void TDistortionMeshDrawingPolicy<DistortMeshPolicy>::SetMeshRenderState(
	FRHICommandList& RHICmdList, 
	const FSceneView& View,
	const FPrimitiveSceneProxy* PrimitiveSceneProxy,
	const FMeshBatch& Mesh,
	int32 BatchElementIndex,
	bool bBackFace,
	float DitheredLODTransitionValue,
	const ElementDataType& ElementData,
	const ContextDataType PolicyContext
	) const
{

	const FMeshBatchElement& BatchElement = Mesh.Elements[BatchElementIndex];

	EmitMeshDrawEvents(RHICmdList, PrimitiveSceneProxy, Mesh);

	// Set transforms
	VertexShader->SetMesh(RHICmdList, VertexFactory,View,PrimitiveSceneProxy,BatchElement,DitheredLODTransitionValue);

	if(HullShader && DomainShader)
	{
		HullShader->SetMesh(RHICmdList, VertexFactory,View,PrimitiveSceneProxy,BatchElement,DitheredLODTransitionValue);
		DomainShader->SetMesh(RHICmdList, VertexFactory,View,PrimitiveSceneProxy,BatchElement,DitheredLODTransitionValue);
	}
	

#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
	// Don't set pixel shader constants if we are overriding with the shader complexity pixel shader
	if (!bOverrideWithShaderComplexity)
#endif // !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
	{
		if (!bInitializeOffsets)
		{
			DistortPixelShader->SetMesh(RHICmdList, VertexFactory,View,PrimitiveSceneProxy,BatchElement,DitheredLODTransitionValue);
		}
	}
	
	// Set rasterizer state.
	RHICmdList.SetRasterizerState(GetStaticRasterizerState<true>(
		(Mesh.bWireframe || IsWireframe()) ? FM_Wireframe : FM_Solid,
		IsTwoSided() ? CM_None : (XOR( XOR(View.bReverseCulling,bBackFace), Mesh.ReverseCulling) ? CM_CCW : CM_CW)));
}
void FConvertToUniformMeshDrawingPolicy::SetMeshRenderState(
	FRHICommandList& RHICmdList, 
	const FSceneView& View,
	const FPrimitiveSceneProxy* PrimitiveSceneProxy,
	const FMeshBatch& Mesh,
	int32 BatchElementIndex,
	bool bBackFace,
	const FMeshDrawingRenderState& DrawRenderState,
	const ElementDataType& ElementData,
	const ContextDataType PolicyContext
	) const
{
	const FMeshBatchElement& BatchElement = Mesh.Elements[BatchElementIndex];

	// Set transforms
	VertexShader->SetMesh(RHICmdList, VertexFactory,View,PrimitiveSceneProxy,BatchElement,DrawRenderState);
	GeometryShader->SetMesh(RHICmdList, VertexFactory,View,PrimitiveSceneProxy,BatchElement,DrawRenderState);
	
	// Set rasterizer state.
	RHICmdList.SetRasterizerState(GetStaticRasterizerState<true>(
		(Mesh.bWireframe || IsWireframe()) ? FM_Wireframe : FM_Solid,
		IsTwoSided() ? CM_None : (XOR( XOR(View.bReverseCulling,bBackFace), Mesh.ReverseCulling) ? CM_CCW : CM_CW)));
}
void VDebugOptions::OnHandleCallback(IVisCallbackDataObject_cl* pData)
{
  if (pData->m_pSender == &Vision::Callbacks.OnUpdateSceneBegin)
  {
#if defined(WIN32)
    if (GetParent()->GetInputMap()->GetTrigger(TOGGLE_FPS))
    {
      SetFrameRateVisible(!IsFrameRateVisible());
    }
    else if (GetParent()->GetInputMap()->GetTrigger(TOGGLE_WIREFRAME))
    {
      SetWireframe(!IsWireframe());
    }
#endif

    // FPS accumulation
    {
      m_iFrameCounter++;
      m_fTimeAccumulator += Vision::GetUITimer()->GetTimeDifference();

      if (m_fTimeAccumulator >= 1.0f)
      {
        m_fCurrentFrameTime = m_fTimeAccumulator / m_iFrameCounter;
        m_fCurrentFps = m_iFrameCounter / m_fTimeAccumulator;

        m_fTimeAccumulator = 0.0f;
        m_iFrameCounter = 0;
      }
    }

    if (m_bFpsVisible)
      Vision::Message.Print(1, 10, Vision::Video.GetYRes() - 35, "FPS : %.1f\nFrame Time : %.2f", m_fCurrentFps, m_fCurrentFrameTime * 1000.0f);
  }
  else if (pData->m_pSender == &Vision::Callbacks.OnBeforeSwapBuffers)
  {
    if (m_bSaveScreenshot)
    {
      VScreenShotHelper helper;
      helper.Capture();
      if (helper.PendingDataInBuffer())
      {
        if (helper.SaveBufferToFile("", NULL, 1.0f, 1.0f))
          Vision::Message.Add(0, "Screenshot saved to \"%s\".\n", helper.GetScreenShotPath());
        else
          Vision::Message.Add(0, "Screenshot could not be saved.\n");
      }

