text: /*************************************************************************/
  /*  material_editor_plugin.cpp                                           */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md)    */
  /*                                                                       */
  /* 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.                */
  /*************************************************************************/
  
  // FIXME: Disabled as (according to reduz) users were complaining that it gets in the way
  // Waiting for PropertyEditor rewrite (planned for 3.1) to be refactored.
  #if 0
  #include "material_editor_plugin.h"
  
  #include "scene/main/viewport.h"
  
  void MaterialEditor::_gui_input(InputEvent p_event) {
  
  
  }
  
  void MaterialEditor::_notification(int p_what) {
  
  	if (p_what==NOTIFICATION_FIXED_PROCESS) {
  
  	}
  
  
  	if (p_what==NOTIFICATION_READY) {
  
  		//get_scene()->connect("node_removed",this,"_node_removed");
  
  		if (first_enter) {
  			//it's in propertyeditor so.. could be moved around
  
  			light_1_switch->set_normal_texture(get_icon("MaterialPreviewLight1","EditorIcons"));
  			light_1_switch->set_pressed_texture(get_icon("MaterialPreviewLight1Off","EditorIcons"));
  			light_2_switch->set_normal_texture(get_icon("MaterialPreviewLight2","EditorIcons"));
  			light_2_switch->set_pressed_texture(get_icon("MaterialPreviewLight2Off","EditorIcons"));
  
  			sphere_switch->set_normal_texture(get_icon("MaterialPreviewSphereOff","EditorIcons"));
  			sphere_switch->set_pressed_texture(get_icon("MaterialPreviewSphere","EditorIcons"));
  			box_switch->set_normal_texture(get_icon("MaterialPreviewCubeOff","EditorIcons"));
  			box_switch->set_pressed_texture(get_icon("MaterialPreviewCube","EditorIcons"));
  
  			first_enter=false;
  		}
  
  	}
  
  	if (p_what==NOTIFICATION_DRAW) {
  
  
  		Ref<Texture> checkerboard = get_icon("Checkerboard","EditorIcons");
  		Size2 size = get_size();
  
  		draw_texture_rect(checkerboard,Rect2(Point2(),size),true);
  
  	}
  }
  
  
  
  void MaterialEditor::edit(Ref<Material> p_material) {
  
  	material=p_material;
  
  	if (!material.is_null()) {
  		sphere_mesh->surface_set_material(0,material);
  		box_mesh->surface_set_material(0,material);
  	} else {
  
  		hide();
  	}
  
  }
  
  
  void MaterialEditor::_button_pressed(Node* p_button) {
  
  	if (p_button==light_1_switch) {
  		light1->set_enabled(!light_1_switch->is_pressed());
  	}
  
  	if (p_button==light_2_switch) {
  		light2->set_enabled(!light_2_switch->is_pressed());
  	}
  
  	if (p_button==box_switch) {
  		box_instance->show();
  		sphere_instance->hide();
  		box_switch->set_pressed(true);
  		sphere_switch->set_pressed(false);
  	}
  
  	if (p_button==sphere_switch) {
  		box_instance->hide();
  		sphere_instance->show();
  		box_switch->set_pressed(false);
  		sphere_switch->set_pressed(true);
  	}
  
  }
  
  void MaterialEditor::_bind_methods() {
  
  	ClassDB::bind_method(D_METHOD("_gui_input"),&MaterialEditor::_gui_input);
  	ClassDB::bind_method(D_METHOD("_button_pressed"),&MaterialEditor::_button_pressed);
  
  }
  
  MaterialEditor::MaterialEditor() {
  
  	viewport = memnew( Viewport );
  	Ref<World> world;
  	world.instance();
  	viewport->set_world(world); //use own world
  	add_child(viewport);
  	viewport->set_disable_input(true);
  
  	camera = memnew( Camera );
  	camera->set_transform(Transform(Matrix3(),Vector3(0,0,3)));
  	camera->set_perspective(45,0.1,10);
  	viewport->add_child(camera);
  
  	light1 = memnew( DirectionalLight );
  	light1->set_transform(Transform().looking_at(Vector3(-1,-1,-1),Vector3(0,1,0)));
  	viewport->add_child(light1);
  
  	light2 = memnew( DirectionalLight );
  	light2->set_transform(Transform().looking_at(Vector3(0,1,0),Vector3(0,0,1)));
  	light2->set_color(Light::COLOR_DIFFUSE,Color(0.7,0.7,0.7));
  	light2->set_color(Light::COLOR_SPECULAR,Color(0.7,0.7,0.7));
  	viewport->add_child(light2);
  
  	sphere_instance = memnew( MeshInstance );
  	viewport->add_child(sphere_instance);
  
  	box_instance = memnew( MeshInstance );
  	viewport->add_child(box_instance);
  
