import { Mesh, Texture, Color, Matrix4, Vector3 } from 'three';
import { MeshBasicNodeMaterial } from 'three/webgpu';
import * as three_tsl from 'three/tsl';

/**
 * @fileoverview TSL Fire mesh class for vanilla Three.js with WebGPU support
 *
 * This is the TSL equivalent of the GLSL Fire class, using MeshBasicNodeMaterial
 * and node-based shaders for WebGPU compatibility.
 */

interface FireTSLProps {
    /** Fire texture (grayscale mask defining fire shape) */
    fireTex: Texture;
    /** Fire color tint (default: 0xeeeeee) */
    color?: Color | string | number;
    /** Ray marching iterations - higher = better quality, lower performance (default: 20) */
    iterations?: number;
    /** Noise octaves for turbulence - fixed at 3 for TSL version */
    octaves?: number;
    /** Noise scaling parameters [x, y, z, time] (default: [1, 2, 1, 0.3]) */
    noiseScale?: [number, number, number, number];
    /** Fire shape intensity (default: 1.3) */
    magnitude?: number;
    /** Noise lacunarity - frequency multiplier (default: 2.0) */
    lacunarity?: number;
    /** Noise gain - amplitude multiplier (default: 0.5) */
    gain?: number;
}
/**
 * Volumetric fire effect using TSL ray marching shaders
 *
 * WebGPU-compatible version using Three.js Shading Language (TSL).
 * Creates a procedural fire effect that renders as a translucent volume.
 * Uses Perlin noise (mx_noise_float) instead of simplex noise.
 *
 * @example
 * ```ts
 * import { FireTSL } from '@wolffo/three-fire/tsl/vanilla'
 *
 * const texture = textureLoader.load('fire.png')
 * const fire = new FireTSL({
 *   fireTex: texture,
 *   color: 0xff4400,
 *   magnitude: 1.5
 * })
 * scene.add(fire)
 *
 * // In animation loop
 * fire.update(time)
 * ```
 */
declare class FireTSL extends Mesh {
    material: MeshBasicNodeMaterial;
    private uniforms;
    private _time;
    /**
     * Creates a new FireTSL instance
     *
     * @param props - Configuration options for the fire effect
     */
    constructor({ fireTex, color, iterations, noiseScale, magnitude, lacunarity, gain, }: FireTSLProps);
    /**
     * Updates the fire animation and matrix uniforms
     *
     * Call this method in your animation loop to animate the fire effect.
     *
     * @param time - Current time in seconds (optional)
     *
     * @example
     * ```ts
     * function animate() {
     *   fire.update(performance.now() / 1000)
     *   renderer.render(scene, camera)
     *   requestAnimationFrame(animate)
     * }
     * ```
     */
    update(time?: number): void;
    get time(): number;
    set time(value: number);
    /**
     * Fire color tint
     *
     * @example
     * ```ts
     * fire.fireColor = 'orange'
     * fire.fireColor = 0xff4400
     * fire.fireColor = new Color(1, 0.5, 0)
     * ```
     */
    get fireColor(): Color;
    set fireColor(color: Color | string | number);
    /**
     * Fire shape intensity
     *
     * Higher values create more dramatic fire shapes.
     * Range: 0.5 - 3.0, Default: 1.3
     */
    get magnitude(): number;
    set magnitude(value: number);
    /**
     * Noise lacunarity (frequency multiplier)
     *
     * Controls how much the frequency increases for each noise octave.
     * Range: 1.0 - 4.0, Default: 2.0
     */
    get lacunarity(): number;
    set lacunarity(value: number);
    /**
     * Noise gain (amplitude multiplier)
     *
     * Controls how much the amplitude decreases for each noise octave.
     * Range: 0.1 - 1.0, Default: 0.5
     */
    get gain(): number;
    set gain(value: number);
}

type TSLNode = any;
/**
 * Configuration for fire uniforms
 */
interface FireTSLConfig {
    fireTex: Texture;
    color?: Color | number;
    noiseScale?: [number, number, number, number];
    magnitude?: number;
    lacunarity?: number;
    gain?: number;
}
/**
 * Uniforms interface for the TSL fire shader
 * Using TSLNode type for flexibility with Three.js TSL type system
 */
interface FireTSLUniforms {
    fireTex: Texture;
    color: TSLNode;
    time: TSLNode & {
        value: number;
    };
    seed: TSLNode & {
        value: number;
    };
    invModelMatrix: TSLNode & {
        value: Matrix4;
    };
    scale: TSLNode & {
        value: Vector3;
    };
    noiseScale: TSLNode;
    magnitude: TSLNode & {
        value: number;
    };
    lacunarity: TSLNode;
    gain: TSLNode & {
        value: number;
    };
}
declare const createFireUniforms: (config: FireTSLConfig) => FireTSLUniforms;
/**
 * Creates the main fire fragment node for ray marching
 *
 * @param uniforms - Fire shader uniforms
 * @param iterations - Number of ray marching iterations (default: 20)
 * @returns TSL node for the fragment shader
 */
declare const createFireFragmentNode: (uniforms: FireTSLUniforms, iterations?: number) => three_tsl.ShaderNodeObject<three_tsl.VarNode>;

export { FireTSL as FireMesh, createFireFragmentNode, createFireUniforms };
export type { FireTSLProps as FireMeshProps, FireTSLConfig, FireTSLUniforms };
