// Copyright (c) 2015 - 2017 Uber Technologies, Inc.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.

import Viewport from './viewport';
import log from '../utils/log';
import mat4_lookAt from 'gl-mat4/lookAt';
import mat4_perspective from 'gl-mat4/perspective';

const DEGREES_TO_RADIANS = Math.PI / 180;

export default class PerspectiveViewport extends Viewport {
  constructor({
    // viewport arguments
    width, // Width of viewport
    height, // Height of viewport
    // view matrix arguments
    eye, // Defines eye position
    lookAt = [0, 0, 0], // Which point is camera looking at, default origin
    up = [0, 1, 0], // Defines up direction, default positive y axis
    // projection matrix arguments
    fovy = 75, // Field of view covered by camera
    near = 1, // Distance of near clipping plane
    far = 100, // Distance of far clipping plane
    // automatically calculated
    aspect = null // Aspect ratio (set to viewport widht/height)
  }) {
    log.deprecated('PerspectiveViewport', 'PerspectiveView')();

    const fovyRadians = fovy * DEGREES_TO_RADIANS;
    aspect = Number.isFinite(aspect) ? aspect : width / height;
    super({
      viewMatrix: mat4_lookAt([], eye, lookAt, up),
      projectionMatrix: mat4_perspective([], fovyRadians, aspect, near, far),
      width,
      height
    });
  }
}
