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use glin;
use gl;
use ::Material;
use color::{Rgba,ToRgba};
use na::Vec2;
use color::consts::WHITE;
use glin::RenderSurface;

pub struct OutlineMaterial{
    color: Rgba<f32>,
    offset: f32,
    viewport: Vec2,
}

pub struct Builder{
    color: Rgba<f32>,
    offset: f32,
    viewport: Vec2,
}

impl Builder{
    pub fn new(viewport: Vec2) -> Builder{
        Builder{
            color: WHITE.to_rgba(),
            offset: 0.01,
            viewport,
        }
    }

    pub fn offset(&mut self, offset: f32) -> &mut Builder{
        self.offset = offset;
        self
    }

    pub fn color<C: ToRgba>(&mut self, color: C) -> &mut Builder{
        self.color = color.to_rgba();
        self
    }

    pub fn create(&self) -> OutlineMaterial{
        OutlineMaterial{
            color: self.color,
            offset: self.offset,
            viewport: self.viewport,
        }
    }
}


impl OutlineMaterial{
    pub fn set_viewport(&mut self, viewport: Vec2){
        self.viewport = viewport;
    }

    pub fn viewport(&self) -> Vec2{
        self.viewport
    }

    pub fn set_offset(&mut self, offset: f32){
        self.offset = offset;
    }

    pub fn offset(&self) -> f32{
        self.offset
    }

    pub fn set_color<C: ToRgba>(&mut self, color: C){
        self.color = color.to_rgba();
    }

    pub fn color(&self) -> Rgba<f32>{
        self.color
    }
}

impl Material for OutlineMaterial{
    fn program<R: RenderSurface>(&self, renderer: &::Renderer<R>) -> &glin::Program{
        get_program(renderer)
    }

    fn uniforms<R: RenderSurface>(&self, _: &::Renderer<R>) -> Vec<glin::program::Uniform>{
        uniforms!{
            color_outline: self.color,
            offset: self.offset,
            viewport: self.viewport,
        }
    }

    fn properties(&self) -> Vec<glin::Property>{
    	vec![glin::Property::CullFace(Some(gl::FRONT))]
    }
}

program_cache!("shaders/outline.vs.glsl", "shaders/outline.fs.glsl");