spInstancingTech->GetShader(0);

    Vision::RenderLoopHelper.BeginMeshRendering();
    VisSurface_cl *pSurface = m_spMesh->GetSurface(0);
    Vision::RenderLoopHelper.BindSurfaceTextures(pSurface,pShader,NULL);
    Vision::RenderLoopHelper.BindDefaultStateGroups(pSurface,pShader);
    VisMeshBuffer_cl::MB_PrimitiveType_e ePrimType = m_spModelMesh->GetPrimitiveType();
    int iPrimitiveCount = m_spModelMesh->GetCurrentPrimitiveCount();
    int iVertexCount = m_spModelMesh->GetVertexCount();
    int iMaxInstanceCount, iInstanceStreamMask;
    VisMeshBuffer_cl *pInstanceMesh = ((VTerrainDecorationModelManager *)GetParentManager())->GetInstanceBuffer(iMaxInstanceCount,iInstanceStreamMask);

    // lightmap version
    if (m_iLightmapSampler>=0 && pInfoComp!=NULL)
    {
#ifdef HK_DEBUG
      const VStateGroupTexture *pStateGroupTexture = pShader->GetStateGroupTexture(VSS_PixelShader, m_iLightmapSampler);
      VASSERT(pStateGroupTexture!=NULL && pStateGroupTexture->m_cTextureType==TEXTURETYPE_LIGHTMAP);
#endif

      VStateGroupSampler *pLMSampler = pShader->GetStateGroupSampler(VSS_PixelShader, m_iLightmapSampler);
      VTerrainSector *pLastSector = NULL;
      VTextureObject *pTerrainLightmap = NULL;
      const VTerrainConfig& config(pInfoComp->m_pTerrain->m_Config);
      VTerrainSectorManager &sectormanager(pInfoComp->m_pTerrain->m_SectorManager);
      while (iCount>0)
      {
        int iWantedRenderCount = hkvMath::Min(iCount,iMaxInstanceCount);
        int iRenderCount = 0;

        // fill the instance buffer:
        {
          VISION_PROFILE_FUNCTION(VTerrainSectorManager::PROFILING_RENDERDECORARION_INSTANCE_SETUP);
          VModelInstanceData_t *pDest = (VModelInstanceData_t *)pInstanceMesh->LockVertices(VIS_LOCKFLAG_DISCARDABLE,0,iWantedRenderCount);
          // fill buffer up to lightmap change
          for (int i=0;i<iWantedRenderCount;i++,iRenderCount++,pDest++)
          {
            if (pLastSector!=pInstList[i]->m_pOwnerSector)
            {
              pLastSector = pInstList[i]->m_pOwnerSector;
              VTextureObject *pNewLightmap = pLastSector->m_pMeshPage[0].GetSurfaceSafe().m_spModelLightmaps[0];
              if (pNewLightmap!=pTerrainLightmap)
              {
                if (iRenderCount>0) // start a new batch so break here
                  break;
              }
            }
            pDest->Set(*pInstList[i]);
          }
          pInstanceMesh->UnLockVertices();
        }

        // bind sector specific properties
        VTerrainSector *pStateSetupSector = pInstList[0]->m_pOwnerSector; // this is where the batch starts
        hkvVec4 vWorld2Sector(false);
        // transforms worldspace to sector 0..1 range
        config.GetWorldSpaceToSectorTransform(pStateSetupSector->m_iIndexX,pStateSetupSector->m_iIndexY,vWorld2Sector);
        sectormanager.SetWorld2SectorTransform(vWorld2Sector);
          // standard range -> lightmap
        const hkvVec4 vSector2LM = pStateSetupSector->GetLightmapScaleOffset();
        VisRenderStates_cl::VSSetModelUVToLightmap(vSector2LM.data);
        Vision::RenderLoopHelper.BindMeshTexture(pStateSetupSector->m_pMeshPage[0].GetSurfaceSafe().m_spModelLightmaps[0],m_iLightmapSampler,pLMSampler);

        // advance by actual render counts
        pInstList += iRenderCount;
        iCount-=iRenderCount;
        RENDER_INSTANCES(iRenderCount, m_iModelStreams);
      }

    }
    else // non-lightmapped version
    {
      while (iCount>0)
      {
        int iRenderCount = hkvMath::Min(iCount,iMaxInstanceCount);

