RenderContextType SelectRenderContext(CoreState* state)
    {
        if (state->render_state->m_render_depth)
            return RenderDepth(state);
        else if (state->render_state->m_enable_terrain)
            return RenderTerrain(state);
        else if (state->render_state->m_enable_lighting)
            return RenderLighting(state);
        else	//	NO LIGHTING
            return RenderSolid(state);
		return RenderContextType::NoRender;
    }
// Renders meshes using cascaded shadow mapping
void MeshRenderer::RenderSunShadowMap(ID3D11DeviceContext* context, const Camera& camera)
{
    PIXEvent event(L"Sun Shadow Map Rendering");

    const float MinDistance = reductionDepth.x;
    const float MaxDistance = reductionDepth.y;

    // Compute the split distances based on the partitioning mode
    float CascadeSplits[4] = { 0.0f, 0.0f, 0.0f, 0.0f };

    {
        float lambda = 1.0f;

        float nearClip = camera.NearClip();
        float farClip = camera.FarClip();
        float clipRange = farClip - nearClip;

        float minZ = nearClip + MinDistance * clipRange;
        float maxZ = nearClip + MaxDistance * clipRange;

        float range = maxZ - minZ;
        float ratio = maxZ / minZ;

        for(uint32 i = 0; i < NumCascades; ++i)
        {
            float p = (i + 1) / static_cast<float>(NumCascades);
            float log = minZ * std::pow(ratio, p);
            float uniform = minZ + range * p;
            float d = lambda * (log - uniform) + uniform;
            CascadeSplits[i] = (d - nearClip) / clipRange;
        }
    }

    Float3 c0Extents;
    Float4x4 c0Matrix;

    const Float3 lightDir = AppSettings::SunDirection;

    // Render the meshes to each cascade
    for(uint32 cascadeIdx = 0; cascadeIdx < NumCascades; ++cascadeIdx)
    {
        PIXEvent cascadeEvent((L"Rendering Shadow Map Cascade " + ToString(cascadeIdx)).c_str());

        // Set the viewport
        SetViewport(context, ShadowMapSize, ShadowMapSize);

        // Set the shadow map as the depth target
        ID3D11DepthStencilView* dsv = sunShadowDepthMap.DSView;
        ID3D11RenderTargetView* nullRenderTargets[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT] = { NULL };
        context->OMSetRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, nullRenderTargets, dsv);
        context->ClearDepthStencilView(dsv, D3D11_CLEAR_DEPTH|D3D11_CLEAR_STENCIL, 1.0f, 0);

        // Get the 8 points of the view frustum in world space
        XMVECTOR frustumCornersWS[8] =
        {
            XMVectorSet(-1.0f,  1.0f, 0.0f, 1.0f),
            XMVectorSet( 1.0f,  1.0f, 0.0f, 1.0f),
            XMVectorSet( 1.0f, -1.0f, 0.0f, 1.0f),
            XMVectorSet(-1.0f, -1.0f, 0.0f, 1.0f),
            XMVectorSet(-1.0f,  1.0f, 1.0f, 1.0f),
            XMVectorSet( 1.0f,  1.0f, 1.0f, 1.0f),
            XMVectorSet( 1.0f, -1.0f, 1.0f, 1.0f),
            XMVectorSet(-1.0f, -1.0f, 1.0f, 1.0f),
        };

        float prevSplitDist = cascadeIdx == 0 ? MinDistance : CascadeSplits[cascadeIdx - 1];
        float splitDist = CascadeSplits[cascadeIdx];

        XMVECTOR det;
        XMMATRIX invViewProj = XMMatrixInverse(&det, camera.ViewProjectionMatrix().ToSIMD());
        for(uint32 i = 0; i < 8; ++i)
            frustumCornersWS[i] = XMVector3TransformCoord(frustumCornersWS[i], invViewProj);

        // Get the corners of the current cascade slice of the view frustum
        for(uint32 i = 0; i < 4; ++i)
        {
            XMVECTOR cornerRay = XMVectorSubtract(frustumCornersWS[i + 4], frustumCornersWS[i]);
            XMVECTOR nearCornerRay = XMVectorScale(cornerRay, prevSplitDist);
            XMVECTOR farCornerRay = XMVectorScale(cornerRay, splitDist);
            frustumCornersWS[i + 4] = XMVectorAdd(frustumCornersWS[i], farCornerRay);
            frustumCornersWS[i] = XMVectorAdd(frustumCornersWS[i], nearCornerRay);
        }

        // Calculate the centroid of the view frustum slice
        XMVECTOR frustumCenterVec = XMVectorZero();
        for(uint32 i = 0; i < 8; ++i)
            frustumCenterVec = XMVectorAdd(frustumCenterVec, frustumCornersWS[i]);
        frustumCenterVec = XMVectorScale(frustumCenterVec, 1.0f / 8.0f);
        Float3 frustumCenter = frustumCenterVec;

