/*************************************************************************/
/*  material_editor_plugin.cpp                                           */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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/*************************************************************************/

#include "material_editor_plugin.h"

#include "core/config/project_settings.h"
#include "editor/editor_node.h"
#include "editor/editor_scale.h"
#include "editor/editor_settings.h"
#include "editor/editor_undo_redo_manager.h"
#include "scene/gui/subviewport_container.h"
#include "scene/resources/fog_material.h"
#include "scene/resources/particle_process_material.h"
#include "scene/resources/sky_material.h"

void MaterialEditor::gui_input(const Ref<InputEvent> &p_event) {
	ERR_FAIL_COND(p_event.is_null());

	Ref<InputEventMouseMotion> mm = p_event;
	if (mm.is_valid() && (mm->get_button_mask() & MouseButton::MASK_LEFT) != MouseButton::NONE) {
		rot.x -= mm->get_relative().y * 0.01;
		rot.y -= mm->get_relative().x * 0.01;

		rot.x = CLAMP(rot.x, -Math_PI / 2, Math_PI / 2);
		_update_rotation();
	}
}

void MaterialEditor::_update_theme_item_cache() {
	Control::_update_theme_item_cache();

	theme_cache.light_1_on = get_theme_icon(SNAME("MaterialPreviewLight1"), SNAME("EditorIcons"));
	theme_cache.light_1_off = get_theme_icon(SNAME("MaterialPreviewLight1Off"), SNAME("EditorIcons"));
	theme_cache.light_2_on = get_theme_icon(SNAME("MaterialPreviewLight2"), SNAME("EditorIcons"));
	theme_cache.light_2_off = get_theme_icon(SNAME("MaterialPreviewLight2Off"), SNAME("EditorIcons"));

	theme_cache.sphere_on = get_theme_icon(SNAME("MaterialPreviewSphere"), SNAME("EditorIcons"));
	theme_cache.sphere_off = get_theme_icon(SNAME("MaterialPreviewSphereOff"), SNAME("EditorIcons"));
	theme_cache.box_on = get_theme_icon(SNAME("MaterialPreviewCube"), SNAME("EditorIcons"));
	theme_cache.box_off = get_theme_icon(SNAME("MaterialPreviewCubeOff"), SNAME("EditorIcons"));

	theme_cache.checkerboard = get_theme_icon(SNAME("Checkerboard"), SNAME("EditorIcons"));
}

void MaterialEditor::_notification(int p_what) {
	switch (p_what) {
		case NOTIFICATION_THEME_CHANGED: {
			light_1_switch->set_normal_texture(theme_cache.light_1_on);
			light_1_switch->set_pressed_texture(theme_cache.light_1_off);
			light_2_switch->set_normal_texture(theme_cache.light_2_on);
			light_2_switch->set_pressed_texture(theme_cache.light_2_off);

			sphere_switch->set_normal_texture(theme_cache.sphere_off);
			sphere_switch->set_pressed_texture(theme_cache.sphere_on);
			box_switch->set_normal_texture(theme_cache.box_off);
			box_switch->set_pressed_texture(theme_cache.box_on);
		} break;

		case NOTIFICATION_DRAW: {
			Size2 size = get_size();
			draw_texture_rect(theme_cache.checkerboard, Rect2(Point2(), size), true);
		} break;
	}
}

void MaterialEditor::_update_rotation() {
	Transform3D t;
	t.basis.rotate(Vector3(0, 1, 0), -rot.y);
	t.basis.rotate(Vector3(1, 0, 0), -rot.x);
	rotation->set_transform(t);
}

void MaterialEditor::edit(Ref<Material> p_material, const Ref<Environment> &p_env) {
	material = p_material;
	camera->set_environment(p_env);
	if (!material.is_null()) {
		Shader::Mode mode = p_material->get_shader_mode();
		switch (mode) {
			case Shader::MODE_CANVAS_ITEM:
				layout_3d->hide();
				layout_2d->show();
				vc->hide();
				rect_instance->set_material(material);
				break;
			case Shader::MODE_SPATIAL:
				layout_2d->hide();
				layout_3d->show();
				vc->show();
				sphere_instance->set_material_override(material);
				box_instance->set_material_override(material);
				break;
			default:
				break;
		}
	} else {
		hide();
	}

	rot.x = Math::deg_to_rad(-15.0);
	rot.y = Math::deg_to_rad(30.0);
	_update_rotation();
}

