#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using SharpDX.Direct3D11;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using ANX.Framework;

#endregion // Using Statements

#region License

//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license. 
// If you do not accept the license, do not use the software.
//
// 1.Definitions
//   The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning 
//   here as under U.S. copyright law.
//   A "contribution" is the original software, or any additions or changes to the software.
//   A "contributor" is any person that distributes its contribution under this license.
//   "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
//   (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations 
//       in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to 
//       reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
//       or any derivative works that you create.
//   (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in 
//       section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
//       patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution 
//       in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
//   (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
//   (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your 
//       patent license from such contributor to the software ends automatically.
//   (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution 
//       notices that are present in the software.
//   (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
//       a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or 
//       object code form, you may only do so under a license that complies with this license.
//   (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
//       or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
//       extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a 
//       particular purpose and non-infringement.

#endregion // License

namespace ANX.RenderSystem.Windows.DX11
{
    public class DepthStencilState_DX11 : INativeDepthStencilState
    {
        #region Private Members
        private DepthStencilStateDescription description;
        private SharpDX.Direct3D11.DepthStencilState nativeDepthStencilState;
        private bool nativeDepthStencilStateDirty;
        private bool bound;

        private int referenceStencil;

        #endregion // Private Members

        public DepthStencilState_DX11()
        {
            this.description = new DepthStencilStateDescription();

            this.nativeDepthStencilStateDirty = true;
        }

        public void Apply(ANX.Framework.Graphics.GraphicsDevice graphicsDevice)
        {
            GraphicsDeviceWindowsDX11 gdx11 = graphicsDevice.NativeDevice as GraphicsDeviceWindowsDX11;
            DeviceContext context = gdx11.NativeDevice;

            UpdateNativeDepthStencilState(context.Device);
            this.bound = true;

            context.OutputMerger.SetDepthStencilState(nativeDepthStencilState, this.referenceStencil);
        }

        public void Release()
        {
            this.bound = false;
        }

        public void Dispose()
        {
            if (this.nativeDepthStencilState != null)
            {
                this.nativeDepthStencilState.Dispose();
                this.nativeDepthStencilState = null;
            }
        }

        public bool IsBound
        {
            get
            {
                return this.bound;
            }
        }

        public ANX.Framework.Graphics.StencilOperation CounterClockwiseStencilDepthBufferFail
        {
            set 
            {
                SharpDX.Direct3D11.StencilOperation operation = FormatConverter.Translate(value);

                if (description.BackFace.DepthFailOperation != operation)
                {
                    description.BackFace.DepthFailOperation = operation;
                    nativeDepthStencilStateDirty = true;
                }
            }
        }

        public ANX.Framework.Graphics.StencilOperation CounterClockwiseStencilFail
        {
            set 
            {
                SharpDX.Direct3D11.StencilOperation operation = FormatConverter.Translate(value);

                if (description.BackFace.FailOperation != operation)
                {
                    description.BackFace.FailOperation = operation;
                    nativeDepthStencilStateDirty = true;
                }
            }
        }

        public ANX.Framework.Graphics.CompareFunction CounterClockwiseStencilFunction
        {
            set 
            {
                SharpDX.Direct3D11.Comparison comparison = FormatConverter.Translate(value);

                if (description.BackFace.Comparison != comparison)
                {
                    description.BackFace.Comparison = comparison;
                    nativeDepthStencilStateDirty = true;
                }
            }
        }

        public ANX.Framework.Graphics.StencilOperation CounterClockwiseStencilPass
        {
            set 
            {
                SharpDX.Direct3D11.StencilOperation operation = FormatConverter.Translate(value);

                if (description.BackFace.PassOperation != operation)
                {
                    description.BackFace.PassOperation = operation;
                    nativeDepthStencilStateDirty = true;
                }
            }
        }

        public bool DepthBufferEnable
        {
            set 
            {
                if (description.IsDepthEnabled != value)
                {
                    description.IsDepthEnabled = value;
                    nativeDepthStencilStateDirty = true;
                }
            }
        }