  	Transform box_xform;
  	box_xform.basis.rotate(Vector3(1,0,0),Math::deg2rad(25));
  	box_xform.basis = box_xform.basis * Matrix3().rotated(Vector3(0,1,0),Math::deg2rad(25));
  	box_xform.basis.scale(Vector3(0.8,0.8,0.8));
  	box_instance->set_transform(box_xform);
  
  	{
  
  		sphere_mesh.instance();
  
  
  		int lats=32;
  		int lons=32;
  		float radius=1.0;
  
  		PoolVector<Vector3> vertices;
  		PoolVector<Vector3> normals;
  		PoolVector<Vector2> uvs;
  		PoolVector<float> tangents;
  		Matrix3 tt = Matrix3(Vector3(0,1,0),Math_PI*0.5);
  
  		for(int i = 1; i <= lats; i++) {
  			double lat0 = Math_PI * (-0.5 + (double) (i - 1) / lats);
  			double z0  = Math::sin(lat0);
  			double zr0 =  Math::cos(lat0);
  
  			double lat1 = Math_PI * (-0.5 + (double) i / lats);
  			double z1 = Math::sin(lat1);
  			double zr1 = Math::cos(lat1);
  
  			for(int j = lons; j >= 1; j--) {
  
  				double lng0 = 2 * Math_PI * (double) (j - 1) / lons;
  				double x0 = Math::cos(lng0);
  				double y0 = Math::sin(lng0);
  
  				double lng1 = 2 * Math_PI * (double) (j) / lons;
  				double x1 = Math::cos(lng1);
  				double y1 = Math::sin(lng1);
  
  
  				Vector3 v[4]={
  					Vector3(x1 * zr0, z0, y1 *zr0),
  					Vector3(x1 * zr1, z1, y1 *zr1),
  					Vector3(x0 * zr1, z1, y0 *zr1),
  					Vector3(x0 * zr0, z0, y0 *zr0)
  				};
  
  #define ADD_POINT(m_idx)                                                                       \
  	normals.push_back(v[m_idx]);                                                               \
  	vertices.push_back(v[m_idx] * radius);                                                     \
  	{                                                                                          \
  		Vector2 uv(Math::atan2(v[m_idx].x, v[m_idx].z), Math::atan2(-v[m_idx].y, v[m_idx].z)); \
  		uv /= Math_PI;                                                                         \
  		uv *= 4.0;                                                                             \
  		uv = uv * 0.5 + Vector2(0.5, 0.5);                                                     \
  		uvs.push_back(uv);                                                                     \
  	}                                                                                          \
  	{                                                                                          \
  		Vector3 t = tt.xform(v[m_idx]);                                                        \
  		tangents.push_back(t.x);                                                               \
  		tangents.push_back(t.y);                                                               \
  		tangents.push_back(t.z);                                                               \
  		tangents.push_back(1.0);                                                               \
  	}
  
  
  
  				ADD_POINT(0);
  				ADD_POINT(1);
  				ADD_POINT(2);
  
  				ADD_POINT(2);
  				ADD_POINT(3);
  				ADD_POINT(0);
  			}
  		}
  
  		Array arr;
  		arr.resize(VS::ARRAY_MAX);
  		arr[VS::ARRAY_VERTEX]=vertices;
  		arr[VS::ARRAY_NORMAL]=normals;
  		arr[VS::ARRAY_TANGENT]=tangents;
  		arr[VS::ARRAY_TEX_UV]=uvs;
  
  		sphere_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES,arr);
  
  		sphere_instance->set_mesh(sphere_mesh);
  
  	}
  	{
  
  
  		box_mesh.instance();
  
  		PoolVector<Vector3> vertices;
  		PoolVector<Vector3> normals;
  		PoolVector<float> tangents;
  		PoolVector<Vector3> uvs;
  
  		int vtx_idx=0;
  #define ADD_VTX(m_idx)                                                             \
  	;                                                                              \
  	vertices.push_back(face_points[m_idx]);                                        \
  	normals.push_back(normal_points[m_idx]);                                       \
  	tangents.push_back(normal_points[m_idx][1]);                                   \
  	tangents.push_back(normal_points[m_idx][2]);                                   \
  	tangents.push_back(normal_points[m_idx][0]);                                   \
  	tangents.push_back(1.0);                                                       \
  	uvs.push_back(Vector3(uv_points[m_idx * 2 + 0], uv_points[m_idx * 2 + 1], 0)); \
  	vtx_idx++;\
  