      // Re-enable the VAppMenu again
      VAppMenu* pMainMenu = GetParent()->GetAppModule<VAppMenu>();
      if (pMainMenu)
        pMainMenu->SetVisible(true);

      m_bSaveScreenshot = false;
    }
  }
  else if (pData->m_pSender == &Vision::Callbacks.OnRenderHook)
  {
    VisRenderHookDataObject_cl *pRenderHookData = (VisRenderHookDataObject_cl *)pData;
    if (pRenderHookData->m_iEntryConst == VRH_PRE_SCREENMASKS)
    {
      // Debug drawing of all visible touch areas.
#if defined(SUPPORTS_MULTITOUCH)
      if (m_bTouchAreaDebug)
      {
        IVMultiTouchInput* pMultiTouchInput = NULL;
        pMultiTouchInput = static_cast<IVMultiTouchInput*>(&VInputManager::GetInputDevice(INPUT_DEVICE_TOUCHSCREEN));
        VPListT<VTouchArea> touchAreas = pMultiTouchInput->GetTouchAreas();

        const float fBorderWidth = 3.0f;
        VSimpleRenderState_t alphaState(VIS_TRANSP_ALPHA, RENDERSTATEFLAG_FRONTFACE|RENDERSTATEFLAG_NOWIREFRAME|RENDERSTATEFLAG_ALWAYSVISIBLE);

        IVRender2DInterface *pRI = Vision::RenderLoopHelper.BeginOverlayRendering();
        {
          for (int i=0; i<touchAreas.GetLength(); ++i)
          {
            const VRectanglef& rect = touchAreas.Get(i)->GetArea();
            const VColorRef color = touchAreas.Get(i)->GetTouchPointIndex() < 0 ? VColorRef(0, 255, 0, 64) : VColorRef(0, 255, 0, 96);
            pRI->DrawSolidQuad(rect.m_vMin, rect.m_vMax, color, alphaState);

            pRI->DrawSolidQuad(rect.m_vMin, hkvVec2(rect.m_vMax.x, rect.m_vMin.y + fBorderWidth), VColorRef(0, 255, 0, 255), alphaState);
            pRI->DrawSolidQuad(hkvVec2(rect.m_vMin.x, rect.m_vMax.y - fBorderWidth), rect.m_vMax, VColorRef(0, 255, 0, 255), alphaState);
            pRI->DrawSolidQuad(hkvVec2(rect.m_vMin.x, rect.m_vMin.y + fBorderWidth), hkvVec2(rect.m_vMin.x + fBorderWidth, rect.m_vMax.y - fBorderWidth), VColorRef(0, 255, 0, 255), alphaState);
            pRI->DrawSolidQuad(hkvVec2(rect.m_vMax.x - fBorderWidth, rect.m_vMin.y + fBorderWidth), hkvVec2(rect.m_vMax.x, rect.m_vMax.y - fBorderWidth), VColorRef(0, 255, 0, 255), alphaState);
          }
        }
        Vision::RenderLoopHelper.EndOverlayRendering();
      }
#endif
    }
  }

  int iIndex = GetCallbackIndex(pData);
  if (iIndex >= 0)
  {
    if (iIndex == OPTION_FPS)
    {
      m_bFpsVisible = !m_bFpsVisible;
    }
    else if (iIndex == OPTION_WIREFRAME)
    {
      if (Vision::Renderer.GetWireframeMode())
        Vision::Renderer.SetWireframeMode(false);
      else
        Vision::Renderer.SetWireframeMode(true);
    }
    else if (iIndex == OPTION_RELOAD_RESOURCES)
    {
      int iCount = Vision::ResourceSystem.ReloadModifiedResourceFiles(NULL, VURO_HOT_RELOAD);       

      // Clear effect caches so that material shaders will be re-created (not re-used).
      Vision::Shaders.GetShaderFXLibManager().ResetCompiledEffectCaches();

      // Reassign all material shaders.
      Vision::Shaders.ReloadAllShaderAssignmentFiles();

      Vision::Message.Add(1, "%i resources were outdated and have been reloaded.", iCount);
    }
    else if (iIndex == OPTION_TIME_STEP_GRAPH)
    {
      m_pTimeStepGraph->SetVisible(!m_pTimeStepGraph->IsVisible());
    }
#if defined(SUPPORTS_MULTITOUCH)
    else if (iIndex == OPTION_MULTITOUCH)
    {
      m_bTouchAreaDebug = !m_bTouchAreaDebug;
    }
#endif
    else if (iIndex == OPTION_SAVE_SCREENSHOT)
    {
      m_bSaveScreenshot = true;

      // We don't want the menu to be visible in the screenshot
      VAppMenu* pMainMenu = GetParent()->GetAppModule<VAppMenu>();
      if (pMainMenu != NULL)
        pMainMenu->SetVisible(false);
    }
  }

  iIndex = GetCallbackIndex(m_debugInfos, pData);
  if (iIndex >= 0)
    Vision::Profiling.ToggleDebugRenderFlags((unsigned int)iIndex);
}