        // fill the instance buffer:
        {
          VISION_PROFILE_FUNCTION(VTerrainSectorManager::PROFILING_RENDERDECORARION_INSTANCE_SETUP);
          VModelInstanceData_t *pDest = (VModelInstanceData_t *)pInstanceMesh->LockVertices(VIS_LOCKFLAG_DISCARDABLE,0,iRenderCount);
          for (int i=0;i<iRenderCount;i++,pInstList++,pDest++)
            pDest->Set(*pInstList[0]);
          pInstanceMesh->UnLockVertices();
        }

        iCount-=iRenderCount;
        RENDER_INSTANCES(iRenderCount, m_iModelStreams);
      }
    }

    Vision::RenderLoopHelper.EndMeshRendering();
    return;
  }

  //////////////////////////////////////////////////////////
  // Non-instancing  version

  const VisDrawCallInfo_t *pSurfaceShaderList;
  VDynamicMesh *pMesh = m_spMesh;
  VASSERT(m_spVegetationShaders!=NULL);
  VisShaderSet_cl *pSet = m_spVegetationShaders;
  int iAsmCount = pSet->GetShaderAssignmentList(&pSurfaceShaderList);
  VColorRef iLastColor;

  #ifdef _VR_DX11
    VisRenderStates_cl::SetVSConstantBuffer(7,&m_PerInstanceData);
  #endif

  if (m_bNeedsLightmap && pInfoComp!=NULL)
  {
    VTerrainSector *pLastSector = NULL;
    VTextureObject *pTerrainLightmap = NULL;
    const VTerrainConfig& config(pInfoComp->m_pTerrain->m_Config);
    VTerrainSectorManager &sectormanager(pInfoComp->m_pTerrain->m_SectorManager);

    Vision::RenderLoopHelper.BeginEntityRendering();
    for (int i=0;i<iCount;i++,pInstList++)
    {
      if (pLastSector!=(*pInstList)->m_pOwnerSector)
      {
        pLastSector = (*pInstList)->m_pOwnerSector;
        VTextureObject *pNewLightmap = pLastSector->m_pMeshPage[0].GetSurfaceSafe().m_spModelLightmaps[0];
        if (pNewLightmap!=pTerrainLightmap)
        {
          // assign new model lightmaps
          const int iSrfCount = m_spMesh->GetSurfaceCount();
          for (int j=0;j<iSrfCount;j++)
            m_spMesh->GetSurface(j)->m_spModelLightmaps[0] = pNewLightmap;

          // and also force a shader re-binding
          for (int j=0;j<iAsmCount;j++)
            pSurfaceShaderList[j].GetShader()->m_bModified=true;

          pTerrainLightmap = pNewLightmap;
        }

        hkvVec4 vWorld2Sector(false);
        // transforms worldspace to sector 0..1 range
        config.GetWorldSpaceToSectorTransform(pLastSector->m_iIndexX,pLastSector->m_iIndexY,vWorld2Sector);
        sectormanager.SetWorld2SectorTransform(vWorld2Sector);
          // standard range -> lightmap
        const hkvVec4 vSector2LM = pLastSector->GetLightmapScaleOffset();
        VisRenderStates_cl::VSSetModelUVToLightmap(vSector2LM.data);
      }

      // per instance tint color
      if (i==0 || iLastColor!=(*pInstList)->m_InstanceColor)
      {
        iLastColor = (*pInstList)->m_InstanceColor;
        VPerInstanceData_t &data(m_PerInstanceData.BeginUpdate());
          VColorRef::RGBA_To_Float((*pInstList)->m_InstanceColor, data.vPerInstanceColor);
        m_PerInstanceData.EndUpdate();
      #ifndef _VR_DX11
        VisRenderStates_cl::SetVSConstantBuffer(7,&m_PerInstanceData);
      #endif
      }

      // finally render object
      hkvMat4 transform((*pInstList)->m_Orientation,(*pInstList)->m_vPosition);
      Vision::RenderLoopHelper.RenderModelWithSurfaceShaderList(m_spMesh,transform.getPointer (),iAsmCount,pSurfaceShaderList);
    }
    VisRenderStates_cl::SetVSConstantBuffer(7,NULL);
    Vision::RenderLoopHelper.EndEntityRendering();
  }
  else
  {
    Vision::RenderLoopHelper.BeginEntityRendering();

