#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.NonXNA;
using SharpDX.Direct3D10;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA.RenderSystem;

#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.Framework.Windows.DX10
{
    public class EffectParameter_DX10 : INativeEffectParameter
    {
        private EffectVariable nativeEffectVariable;

        public EffectVariable NativeParameter
        {
            get
            {
                return this.nativeEffectVariable;
            }
            internal set
            {
                this.nativeEffectVariable = value;
            }
        }

        public void SetValue(bool value)
        {
            nativeEffectVariable.AsScalar().Set(value);
        }

        public void SetValue(bool[] value)
        {
            nativeEffectVariable.AsScalar().Set(value);
        }

        public void SetValue(int value)
        {
            nativeEffectVariable.AsScalar().Set(value);
        }

        public void SetValue(int[] value)
        {
            nativeEffectVariable.AsScalar().Set(value);
        }

        public void SetValue(Matrix value)
        {
            SharpDX.Matrix m = new SharpDX.Matrix(value.M11, value.M12, value.M13, value.M14, value.M21, value.M22, value.M23, value.M24, value.M31, value.M32, value.M33, value.M34, value.M41, value.M42, value.M43, value.M44);
            nativeEffectVariable.AsMatrix().SetMatrix(m);
        }

        public void SetValue(Matrix[] value)
        {
            int count = value.Length;
            SharpDX.Matrix[] m = new SharpDX.Matrix[count];
            Matrix anxMatrix;
            for (int i = 0; i < count; i++)
            {
                anxMatrix = value[i];
                m[i] = new SharpDX.Matrix(anxMatrix.M11, anxMatrix.M12, anxMatrix.M13, anxMatrix.M14,
                                          anxMatrix.M21, anxMatrix.M22, anxMatrix.M23, anxMatrix.M24,
                                          anxMatrix.M31, anxMatrix.M32, anxMatrix.M33, anxMatrix.M34,
                                          anxMatrix.M41, anxMatrix.M42, anxMatrix.M43, anxMatrix.M44);
            }

            nativeEffectVariable.AsMatrix().SetMatrix(m);
        }

        public void SetValue(Quaternion value)
        {
            SharpDX.Vector4 q = new SharpDX.Vector4(value.X, value.Y, value.Z, value.W);
            nativeEffectVariable.AsVector().Set(q);
        }

        public void SetValue(Quaternion[] value)
        {
            int count = value.Length;
            SharpDX.Vector4[] q = new SharpDX.Vector4[count];
            for (int i = 0; i < count; i++)
            {
                q[i] = new SharpDX.Vector4(value[i].X, value[i].Y, value[i].Z, value[i].W);
            }
            nativeEffectVariable.AsVector().Set(q);
        }

        public void SetValue(float value)
        {
            nativeEffectVariable.AsScalar().Set(value);
        }

        public void SetValue(float[] value)
        {
            nativeEffectVariable.AsScalar().Set(value);
        }

        public void SetValue(Vector2 value)
        {
            SharpDX.Vector2 v = new SharpDX.Vector2(value.X, value.Y);
            nativeEffectVariable.AsVector().Set(v);
        }

        public void SetValue(Vector2[] value)
        {
            throw new NotImplementedException();
        }

        public void SetValue(Vector3 value)
        {
            SharpDX.Vector3 v = new SharpDX.Vector3(value.X, value.Y, value.Z);
            nativeEffectVariable.AsVector().Set(v);
        }

        public void SetValue(Vector3[] value)
        {
            throw new NotImplementedException();
        }

        public void SetValue(Vector4 value)
        {
            SharpDX.Vector4 v = new SharpDX.Vector4(value.X, value.Y, value.Z, value.W);
            nativeEffectVariable.AsVector().Set(v);
        }

        public void SetValue(Vector4[] value)
        {
            int count = value.Length;
            SharpDX.Vector4[] q = new SharpDX.Vector4[count];
            for (int i = 0; i < count; i++)
            {
                q[i] = new SharpDX.Vector4(value[i].X, value[i].Y, value[i].Z, value[i].W);
            }
            nativeEffectVariable.AsVector().Set(q);
        }

        public void SetValue(Texture value)
        {
            Texture2D_DX10 tex = value.NativeTexture as Texture2D_DX10;
            GraphicsDeviceWindowsDX10 graphicsDX10 = tex.GraphicsDevice.NativeDevice as GraphicsDeviceWindowsDX10;
            SharpDX.Direct3D10.Device device = graphicsDX10.NativeDevice;

            nativeEffectVariable.AsShaderResource().SetResource(tex.NativeShaderResourceView);
        }



        public string Name
        {
            get 
            {
                return nativeEffectVariable.Description.Name;
            }
        }
    }
}