// Copyright (c) 2019 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 {IconLayer} from '@deck.gl/layers';

import vs from './sign-layer-vertex.glsl';
import fs from './sign-layer-fragment.glsl';

const defaultProps = {
  ...IconLayer.defaultProps,
  sizeUnits: 'meters',
  render3D: true
};

export default class SignLayer extends IconLayer {
  updateState({oldProps, props, changeFlags}) {
    super.updateState({props, oldProps, changeFlags});

    if (props.render3D !== oldProps.render3D) {
      this.state.model.setUniforms({render3D: props.render3D ? 1 : 0});
    }
  }

  getShaders() {
    return {
      ...super.getShaders(),
      vs,
      fs
    };
  }
}

SignLayer.layerName = 'SignLayer';
SignLayer.defaultProps = defaultProps;