    // no lightmaps -> simple loop 
    for (int i=0;i<iCount;i++,pInstList++)
    {
      // per instance tint color
      if (i==0 || iLastColor!=(*pInstList)->m_InstanceColor)
      {
        iLastColor = (*pInstList)->m_InstanceColor;
        VPerInstanceData_t &data(m_PerInstanceData.BeginUpdate());
          VColorRef::RGBA_To_Float((*pInstList)->m_InstanceColor, data.vPerInstanceColor);
        m_PerInstanceData.EndUpdate();
      #ifndef _VR_DX11
        VisRenderStates_cl::SetVSConstantBuffer(7,&m_PerInstanceData);
      #endif
      }
      hkvMat4 transform((*pInstList)->m_Orientation,(*pInstList)->m_vPosition);
      Vision::RenderLoopHelper.RenderModelWithSurfaceShaderList(m_spMesh,transform.getPointer(),iAsmCount,pSurfaceShaderList);
    }

    VisRenderStates_cl::SetVSConstantBuffer(7,NULL);

    Vision::RenderLoopHelper.EndEntityRendering();
  }
}
void VRendererNodeCommon::RenderSceneTextureWithDepth(bool bHalfSize)
{
  PushAndDisableGlobalWireframeState();

  if (m_spSceneDepthTechnique == NULL)
  {
    Vision::Shaders.LoadShaderLibrary("\\Shaders\\BaseShaders.ShaderLib", SHADERLIBFLAG_HIDDEN);
    m_spSceneDepthTechnique = Vision::Shaders.CreateTechnique("CopyWithDepthOutput", NULL);
    VASSERT(m_spSceneDepthTechnique != NULL);
  }

#ifdef _VISION_XENON
  if(bHalfSize)
  {
    // first make sure the stencil buffer is cleared.
    // we clear it to all 1's, and then reset all geometry pixels to 0
    // For this the shader simply checks a pixels depth and does a discard on sky pixels (depth == 1.0).
    // On all pixels that pass the test, the stencil value is set to zero.
    Vision::RenderLoopHelper.ClearScreen(VisRenderLoopHelper_cl::VCTF_DepthStencil, VColorRef (0, 0, 0, 0), 1.0f, 255);
#endif

    IVRender2DInterface *pRenderer = Vision::RenderLoopHelper.BeginOverlayRendering();
    VCompiledShaderPass *pPass = m_spSceneDepthTechnique->GetShader(0);
    VStateGroupTexture *pStateGroupTexture = pPass->GetStateGroupTexture(VSS_PixelShader, 0);
    if (pStateGroupTexture != NULL)
      pStateGroupTexture->m_spCustomTex = m_spColorReadTarget;

    pStateGroupTexture = pPass->GetStateGroupTexture(VSS_PixelShader, 1);
#ifdef _VISION_PS3
    if (m_spDummyDepthTexture == NULL)
      m_spDummyDepthTexture = RenderingOptimizationHelpers_cl::CreateAndPatchDummyTexture(m_spDepthReadTarget);
    if (pStateGroupTexture != NULL)
    {
      pStateGroupTexture->m_spCustomTex = m_spDummyDepthTexture;
      pPass->m_bModified = true;
    }
#else
    if (pStateGroupTexture != NULL)
    {
      pStateGroupTexture->m_spCustomTex = m_spDepthReadTarget;
      pPass->m_bModified = true;
    }
#endif

    Overlay2DVertex_t *pVertices;
    if (bHalfSize)
      pVertices = GetRendererNodeHelper()->GetOverlayVerticesHalfSize();
    else
      pVertices = GetRendererNodeHelper()->GetOverlayVertices();
    pRenderer->Draw2DBufferWithShader(6, pVertices, NULL, *pPass); 

    Vision::RenderLoopHelper.EndOverlayRendering();

#ifdef _VISION_XENON
  }
  else
  {
    if(m_spDepthOnlyTechnique360 == NULL)
    {
      m_spDepthOnlyTechnique360 = Vision::Shaders.CreateTechnique("CopyDepthOnly_360", NULL);
      VASSERT(m_spDepthOnlyTechnique360 != NULL);
    }
    VASSERT_MSG(m_bDepthRestoreInitialized, "Fast depth restore has not been initialized");
    //Restore color first (can't do this in one step because of a certification issue with Depth only rendering right after MRT rendering)
    RenderSceneTexture(bHalfSize);
    //Restore depth and stencil with xbox 360 specific implementation
    VisHiZHelper_cl::FastDepthRestore(m_fastRestoreData, m_spDepthOnlyTechnique360->GetShader(0));
  }
#endif

  PopGlobalWireframeState();
}