import { vtkObject } from './../../interfaces';
import { Nullable, RGBColor } from './../../types';
import { Interpolation, Representation, Shading } from './Property/Constants';
import { vtkTexture } from './Texture';

export interface IPropertyInitialValues {
  color?: RGBColor;
  ambientColor?: RGBColor;
  diffuseColor?: RGBColor;
  specularColor?: RGBColor;
  diffuseTexture?: vtkTexture;
  metallicTexture?: vtkTexture;
  roughnessTexture?: vtkTexture;
  normalTexture?: vtkTexture;
  ambientOcclusionTexture?: vtkTexture;
  emissionTexture?: vtkTexture;
  RMTexture?: vtkTexture;
  ORMTexture?: vtkTexture;
  edgeColor?: RGBColor;
  ambient?: number;
  diffuse?: number;
  metallic?: number;
  roughness?: number;
  normalStrength?: number;
  emission?: number;
  baseIOR?: number;
  specular?: number;
  specularPower?: number;
  opacity?: number;
  edgeVisibility?: boolean;
  backfaceCulling?: boolean;
  frontfaceCulling?: boolean;
  pointSize?: number;
  lineWidth?: number;
  lighting?: boolean;
  shading?: boolean;
}

export interface vtkProperty extends vtkObject {
  /**
   * Not Implemented yet
   */
  addShaderVariable(): any;

  /**
   * Not Implemented yet
   */
  computeCompositeColor(): any;

  /**
   * Get the lighting coefficient.
   * @default 0
   */
  getAmbient(): number;

  /**
   * Get the ambient surface color. Not all renderers support separate ambient
   * and diffuse colors. From a physical standpoint it really doesn't make too
   * much sense to have both. For the rendering libraries that don't support
   * both, the diffuse color is used.
   * @return {RGBColor} Array of RGB color.
   */
  getAmbientColor(): RGBColor;

  /**
   * Get the ambient surface color.
   */
  getAmbientColorByReference(): RGBColor;

  /**
   *
   */
  getBackfaceCulling(): boolean;

  /**
   * Get the color of the object.the color of the object
   */
  getColor(): RGBColor;

  /**
   * Get the diffuse lighting coefficient.
   * @default 1
   */
  getDiffuse(): number;

  /**
   * Get the diffuse surface color.
   * @return {RGBColor} Array of RGB color.
   */
  getDiffuseColor(): RGBColor;
  /**
   *
   */
  getDiffuseColorByReference(): RGBColor;

  /**
   *
   */
  getEdgeColor(): RGBColor;

  /**
   *
   */
  getEdgeColorByReference(): RGBColor;

  /**
   *
   */
  getEdgeVisibility(): boolean;

  /**
   * Get the fast culling of polygons based on orientation of normal
   * with respect to camera. If frontface culling is on, polygons facing
   * towards camera are not drawn.
   * @default false
   */
  getFrontfaceCulling(): boolean;

  /**
   * Get the shading interpolation method for an object.
   */
  getInterpolation(): Interpolation;

  /**
   * Map the interpolation integer to the corresponding ShadingModel.
   */
  getInterpolationAsString(): string;

  /**
   * Get lighting flag for an object.
   * @default true
   */
  getLighting(): boolean;

  /**
   * Get the width of a Line. The width is expressed in screen units.
   * @default 1.0
   */
  getLineWidth(): number;

  /**
   * Get the opacity of the object. Set/Get the object's opacity.
   * 1.0 is totally opaque and 0.0 is completely transparent.
   * @default 1
   */
  getOpacity(): number;

  /**
   * Get the diameter of a point. The size is expressed in screen units.
   * @default 1.0
   */
  getPointSize(): number;

  /**
   * Get the surface geometry representation for the object.
   */
  getRepresentation(): Representation;

  /**
   * Get the surface geometry representation for the object as string.
   * @return {String} Surface geometry representation for the object as string
   */
  getRepresentationAsString(): string;

  /**
   * Get the specular lighting coefficient.
   * @default 0
   */
  getSpecular(): number;