void MaterialEditor::_button_pressed(Node *p_button) {
	if (p_button == light_1_switch) {
		light1->set_visible(!light_1_switch->is_pressed());
	}

	if (p_button == light_2_switch) {
		light2->set_visible(!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);
		EditorSettings::get_singleton()->set_project_metadata("inspector_options", "material_preview_on_sphere", false);
	}

	if (p_button == sphere_switch) {
		box_instance->hide();
		sphere_instance->show();
		box_switch->set_pressed(false);
		sphere_switch->set_pressed(true);
		EditorSettings::get_singleton()->set_project_metadata("inspector_options", "material_preview_on_sphere", true);
	}
}

MaterialEditor::MaterialEditor() {
	// canvas item

	layout_2d = memnew(HBoxContainer);
	layout_2d->set_alignment(BoxContainer::ALIGNMENT_CENTER);
	add_child(layout_2d);
	layout_2d->set_anchors_and_offsets_preset(PRESET_FULL_RECT);

	rect_instance = memnew(ColorRect);
	layout_2d->add_child(rect_instance);
	rect_instance->set_custom_minimum_size(Size2(150, 150) * EDSCALE);

	layout_2d->set_visible(false);

	// spatial

	vc = memnew(SubViewportContainer);
	vc->set_stretch(true);
	add_child(vc);
	vc->set_anchors_and_offsets_preset(PRESET_FULL_RECT);
	viewport = memnew(SubViewport);
	Ref<World3D> world_3d;
	world_3d.instantiate();
	viewport->set_world_3d(world_3d); //use own world
	vc->add_child(viewport);
	viewport->set_disable_input(true);
	viewport->set_transparent_background(true);
	viewport->set_msaa_3d(Viewport::MSAA_4X);

	camera = memnew(Camera3D);
	camera->set_transform(Transform3D(Basis(), Vector3(0, 0, 1.1)));
	// Use low field of view so the sphere/box is fully encompassed within the preview,
	// without much distortion.
	camera->set_perspective(20, 0.1, 10);
	camera->make_current();
	if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
		camera_attributes.instantiate();
		camera->set_attributes(camera_attributes);
	}
	viewport->add_child(camera);

	light1 = memnew(DirectionalLight3D);
	light1->set_transform(Transform3D().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0)));
	viewport->add_child(light1);

	light2 = memnew(DirectionalLight3D);
	light2->set_transform(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, 1)));
	light2->set_color(Color(0.7, 0.7, 0.7));
	viewport->add_child(light2);

	rotation = memnew(Node3D);
	viewport->add_child(rotation);

	sphere_instance = memnew(MeshInstance3D);
	rotation->add_child(sphere_instance);

	box_instance = memnew(MeshInstance3D);
	rotation->add_child(box_instance);

	box_instance->set_transform(Transform3D() * 0.25);
	sphere_instance->set_transform(Transform3D() * 0.375);

	sphere_mesh.instantiate();
	sphere_instance->set_mesh(sphere_mesh);
	box_mesh.instantiate();
	box_instance->set_mesh(box_mesh);

	set_custom_minimum_size(Size2(1, 150) * EDSCALE);

	layout_3d = memnew(HBoxContainer);
	add_child(layout_3d);
	layout_3d->set_anchors_and_offsets_preset(Control::PRESET_FULL_RECT, Control::PRESET_MODE_MINSIZE, 2);

	VBoxContainer *vb_shape = memnew(VBoxContainer);
	layout_3d->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", callable_mp(this, &MaterialEditor::_button_pressed).bind(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", callable_mp(this, &MaterialEditor::_button_pressed).bind(box_switch));

	layout_3d->add_spacer();

	VBoxContainer *vb_light = memnew(VBoxContainer);
	layout_3d->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", callable_mp(this, &MaterialEditor::_button_pressed).bind(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", callable_mp(this, &MaterialEditor::_button_pressed).bind(light_2_switch));

	if (EditorSettings::get_singleton()->get_project_metadata("inspector_options", "material_preview_on_sphere", true)) {
		box_instance->hide();
	} else {
		box_instance->show();
		sphere_instance->hide();
		box_switch->set_pressed(true);
		sphere_switch->set_pressed(false);
	}
}

