#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Content.Pipeline;
using Microsoft.Xna.Framework.Content.Pipeline.Graphics;
using Microsoft.Xna.Framework.Content.Pipeline.Processors;
using ANX.Framework.Windows.DX10;

#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

using TInput = Microsoft.Xna.Framework.Content.Pipeline.Graphics.EffectContent;
using TOutput = Microsoft.Xna.Framework.Content.Pipeline.Processors.CompiledEffectContent;

namespace ANX.Framework.ContentPipeline
{
    [ContentProcessor(DisplayName = "DX10 Effect - ANX Framework")]
    public class DX10_EffectProcessor : ContentProcessor<TInput, TOutput>
    {
        public override TOutput Process(TInput input, ContentProcessorContext context)
        {
            byte[] effectByteCode = Effect_DX10.CompileFXShader(input.EffectCode);

            Byte[] byteCode = new Byte[3 + 2 + 1 + 4 + effectByteCode.Length];

            StringToByteArray("ANX").CopyTo(byteCode, 0);               // Magic Number to recognize format
            byteCode[3] = 0;                                            // Major Version
            byteCode[4] = 2;                                            // Minor Version
            byteCode[5] = (byte)EffectProcessorOutputFormat.DX10_HLSL;  // Format of byte array

            int dataStart = 6;

            BitConverter.GetBytes(effectByteCode.Length).CopyTo(byteCode, dataStart); // length of vertexShaderByteCode
            Array.Copy(effectByteCode, 0, byteCode, dataStart + 4, effectByteCode.Length);

            return new TOutput(byteCode);
        }

        private byte[] StringToByteArray(string str)
        {
            System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
            return enc.GetBytes(str);
        }

        private string ByteArrayToString(byte[] arr)
        {
            System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
            return enc.GetString(arr);
        }

    }
}