#region ================== Copyright (c) 2007 Pascal vd Heiden

/*
 * Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
 * This program is released under GNU General Public License
 * 
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 * 
 */

#endregion

#region ================== Namespaces

using System;
using SlimDX.Direct3D9;
using SlimDX;

#endregion

namespace CodeImp.DoomBuilder.Rendering
{
	internal sealed class Things2DShader : D3DShader
	{
		#region ================== Variables

		// Property handlers
		private readonly EffectHandle texture1;
		private readonly EffectHandle rendersettings;
		private readonly EffectHandle transformsettings;
		private readonly EffectHandle fillcolor; //mxd

		#endregion

		#region ================== Properties

		public Texture Texture1 { set { effect.SetTexture(texture1, value); settingschanged = true; } }
		
		//mxd
		private Color4 fc;
		public Color4 FillColor
		{
			set
			{
				if(fc != value)
				{
					effect.SetValue(fillcolor, value);
					fc = value;
					settingschanged = true;
				}
			}
		}

		#endregion

		#region ================== Constructor / Disposer

		// Constructor
		public Things2DShader(ShaderManager manager) : base(manager)
		{
			// Load effect from file
			effect = LoadEffect("things2d.fx");

			// Get the property handlers from effect
			if(effect != null)
			{
				texture1 = effect.GetParameter(null, "texture1");
				rendersettings = effect.GetParameter(null, "rendersettings");
				transformsettings = effect.GetParameter(null, "transformsettings");
				fillcolor = effect.GetParameter(null, "fillColor"); //mxd
			}

			// Initialize world vertex declaration
			VertexElement[] elements = new[]
			{
				new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0),
				new VertexElement(0, 12, DeclarationType.Color, DeclarationMethod.Default, DeclarationUsage.Color, 0),
				new VertexElement(0, 16, DeclarationType.Float2, DeclarationMethod.Default, DeclarationUsage.TextureCoordinate, 0),
				VertexElement.VertexDeclarationEnd
			};
			vertexdecl = new VertexDeclaration(General.Map.Graphics.Device, elements);

			// We have no destructor
			GC.SuppressFinalize(this);
		}

		// Disposer
		public override void Dispose()
		{
			// Not already disposed?
			if(!isdisposed)
			{
				// Clean up
				if(texture1 != null) texture1.Dispose();
				if(rendersettings != null) rendersettings.Dispose();
				if(transformsettings != null) transformsettings.Dispose();
				if(fillcolor != null) fillcolor.Dispose(); //mxd

				// Done
				base.Dispose();
			}
		}

		#endregion

		#region ================== Methods

		// This sets the settings
		public void SetSettings(float alpha)
		{
            Vector4 values = new Vector4(0.0f, 0.0f, 1.0f, alpha);
            effect.SetValue(rendersettings, values);
            Matrix world = manager.D3DDevice.Device.GetTransform(TransformState.World);
            Matrix view = manager.D3DDevice.Device.GetTransform(TransformState.View);
            effect.SetValue(transformsettings, world * view);
            settingschanged = true; //mxd
        }

		//mxd. Used to render models
		public void SetTransformSettings(Matrix world)
		{
            Matrix view = manager.D3DDevice.Device.GetTransform(TransformState.View);
            effect.SetValue(transformsettings, world * view);
            settingschanged = true;
        }
		
		#endregion
	}
}