///////////////////////

bool EditorInspectorPluginMaterial::can_handle(Object *p_object) {
	Material *material = Object::cast_to<Material>(p_object);
	if (!material) {
		return false;
	}
	Shader::Mode mode = material->get_shader_mode();
	return mode == Shader::MODE_SPATIAL || mode == Shader::MODE_CANVAS_ITEM;
}

void EditorInspectorPluginMaterial::parse_begin(Object *p_object) {
	Material *material = Object::cast_to<Material>(p_object);
	if (!material) {
		return;
	}
	Ref<Material> m(material);

	MaterialEditor *editor = memnew(MaterialEditor);
	editor->edit(m, env);
	add_custom_control(editor);
}

void EditorInspectorPluginMaterial::_undo_redo_inspector_callback(Object *p_undo_redo, Object *p_edited, String p_property, Variant p_new_value) {
	Ref<EditorUndoRedoManager> undo_redo = Object::cast_to<EditorUndoRedoManager>(p_undo_redo);
	ERR_FAIL_COND(!undo_redo.is_valid());

	// For BaseMaterial3D, if a roughness or metallic textures is being assigned to an empty slot,
	// set the respective metallic or roughness factor to 1.0 as a convenience feature
	BaseMaterial3D *base_material = Object::cast_to<StandardMaterial3D>(p_edited);
	if (base_material) {
		Texture2D *texture = Object::cast_to<Texture2D>(p_new_value);
		if (texture) {
			if (p_property == "roughness_texture") {
				if (base_material->get_texture(StandardMaterial3D::TEXTURE_ROUGHNESS).is_null()) {
					undo_redo->add_do_property(p_edited, "roughness", 1.0);

					bool valid = false;
					Variant value = p_edited->get("roughness", &valid);
					if (valid) {
						undo_redo->add_undo_property(p_edited, "roughness", value);
					}
				}
			} else if (p_property == "metallic_texture") {
				if (base_material->get_texture(StandardMaterial3D::TEXTURE_METALLIC).is_null()) {
					undo_redo->add_do_property(p_edited, "metallic", 1.0);

					bool valid = false;
					Variant value = p_edited->get("metallic", &valid);
					if (valid) {
						undo_redo->add_undo_property(p_edited, "metallic", value);
					}
				}
			}
		}
	}
}

EditorInspectorPluginMaterial::EditorInspectorPluginMaterial() {
	env.instantiate();
	Ref<Sky> sky = memnew(Sky());
	env->set_sky(sky);
	env->set_background(Environment::BG_COLOR);
	env->set_ambient_source(Environment::AMBIENT_SOURCE_SKY);
	env->set_reflection_source(Environment::REFLECTION_SOURCE_SKY);

	EditorNode::get_singleton()->get_editor_data().add_undo_redo_inspector_hook_callback(callable_mp(this, &EditorInspectorPluginMaterial::_undo_redo_inspector_callback));
}

MaterialEditorPlugin::MaterialEditorPlugin() {
	Ref<EditorInspectorPluginMaterial> plugin;
	plugin.instantiate();
	add_inspector_plugin(plugin);
}

String StandardMaterial3DConversionPlugin::converts_to() const {
	return "ShaderMaterial";
}

bool StandardMaterial3DConversionPlugin::handles(const Ref<Resource> &p_resource) const {
	Ref<StandardMaterial3D> mat = p_resource;
	return mat.is_valid();
}

Ref<Resource> StandardMaterial3DConversionPlugin::convert(const Ref<Resource> &p_resource) const {
	Ref<StandardMaterial3D> mat = p_resource;
	ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());

	Ref<ShaderMaterial> smat;
	smat.instantiate();

	Ref<Shader> shader;
	shader.instantiate();

	String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());

	shader->set_code(code);

	smat->set_shader(shader);

	List<PropertyInfo> params;
	RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), &params);

	for (const PropertyInfo &E : params) {
		// Texture parameter has to be treated specially since StandardMaterial3D saved it
		// as RID but ShaderMaterial needs Texture itself
		Ref<Texture2D> texture = mat->get_texture_by_name(E.name);
		if (texture.is_valid()) {
			smat->set_shader_parameter(E.name, texture);
		} else {
			Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
			smat->set_shader_parameter(E.name, value);
		}
	}

	smat->set_render_priority(mat->get_render_priority());
	smat->set_local_to_scene(mat->is_local_to_scene());
	smat->set_name(mat->get_name());
	return smat;
}

String ORMMaterial3DConversionPlugin::converts_to() const {
	return "ShaderMaterial";
}

bool ORMMaterial3DConversionPlugin::handles(const Ref<Resource> &p_resource) const {
	Ref<ORMMaterial3D> mat = p_resource;
	return mat.is_valid();
}