        public ANX.Framework.Graphics.CompareFunction DepthBufferFunction
        {
            set 
            {
                SharpDX.Direct3D11.Comparison comparison = FormatConverter.Translate(value);

                if (description.DepthComparison != comparison)
                {
                    description.DepthComparison = comparison;
                    nativeDepthStencilStateDirty = true;
                }
            }
        }

        public bool DepthBufferWriteEnable
        {
            set 
            { 
                DepthWriteMask writeMask = value ? DepthWriteMask.All : DepthWriteMask.Zero;

                if (description.DepthWriteMask != writeMask)
                {
                    description.DepthWriteMask = writeMask;
                    nativeDepthStencilStateDirty = true;
                }
            }
        }

        public int ReferenceStencil
        {
            set 
            {
                if (this.referenceStencil != value)
                {
                    this.referenceStencil = value;
                    this.nativeDepthStencilStateDirty = true;
                }
            }
        }

        public ANX.Framework.Graphics.StencilOperation StencilDepthBufferFail
        {
            set 
            {
                SharpDX.Direct3D11.StencilOperation operation = FormatConverter.Translate(value);

                if (description.FrontFace.DepthFailOperation != operation)
                {
                    description.FrontFace.DepthFailOperation = operation;
                    nativeDepthStencilStateDirty = true;
                }
            }
        }

        public bool StencilEnable
        {
            set 
            {
                if (description.IsStencilEnabled != value)
                {
                    description.IsStencilEnabled = value;
                    nativeDepthStencilStateDirty = true;
                }
            }
        }

        public ANX.Framework.Graphics.StencilOperation StencilFail
        {
            set
            {
                SharpDX.Direct3D11.StencilOperation operation = FormatConverter.Translate(value);

                if (description.FrontFace.FailOperation != operation)
                {
                    description.FrontFace.FailOperation = operation;
                    nativeDepthStencilStateDirty = true;
                }
            }
        }

        public ANX.Framework.Graphics.CompareFunction StencilFunction
        {
            set 
            {
                SharpDX.Direct3D11.Comparison comparison = FormatConverter.Translate(value);

                if (description.FrontFace.Comparison != comparison)
                {
                    description.FrontFace.Comparison = comparison;
                    nativeDepthStencilStateDirty = true;
                }
            }
        }

        public int StencilMask
        {
            set 
            {
                byte stencilMask = (byte)value;         //TODO: check range

                if (description.StencilReadMask != stencilMask)
                {
                    description.StencilReadMask = stencilMask;
                    nativeDepthStencilStateDirty = true;
                }
            }
        }

        public ANX.Framework.Graphics.StencilOperation StencilPass
        {
            set 
            {
                SharpDX.Direct3D11.StencilOperation operation = FormatConverter.Translate(value);

                if (description.FrontFace.PassOperation != operation)
                {
                    description.FrontFace.PassOperation = operation;
                    nativeDepthStencilStateDirty = true;
                }
            }
        }

        public int StencilWriteMask
        {
            set 
            {
                byte stencilWriteMask = (byte)value;        //TODO: check range

                if (description.StencilWriteMask != stencilWriteMask)
                {
                    description.StencilWriteMask = stencilWriteMask;
                    nativeDepthStencilStateDirty = true;
                }
            }
        }

        public bool TwoSidedStencilMode
        {
            set 
            { 
                //TODO: check if we really need this. in xna this enables only counter clockwise stencil operations
            }
        }

        private void UpdateNativeDepthStencilState(Device device)
        {
            if (this.nativeDepthStencilStateDirty == true || this.nativeDepthStencilState == null)
            {
                if (this.nativeDepthStencilState != null)
                {
                    this.nativeDepthStencilState.Dispose();
                    this.nativeDepthStencilState = null;
                }

                this.nativeDepthStencilState = new SharpDX.Direct3D11.DepthStencilState(device, ref this.description);

                this.nativeDepthStencilStateDirty = false;
            }
        }
    }
}