  /**
   * Get the roughness coefficient.
   * @default 1
   */
  getRoughness(): number;

  /**
   * Get the metallic coefficient.
   * @default 0
   */
  getMetallic(): number;

  /**
   * Get the index of refraction.
   * @default 0
   */
  getBaseIOR(): number;

  /**
   * Get the strength of the normal map.
   * @default 1
   */
  getNormalStrength(): number;

  /**
   * Get the emission coefficient.
   * @default 0
   */
  getEmission(): number;

  /**
   * Get the specular surface color.
   * @return {RGBColor} Array of RGB color.
   */
  getSpecularColor(): RGBColor;

  /**
   * Get the specular surface color.
   */
  getSpecularColorByReference(): RGBColor;

  /**
   * Get the specular power.
   * @default 1
   */
  getSpecularPower(): number;

  /**
   * Get the diffuse texture.
   */
  getDiffuseTexture(): Nullable<vtkTexture>;

  /**
   * Get the metallic texture.
   */
  getMetallicTexture(): Nullable<vtkTexture>;

  /**
   * Get the roughness & metallic texture.
   */
  getRMTexture(): Nullable<vtkTexture>;

  /**
   * Get the occlusion, roughness & metallic texture.
   */
  getORMTexture(): Nullable<vtkTexture>;

  /**
   * Get the roughness texture.
   */
  getRoughnessTexture(): Nullable<vtkTexture>;

  /**
   * Get the normal texture.
   */
  getNormalTexture(): Nullable<vtkTexture>;

  /**
   * Get the ambient occlusion texture.
   */
  getAmbientOcclusionTexture(): Nullable<vtkTexture>;

  /**
   * Get the emission texture.
   */
  getEmissionTexture(): Nullable<vtkTexture>;

  /**
   * Set the ambient lighting coefficient.
   * @param {Number} ambient The ambient lighting coefficient.
   */
  setAmbient(ambient: number): boolean;

  /**
   * Set the ambient surface color. Not all renderers support separate
   * ambient and diffuse colors. From a physical standpoint it really
   * doesn't make too much sense to have both. For the rendering
   * libraries that don’t support both, the diffuse color is used.
   *
   * @param {Number} r Defines the red component (between 0 and 1)
   * @param {Number} g Defines the green component (between 0 and 1)
   * @param {Number} b Defines the blue component (between 0 and 1)
   */
  setAmbientColor(r: number, g: number, b: number): boolean;

  /**
   * Set the ambient surface color. Not all renderers support separate
   * ambient and diffuse colors. From a physical standpoint it really
   * doesn't make too much sense to have both. For the rendering
   * libraries that don’t support both, the diffuse color is used.
   * @param {RGBColor} ambientColor An Array of the RGB color.
   */
  setAmbientColor(ambientColor: RGBColor): boolean;

  /**
   * Set the ambient surface color from an RGB array
   * @param {RGBColor} ambientColor An Array of the RGB color.
   */
  setAmbientColorFrom(ambientColor: RGBColor): boolean;

  /**
   * Turn on/off fast culling of polygons based on orientation of normal
   * with respect to camera. If backface culling is on, polygons facing
   * away from camera are not drawn.
   * @param {Boolean} backfaceCulling
   */
  setBackfaceCulling(backfaceCulling: boolean): boolean;

  /**
   * Set the color of the object. Has the side effect of setting the
   * ambient diffuse and specular colors as well. This is basically
   * a quick overall color setting method.
   * @param {Number} r Defines the red component (between 0 and 1)
   * @param {Number} g Defines the green component (between 0 and 1)
   * @param {Number} b Defines the blue component (between 0 and 1)
   */
  setColor(r: number, g: number, b: number): boolean;

  /**
   * Set the color of the object. Has the side effect of setting the
   * ambient diffuse and specular colors as well. This is basically
   * a quick overall color setting method.
   * @param {RGBColor} color An Array of the RGB color.
   */
  setColor(color: RGBColor): boolean;

  /**
   * Set the diffuse lighting coefficient.
   * @param {Number} diffuse The diffuse lighting coefficient.
   */
  setDiffuse(diffuse: number): boolean;