        // Pick the up vector to use for the light camera
        Float3 upDir = camera.Right();

        Float3 minExtents;
        Float3 maxExtents;

        {
            // Create a temporary view matrix for the light
            Float3 lightCameraPos = frustumCenter;
            Float3 lookAt = frustumCenter - lightDir;
            XMMATRIX lightView = XMMatrixLookAtLH(lightCameraPos.ToSIMD(), lookAt.ToSIMD(), upDir.ToSIMD());

            // Calculate an AABB around the frustum corners
            XMVECTOR mins = XMVectorSet(REAL_MAX, REAL_MAX, REAL_MAX, REAL_MAX);
            XMVECTOR maxes = XMVectorSet(-REAL_MAX, -REAL_MAX, -REAL_MAX, -REAL_MAX);
            for(uint32 i = 0; i < 8; ++i)
            {
                XMVECTOR corner = XMVector3TransformCoord(frustumCornersWS[i], lightView);
                mins = XMVectorMin(mins, corner);
                maxes = XMVectorMax(maxes, corner);
            }

            minExtents = mins;
            maxExtents = maxes;
        }

        // Adjust the min/max to accommodate the filtering size
        float scale = (ShadowMapSize + FilterSize) / static_cast<float>(ShadowMapSize);
        minExtents.x *= scale;
        minExtents.y *= scale;
        maxExtents.x *= scale;
        maxExtents.x *= scale;

        Float3 cascadeExtents = maxExtents - minExtents;

        // Get position of the shadow camera
        Float3 shadowCameraPos = frustumCenter + lightDir * -minExtents.z;

        // Come up with a new orthographic camera for the shadow caster
        OrthographicCamera shadowCamera(minExtents.x, minExtents.y, maxExtents.x,
            maxExtents.y, 0.0f, cascadeExtents.z);
        shadowCamera.SetLookAt(shadowCameraPos, frustumCenter, upDir);

        // Draw the mesh with depth only, using the new shadow camera
        RenderDepth(context, shadowCamera, true, false);

        // Apply the scale/offset matrix, which transforms from [-1,1]
        // post-projection space to [0,1] UV space
        XMMATRIX texScaleBias;
        texScaleBias.r[0] = XMVectorSet(0.5f,  0.0f, 0.0f, 0.0f);
        texScaleBias.r[1] = XMVectorSet(0.0f, -0.5f, 0.0f, 0.0f);
        texScaleBias.r[2] = XMVectorSet(0.0f,  0.0f, 1.0f, 0.0f);
        texScaleBias.r[3] = XMVectorSet(0.5f,  0.5f, 0.0f, 1.0f);
        XMMATRIX shadowMatrix = shadowCamera.ViewProjectionMatrix().ToSIMD();
        shadowMatrix = XMMatrixMultiply(shadowMatrix, texScaleBias);

        // Store the split distance in terms of view space depth
        const float clipDist = camera.FarClip() - camera.NearClip();
        shadowConstants.Data.CascadeSplits[cascadeIdx] = camera.NearClip() + splitDist * clipDist;

        if(cascadeIdx == 0)
        {
            c0Extents = cascadeExtents;
            c0Matrix = shadowMatrix;
            shadowConstants.Data.ShadowMatrix = XMMatrixTranspose(shadowMatrix);
            shadowConstants.Data.CascadeOffsets[0] = Float4(0.0f, 0.0f, 0.0f, 0.0f);
            shadowConstants.Data.CascadeScales[0] = Float4(1.0f, 1.0f, 1.0f, 1.0f);
        }
        else
        {
            // Calculate the position of the lower corner of the cascade partition, in the UV space
            // of the first cascade partition
            Float4x4 invCascadeMat = Float4x4::Invert(shadowMatrix);
            Float3 cascadeCorner = Float3::Transform(Float3(0.0f, 0.0f, 0.0f), invCascadeMat);
            cascadeCorner = Float3::Transform(cascadeCorner, c0Matrix);

            // Do the same for the upper corner
            Float3 otherCorner = Float3::Transform(Float3(1.0f, 1.0f, 1.0f), invCascadeMat);
            otherCorner = Float3::Transform(otherCorner, c0Matrix);

            // Calculate the scale and offset
            Float3 cascadeScale = Float3(1.0f, 1.0f, 1.f) / (otherCorner - cascadeCorner);
            shadowConstants.Data.CascadeOffsets[cascadeIdx] = Float4(-cascadeCorner, 0.0f);
            shadowConstants.Data.CascadeScales[cascadeIdx] = Float4(cascadeScale, 1.0f);
        }

        ConvertToEVSM(context, cascadeIdx, shadowConstants.Data.CascadeScales[cascadeIdx].To3D());
    }
}