import Foundation
import Metal

public class GradientToAuraRenderable: ConfiguredQuadRenderable<GradientToAuraRenderable.Config> {
    public struct Config: QuadRenderConfiguration {
        let display_size: ADVector2

        let grain_noise_z: ADFloat
        let grain_noise_scale: ADFloat

        let background_color: ADVector3
        let color_a: ADVector3
        let color_b: ADVector3
        let color_c: ADVector3

        let mix_point_start: ADFloat
        let mix_point_background: ADFloat
        let mix_point_backgroundA: ADFloat
        let mix_point_AB: ADFloat
        let mix_point_BC: ADFloat
        let mix_point_end: ADFloat

        public init(
            displaySize: ADVector2 = .ones,
            grainNoiseZ: ADFloat = .zero,
            grainNoiseScale: ADFloat = 1.0,
            backgroundColor: ADVector3 = .zero,
            colorA: ADVector3 = .zero,
            colorB: ADVector3 = .init(x: 0.5, y: 0.5, z: 0.5),
            colorC: ADVector3 = .ones,
            mixPointStart: ADFloat = -0.2,
            mixPointBackground: ADFloat = -0.1,
            mixPointBackgroundA: ADFloat = 0.0,
            mixPointAB: ADFloat = 0.2,
            mixPointBC: ADFloat = 0.4,
            mixPointEnd: ADFloat = 2.0
        ) {
            display_size = displaySize
            grain_noise_z = grainNoiseZ
            grain_noise_scale = grainNoiseScale
            background_color = backgroundColor
            color_a = colorA
            color_b = colorB
            color_c = colorC
            mix_point_start = mixPointStart
            mix_point_background = mixPointBackground
            mix_point_backgroundA = mixPointBackgroundA
            mix_point_AB = mixPointAB
            mix_point_BC = mixPointBC
            mix_point_end = mixPointEnd
        }

        public static var defaultConfiguration: Config {
            return Config()
        }
    }

    override public var configureAction: ConfigureAction {
        return { encoder in
            super.configureAction(encoder)
        }
    }

    override var fragmentShaderName: String {
        return "gradient_to_aura_frag"
    }
}