  /**
   * Set the diffuse surface color.
   * @param {Number} r Defines the red component (between 0 and 1)
   * @param {Number} g Defines the green component (between 0 and 1)
   * @param {Number} b Defines the blue component (between 0 and 1)
   */
  setDiffuseColor(r: number, g: number, b: number): boolean;

  /**
   * Set the diffuse surface color.
   * @param {RGBColor} diffuseColor An Array of the RGB color.
   */
  setDiffuseColor(diffuseColor: RGBColor): boolean;

  /**
   * Set the diffuse surface color from an RGB array
   * @param {RGBColor} diffuseColor An Array of the RGB color.
   */
  setDiffuseColorFrom(diffuseColor: RGBColor): boolean;

  /**
   * Set the color of primitive edges (if edge visibility is enabled).
   * @param {Number} r Defines the red component (between 0 and 1)
   * @param {Number} g Defines the green component (between 0 and 1)
   * @param {Number} b Defines the blue component (between 0 and 1)
   */
  setEdgeColor(r: number, g: number, b: number): boolean;

  /**
   * Set the color of primitive edges (if edge visibility is enabled).
   * @param {RGBColor} edgeColor An Array of the RGB color.
   */
  setEdgeColor(edgeColor: RGBColor): boolean;

  /**
   * Set the color of primitive edges from an RGB array.
   * @param {RGBColor} edgeColor An Array of the RGB color.
   */
  setEdgeColorFrom(edgeColor: RGBColor): boolean;

  /**
   * Turn on/off the visibility of edges. On some renderers it is
   * possible to render the edges of geometric primitives separately
   * from the interior.
   * @param {Boolean} edgeVisibility
   */
  setEdgeVisibility(edgeVisibility: boolean): boolean;

  /**
   * Turn on/off fast culling of polygons based on orientation of normal
   * with respect to camera. If frontface culling is on, polygons facing
   * towards camera are not drawn.
   * @param {Boolean} frontfaceCulling
   */
  setFrontfaceCulling(frontfaceCulling: boolean): boolean;

  /**
   * Set the shading interpolation method for an object.
   * @param {Interpolation} interpolation
   */
  setInterpolation(interpolation: Interpolation): boolean;

  /**
   * Set interpolation to 0 means `FLAT`.
   */
  setInterpolationToFlat(): boolean;

  /**
   * Set interpolation to 1 means `GOURAUD`.
   */
  setInterpolationToGouraud(): boolean;

  /**
   * Set interpolation to 2 means `PHONG`.
   */
  setInterpolationToPhong(): boolean;

  /**
   * Set lighting flag for an object.
   * @param {Boolean} lighting
   * @default true
   */
  setLighting(lighting: boolean): boolean;

  /**
   * Set the width of a Line. The width is expressed in screen units.
   * !!! note
   *     This is only implemented for OpenGL.
   * @param {Number} lineWidth
   * @default 1.0
   */
  setLineWidth(lineWidth: number): boolean;

  /**
   * Set the object's opacity. 1.0 is totally opaque and 0.0 is
   * completely transparent.
   * @param {Number} opacity The opacity of the object.
   */
  setOpacity(opacity: number): boolean;

  /**
   * Set the diameter of a point. The size is expressed in screen units.
   * !!! note
   *     This is only implemented for OpenGL.
   * @param {Number} pointSize
   * @default 1.0
   */
  setPointSize(pointSize: number): boolean;

  /**
   * Control the surface geometry representation for the object.
   * @param {Representation} representation
   */
  setRepresentation(representation: Representation): boolean;

  /**
   * Set representation to 0 means `POINT`'
   */
  setRepresentationToPoints(): boolean;

  /**
   * Set representation to 2 means `SURFAC`'
   */
  setRepresentationToSurface(): boolean;

  /**
   * Set representation to 1 means `WIREFRAM`'
   */
  setRepresentationToWireframe(): boolean;

  /**
   * Set the specular lighting coefficient.
   * @param {Boolean} specular
   */
  setSpecular(specular: number): boolean;