  		for (int i=0;i<6;i++) {
  
  
  			Vector3 face_points[4];
  			Vector3 normal_points[4];
  			float uv_points[8]={0,0,0,1,1,1,1,0};
  
  			for (int j=0;j<4;j++) {
  
  				float v[3];
  				v[0]=1.0;
  				v[1]=1-2*((j>>1)&1);
  				v[2]=v[1]*(1-2*(j&1));
  
  				for (int k=0;k<3;k++) {
  
  					if (i<3)
  						face_points[j][(i+k)%3]=v[k]*(i>=3?-1:1);
  					else
  						face_points[3-j][(i+k)%3]=v[k]*(i>=3?-1:1);
  				}
  				normal_points[j]=Vector3();
  				normal_points[j][i%3]=(i>=3?-1:1);
  			}
  
  		//tri 1
  			ADD_VTX(0);
  			ADD_VTX(1);
  			ADD_VTX(2);
  		//tri 2
  			ADD_VTX(2);
  			ADD_VTX(3);
  			ADD_VTX(0);
  
  		}
  
  
  
  		Array d;
  		d.resize(VS::ARRAY_MAX);
  		d[VisualServer::ARRAY_NORMAL]= normals ;
  		d[VisualServer::ARRAY_TANGENT]= tangents ;
  		d[VisualServer::ARRAY_TEX_UV]= uvs ;
  		d[VisualServer::ARRAY_VERTEX]= vertices ;
  
  		PoolVector<int> indices;
  		indices.resize(vertices.size());
  		for(int i=0;i<vertices.size();i++)
  			indices.set(i,i);
  		d[VisualServer::ARRAY_INDEX]=indices;
  
  		box_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES,d);
  		box_instance->set_mesh(box_mesh);
  		box_instance->hide();
  
  
  
  	}
  
  	set_custom_minimum_size(Size2(1,150)*EDSCALE);
  
  	HBoxContainer *hb = memnew( HBoxContainer );
  	add_child(hb);
  	hb->set_area_as_parent_rect(2);
  
  	VBoxContainer *vb_shape = memnew( VBoxContainer );
  	hb->add_child(vb_shape);
  
  	sphere_switch = memnew( TextureButton );
  	sphere_switch->set_toggle_mode(true);
  	sphere_switch->set_pressed(true);
  	vb_shape->add_child(sphere_switch);
  	sphere_switch->connect("pressed",this,"_button_pressed",varray(sphere_switch));
  
  	box_switch = memnew( TextureButton );
  	box_switch->set_toggle_mode(true);
  	box_switch->set_pressed(false);
  	vb_shape->add_child(box_switch);
  	box_switch->connect("pressed",this,"_button_pressed",varray(box_switch));
  
  	hb->add_spacer();
  
  	VBoxContainer *vb_light = memnew( VBoxContainer );
  	hb->add_child(vb_light);
  
  	light_1_switch = memnew( TextureButton );
  	light_1_switch->set_toggle_mode(true);
  	vb_light->add_child(light_1_switch);
  	light_1_switch->connect("pressed",this,"_button_pressed",varray(light_1_switch));
  
  	light_2_switch = memnew( TextureButton );
  	light_2_switch->set_toggle_mode(true);
  	vb_light->add_child(light_2_switch);
  	light_2_switch->connect("pressed",this,"_button_pressed",varray(light_2_switch));
  
  	first_enter=true;
  
  }
  
  
  void MaterialEditorPlugin::edit(Object *p_object) {
  
  	Material * s = Object::cast_to<Material>(p_object);
  	if (!s)
  		return;
  
  	material_editor->edit(Ref<Material>(s));
  }
  
  bool MaterialEditorPlugin::handles(Object *p_object) const {
  
  	return p_object->is_type("Material");
  }
  
  void MaterialEditorPlugin::make_visible(bool p_visible) {
  
  	if (p_visible) {
  		material_editor->show();
  		//material_editor->set_process(true);
  	} else {
  
  		material_editor->hide();
  		//material_editor->set_process(false);
  	}
  
  }
  
  MaterialEditorPlugin::MaterialEditorPlugin(EditorNode *p_node) {
  
  	editor=p_node;
  	material_editor = memnew( MaterialEditor );
  	add_control_to_container(CONTAINER_PROPERTY_EDITOR_BOTTOM,material_editor);
  	material_editor->hide();
  
  
  
  }
  
  
  MaterialEditorPlugin::~MaterialEditorPlugin()
  {
  }
  
  #endif
  