MeshEditor::MeshEditor() {

	viewport = memnew( Viewport );
	Ref<World> world;
	world.instance();
	viewport->set_world(world); //use own world
	add_child(viewport);
	viewport->set_process_input(false);

	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);

	mesh_instance = memnew( MeshInstance );
	viewport->add_child(mesh_instance);



	set_custom_minimum_size(Size2(1,150));

	HBoxContainer *hb = memnew( HBoxContainer );
	add_child(hb);
	hb->set_area_as_parent_rect(2);

	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;

	rot_x=0;
	rot_y=0;


}
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;

}