  /**
   * Set the normal map strength.
   * @param {Boolean} normal
   */
  setNormalStrength(normalStrength: number): boolean;

  /**
   * Set the ambient occlusion map strength.
   * @param {Boolean} emission
   */
  setEmission(emission: number): boolean;

  /**
   * Set the specular surface color.
   * @param {Number} r Defines the red component (between 0 and 1)
   * @param {Number} g Defines the green component (between 0 and 1)
   * @param {Number} b Defines the blue component (between 0 and 1)
   */
  setSpecularColor(r: number, g: number, b: number): boolean;

  /**
   * Set the specular surface color from an RGB array
   * @param {RGBColor} specularColor An Array of the RGB color.
   */
  setSpecularColor(specularColor: RGBColor): boolean;

  /**
   * Set the specular surface color from an RGB array
   * @param {RGBColor} specularColor An Array of the RGB color.
   */
  setSpecularColorFrom(specularColor: RGBColor): boolean;

  /**
   * Set the specular power.
   * @param {Number} specularPower
   */
  setSpecularPower(specularPower: number): boolean;

  /**
   * Set the diffuse texture.
   * @param {vtkTexture} diffuseTexture
   */
  setDiffuseTexture(diffuseTexture: vtkTexture): boolean;

  /**
   * Set the metallic texture.
   * @param {vtkTexture} metallicTexture
   */
  setMetallicTexture(metallicTexture: vtkTexture): boolean;

  /**
   * Set the roughness texture.
   * @param {vtkTexture} roughnessTexture
   */
  setRoughnessTexture(roughnessTexture: vtkTexture): boolean;

  /**
   * Set the roughness & metallic texture.
   * @param {vtkTexture} RMTexture
   */
  setRMTexture(RMTexture: vtkTexture): boolean;

  /**
   * Set the occlusion, roughness & metallic texture.
   * @param {vtkTexture} ORMTexture
   */
  setORMTexture(ORMTexture: vtkTexture): boolean;

  /**
   * Set the normal texture.
   * @param {vtkTexture} normalTexture
   */
  setNormalTexture(normalTexture: vtkTexture): boolean;

  /**
   * Set the ambient occlusion texture.
   * @param {vtkTexture} ambientOcclusionTexture
   */
  setAmbientOcclusionTexture(ambientOcclusionTexture: vtkTexture): boolean;

  /**
   * Set the emission texture.
   * @param {vtkTexture} emissionTexture
   */
  setEmissionTexture(emissionTexture: vtkTexture): boolean;
}

/**
 * Method use to decorate a given object (publicAPI+model) with vtkProperty characteristics.
 *
 * @param publicAPI object on which methods will be bounds (public)
 * @param model object on which data structure will be bounds (protected)
 * @param {IPropertyInitialValues} [initialValues] (default: {})
 */
export function extend(
  publicAPI: object,
  model: object,
  initialValues?: IPropertyInitialValues
): void;

/**
 * Method use to create a new instance of vtkProperty with object color, ambient color, diffuse color,
 * specular color, and edge color white; ambient coefficient=0; diffuse
 * coefficient=0; specular coefficient=0; specular power=1; Gouraud shading;
 * and surface representation. Backface and frontface culling are off.
 * @param {IPropertyInitialValues} [initialValues] for pre-setting some of its content
 */
export function newInstance(
  initialValues?: IPropertyInitialValues
): vtkProperty;

/**
 * vtkProperty is an object that represents lighting and other surface
 * properties of a geometric object. The primary properties that can be set are
 * colors (overall, ambient, diffuse, specular, and edge color); specular power;
 * opacity of the object; the representation of the object (points, wireframe,
 * or surface); and the shading method to be used (flat, Gouraud, and Phong).
 * Also, some special graphics features like backface properties can be set and
 * manipulated with this object.
 */
export declare const vtkProperty: {
  newInstance: typeof newInstance;
  extend: typeof extend;
  Shading: typeof Shading;
  Representation: typeof Representation;
  Interpolation: typeof Interpolation;
};
export default vtkProperty;
