import { Material } from './Material.js';
import { Color } from '../math/Color.js';

/**
 * A material for rendering point primitives.
 *
 * Materials define the appearance of renderable 3D objects.
 *
 * ```js
 * const vertices = [];
 *
 * for ( let i = 0; i < 10000; i ++ ) {
 * 	const x = THREE.MathUtils.randFloatSpread( 2000 );
 * 	const y = THREE.MathUtils.randFloatSpread( 2000 );
 * 	const z = THREE.MathUtils.randFloatSpread( 2000 );
 *
 * 	vertices.push( x, y, z );
 * }
 *
 * const geometry = new THREE.BufferGeometry();
 * geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
 * const material = new THREE.PointsMaterial( { color: 0x888888 } );
 * const points = new THREE.Points( geometry, material );
 * scene.add( points );
 * ```
 *
 * @augments Material
 */
class PointsMaterial extends Material {

	/**
	 * Constructs a new points material.
	 *
	 * @param {Object} [parameters] - An object with one or more properties
	 * defining the material's appearance. Any property of the material
	 * (including any property from inherited materials) can be passed
	 * in here. Color values can be passed any type of value accepted
	 * by {@link Color#set}.
	 */
	constructor( parameters ) {

		super();

		/**
		 * This flag can be used for type testing.
		 *
		 * @type {boolean}
		 * @readonly
		 * @default true
		 */
		this.isPointsMaterial = true;

		this.type = 'PointsMaterial';

		/**
		 * Color of the material.
		 *
		 * @type {Color}
		 * @default (1,1,1)
		 */
		this.color = new Color( 0xffffff );

		/**
		 * The color map. May optionally include an alpha channel, typically combined
		 * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
		 * color is modulated by the diffuse `color`.
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.map = null;

		/**
		 * The alpha map is a grayscale texture that controls the opacity across the
		 * surface (black: fully transparent; white: fully opaque).
		 *
		 * Only the color of the texture is used, ignoring the alpha channel if one
		 * exists. For RGB and RGBA textures, the renderer will use the green channel
		 * when sampling this texture due to the extra bit of precision provided for
		 * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
		 * luminance/alpha textures will also still work as expected.
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.alphaMap = null;

		/**
		 * Defines the size of the points in pixels.
		 *
		 * Might be capped if the value exceeds hardware dependent parameters like [gl.ALIASED_POINT_SIZE_RANGE](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParamete).
		 *
		 * @type {number}
		 * @default 1
		 */
		this.size = 1;

		/**
		 * Specifies whether size of individual points is attenuated by the camera depth (perspective camera only).
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.sizeAttenuation = true;

		/**
		 * Whether the material is affected by fog or not.
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.fog = true;

		this.setValues( parameters );

	}

	copy( source ) {

		super.copy( source );

		this.color.copy( source.color );

		this.map = source.map;

		this.alphaMap = source.alphaMap;

		this.size = source.size;
		this.sizeAttenuation = source.sizeAttenuation;

		this.fog = source.fog;

		return this;

	}

}

export { PointsMaterial };
