void
DepthPeelingStage::setupRenderScene(RenderAction* a,
                                    Int32         iVPWidth,
                                    Int32         iVPHeight,
                                    bool          isInitial,
                                    bool          isPing    )
{
    this->pushPartition(a);
    {
        RenderPartition   *pPart   = a->getActivePartition();
        FrameBufferObject *pTarget = NULL;
        Viewarea          *pArea   = a->getViewarea       ();
        Camera            *pCam    = a->getCamera         ();
        Background        *pBack   = NULL;


        DepthPeelingStageDataUnrecPtr pData =
            a->getData<DepthPeelingStageData *>(_iDataSlotId);

        if(!pData)
        {
            this->initData(a, iVPWidth, iVPHeight);
        }
        else
        {
            this->updateData(a, iVPWidth, iVPHeight);
        }
        pData = a->getData<DepthPeelingStageData *>(_iDataSlotId);

        if (isInitial)
        {
            pTarget = pData->getBlendFBO();
            pBack   = a->getBackground  ();
        }
        else
        {
            if (isPing)
                pTarget = pData->getPeelPingFBO();
            else
                pTarget = pData->getPeelPongFBO();

            pBack = pData->getBackground();
        }
        pPart->setRenderTarget(pTarget);

        if(pArea != NULL)
        {
            pPart->setWindow  (a->getWindow());

            if(pTarget != NULL)
            {
                pPart->calcViewportDimension(pArea->getLeft  (),
                                                pArea->getBottom(),
                                                pArea->getRight (),
                                                pArea->getTop   (),

                                                pTarget->getWidth    (),
                                                pTarget->getHeight   ());
            }
            else
            {
                pPart->calcViewportDimension(pArea->getLeft  (),
                                                pArea->getBottom(),
                                                pArea->getRight (),
                                                pArea->getTop   (),

                                                a->getWindow()->getWidth (),
                                                a->getWindow()->getHeight());
            }

            if(pCam != NULL)
            {
                Matrix m, t;

                // set the projection
                pCam->getProjection          (m,
                                                pPart->getViewportWidth (),
                                                pPart->getViewportHeight());

                pCam->getProjectionTranslation(t,
                                                pPart->getViewportWidth (),
                                                pPart->getViewportHeight());

                pPart->setupProjection(m, t);

                pCam->getViewing(m,
                                    pPart->getViewportWidth (),
                                    pPart->getViewportHeight());


                pPart->setupViewing(m);

                pPart->setNear     (pCam->getNear());
                pPart->setFar      (pCam->getFar ());

                pPart->calcFrustum();
            }

            pPart->setBackground(pBack);
        }

        pPart->addSetupModeBit(RenderPartition::BackgroundSetup);

        pPart->pushState();
        if (!isInitial)
        {
            FrameBufferObject* fbo           =
                isPing ? pData->getPeelPongFBO() : pData->getPeelPingFBO();
            TextureBuffer*     texbuf        =
                static_cast<TextureBuffer *>(fbo->getDepthAttachment());
            TextureObjChunk*   depthTexChunk = texbuf->getTexture();

            pPart->addOverride(depthTexChunk->getClassId() + getDepthTexUnit(),
                               depthTexChunk                                   );
            pPart->addOverride(pData->getSpvIsPeelChunk()->getClassId(),
                               pData->getSpvIsPeelChunk()               );
        }
        else
        {
            pPart->addOverride(pData->getSpvIsInitialChunk()->getClassId(),
                               pData->getSpvIsInitialChunk()               );
        }

        pPart->addOverride(pData->getDepthChunk()->getClassId(),
                           pData->getDepthChunk()               );

        this->recurseFromThis(a);
        a->useNodeList(false);

        pPart->popState();
    }
    this->popPartition(a);
}
void DeferredShadingStage::scheduleGBufferPass(RenderAction *ract)
{
#if 0
    RenderPartition    *parentPart  = ract->getActivePartition();
#endif
    DSStageData        *data        = ract->getData<DSStageData *>(_iDataSlotId);
    ShaderProgramChunk *shader      = this->getGBufferProgram();
#if 0
    UInt32              bufferCount = osgMin(getMFPixelFormats()->size(),
                                             getMFPixelTypes  ()->size() );
#endif

    // create shadow maps
    MFLightsType::const_iterator lIt         = _mfLights.begin();
    MFLightsType::const_iterator lEnd        = _mfLights.end  ();

    for(UInt32 i = 0; lIt != lEnd; ++lIt, ++i)
    {
        (*lIt)->callLightEngineEnter(ract);

        ShaderProgramChunk    *spc   = data->getShadingProgramChunks(1+i);
        State                 *state = data->getShadingStates       (1+i);
        ShaderShadowMapEngine *sme   = dynamic_cast<ShaderShadowMapEngine *>(
            (*lIt)->getLightEngine());

        if(sme != NULL)
        {
//             ShaderProgram *shadowVP = sme->getShadowVertexProgram  ();
            ShaderProgram *shadowFP = sme->getShadowFragmentProgram();

//             if(shadowVP                                      != NULL &&
//                spc->getMFVertexShader()->findIndex(shadowVP) == -1     )
//             {
//                 spc->addShader(shadowVP);
//             }

            if(shadowFP                                        != NULL &&
               spc->getMFFragmentShader()->findIndex(shadowFP) == -1     )
            {
                spc->addShader(shadowFP);
            }

            Int32 shadowTexUnit = sme->getForceTextureUnit() > 0 ?
                                  sme->getForceTextureUnit()     : 7;

            if(sme->getEnabled() == true)
            {
                state->addChunk(sme->getShadowTexChunk(),
                                shadowTexUnit            );
            }
            else
            {
                state->subChunk(TextureObjChunk::getStaticClassId(),
                                shadowTexUnit                       );
            }
        }
    }

    this->pushPartition(ract);
    {
        RenderPartition *part = ract->getActivePartition();

#ifdef OSG_DEBUG
        part->setDebugString("DeferredShadingStage::GBufferPartition");
#endif
        setupGBufferPartition(part, ract, data);

        if(shader != NULL)
        {
            part->pushState  (                            );
            part->addOverride(shader->getClassId(), shader);
        }

        this->recurseFromThis(ract);

        if(shader != NULL)
            part->popState();
    }
    this->popPartition(ract);

    // create shadow maps
    lIt  = _mfLights.begin();
    lEnd = _mfLights.end  ();

    for(; lIt != lEnd; ++lIt)
    {
        (*lIt)->callLightEngineLeave(ract);
    }
}