#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.ComponentModel;
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;

#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 = "Effect - ANX Framework")]
    public class AnxEffectProcessor : ContentProcessor<TInput, TOutput>
    {
        Microsoft.Xna.Framework.Content.Pipeline.Processors.EffectProcessor processor;
        private EffectProcessorOutputFormat outputFormat;

        public AnxEffectProcessor()
        {
            processor = new Microsoft.Xna.Framework.Content.Pipeline.Processors.EffectProcessor();
            processor.DebugMode = EffectProcessorDebugMode.Auto;
        }

        public override TOutput Process(TInput input, ContentProcessorContext context)
        {
            switch (this.outputFormat)
            {
                case EffectProcessorOutputFormat.XNA_BYTE_CODE:
                    return processor.Process(input, context);
                case EffectProcessorOutputFormat.DX10_HLSL:
                    DX10_EffectProcessor dx10EffectProcessor = new DX10_EffectProcessor();
                    return dx10EffectProcessor.Process(input, context);
                case EffectProcessorOutputFormat.OPEN_GL3_GLSL:
                    GL3_EffectProcessor gl3EffectProcessor = new GL3_EffectProcessor();
                    return gl3EffectProcessor.Process(input, context);
                default:
                    throw new NotSupportedException("Currently it is not possible to create effect with format '" + outputFormat.ToString() + "'");
            }
        }

        [DefaultValue(EffectProcessorOutputFormat.XNA_BYTE_CODE)]
        public EffectProcessorOutputFormat OutputFormat
        {
            get
            {
                return this.outputFormat;
            }
            set
            {
                this.outputFormat = value;
            }
        }

        [DefaultValue(EffectProcessorDebugMode.Auto)]
        public EffectProcessorDebugMode DebugMode
        {
            get
            {
                return processor.DebugMode;
            }
            set
            {
                processor.DebugMode = value;
            }
        }

        public string Defines
        {
            get
            {
                return processor.Defines;
            }
            set
            {
                processor.Defines = value;
            }
        }
    }
}