#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.Windows.DX10;
using ANX.Framework.Windows.GL3;
using System.IO;
using ANX.RenderSystem.Windows.DX11;

#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 StockShaderCodeGenerator
{
    public static class Compiler
    {
        public static void GenerateShaders()
        {
            Console.WriteLine("generating shaders...");

            for (int i = 0; i < Configuration.Shaders.Count; i++)
            {
                Shader s = Configuration.Shaders[i];

                Console.WriteLine("-> loading shader for type '{0}' (file: '{1}')", s.Type, s.Source);
                String source = String.Empty;
                if (File.Exists(s.Source))
                {
                    source = File.ReadAllText(s.Source);
                }

                Console.Write("--> compiling shader... ");
                try
                {
                    s.ByteCode = CompileShader(s.RenderSystem, source);
                    Console.WriteLine("{0} bytes compiled size", s.ByteCode.Length);
                    s.ShaderCompiled = true;
                }
                catch (Exception ex)
                {
                    s.ShaderCompiled = false;
                    Console.WriteLine("--> error occured while compiling shader: {0}", ex.Message);
                }

                Configuration.Shaders[i] = s;
            }

            Console.WriteLine("finished generating shaders...");
        }

        private static Byte[] CompileShader(string RenderSystem, string sourceCode)
        {
            byte[] byteCode;

            switch (RenderSystem)
            {
                case "ANX.Framework.Windows.DX10":
                    byteCode = Effect_DX10.CompileFXShader(sourceCode);
                    break;
                case "ANX.RenderSystem.Windows.DX11":
                    byteCode = Effect_DX11.CompileFXShader(sourceCode);
                    break;
                case "ANX.Framework.Windows.GL3":
                    byteCode = EffectGL3.CompileShader(sourceCode);
                    break;
                default:
                    throw new NotImplementedException("compiling shaders for " + RenderSystem + " not yet implemented...");
            }

            return byteCode;
        }
    }
}