Ref<Resource> ORMMaterial3DConversionPlugin::convert(const Ref<Resource> &p_resource) const {
	Ref<ORMMaterial3D> mat = p_resource;
	ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());

	Ref<ShaderMaterial> smat;
	smat.instantiate();

	Ref<Shader> shader;
	shader.instantiate();

	String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());

	shader->set_code(code);

	smat->set_shader(shader);

	List<PropertyInfo> params;
	RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), &params);

	for (const PropertyInfo &E : params) {
		// Texture parameter has to be treated specially since ORMMaterial3D saved it
		// as RID but ShaderMaterial needs Texture itself
		Ref<Texture2D> texture = mat->get_texture_by_name(E.name);
		if (texture.is_valid()) {
			smat->set_shader_parameter(E.name, texture);
		} else {
			Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
			smat->set_shader_parameter(E.name, value);
		}
	}

	smat->set_render_priority(mat->get_render_priority());
	smat->set_local_to_scene(mat->is_local_to_scene());
	smat->set_name(mat->get_name());
	return smat;
}

String ParticleProcessMaterialConversionPlugin::converts_to() const {
	return "ShaderMaterial";
}

bool ParticleProcessMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
	Ref<ParticleProcessMaterial> mat = p_resource;
	return mat.is_valid();
}

Ref<Resource> ParticleProcessMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
	Ref<ParticleProcessMaterial> mat = p_resource;
	ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());

	Ref<ShaderMaterial> smat;
	smat.instantiate();

	Ref<Shader> shader;
	shader.instantiate();

	String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());

	shader->set_code(code);

	smat->set_shader(shader);

	List<PropertyInfo> params;
	RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), &params);

	for (const PropertyInfo &E : params) {
		Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
		smat->set_shader_parameter(E.name, value);
	}

	smat->set_render_priority(mat->get_render_priority());
	smat->set_local_to_scene(mat->is_local_to_scene());
	smat->set_name(mat->get_name());
	return smat;
}

String CanvasItemMaterialConversionPlugin::converts_to() const {
	return "ShaderMaterial";
}

bool CanvasItemMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
	Ref<CanvasItemMaterial> mat = p_resource;
	return mat.is_valid();
}

Ref<Resource> CanvasItemMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
	Ref<CanvasItemMaterial> mat = p_resource;
	ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());

	Ref<ShaderMaterial> smat;
	smat.instantiate();

	Ref<Shader> shader;
	shader.instantiate();

	String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());

	shader->set_code(code);

	smat->set_shader(shader);

	List<PropertyInfo> params;
	RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), &params);

	for (const PropertyInfo &E : params) {
		Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
		smat->set_shader_parameter(E.name, value);
	}

	smat->set_render_priority(mat->get_render_priority());
	smat->set_local_to_scene(mat->is_local_to_scene());
	smat->set_name(mat->get_name());
	return smat;
}

String ProceduralSkyMaterialConversionPlugin::converts_to() const {
	return "ShaderMaterial";
}

bool ProceduralSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
	Ref<ProceduralSkyMaterial> mat = p_resource;
	return mat.is_valid();
}

Ref<Resource> ProceduralSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
	Ref<ProceduralSkyMaterial> mat = p_resource;
	ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());

	Ref<ShaderMaterial> smat;
	smat.instantiate();

	Ref<Shader> shader;
	shader.instantiate();

	String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());

	shader->set_code(code);

	smat->set_shader(shader);

	List<PropertyInfo> params;
	RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), &params);

	for (const PropertyInfo &E : params) {
		Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
		smat->set_shader_parameter(E.name, value);
	}

	smat->set_render_priority(mat->get_render_priority());
	smat->set_local_to_scene(mat->is_local_to_scene());
	smat->set_name(mat->get_name());
	return smat;
}

String PanoramaSkyMaterialConversionPlugin::converts_to() const {
	return "ShaderMaterial";
}

bool PanoramaSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
	Ref<PanoramaSkyMaterial> mat = p_resource;
	return mat.is_valid();
}

Ref<Resource> PanoramaSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
	Ref<PanoramaSkyMaterial> mat = p_resource;
	ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());

	Ref<ShaderMaterial> smat;
	smat.instantiate();

	Ref<Shader> shader;
	shader.instantiate();

	String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());

	shader->set_code(code);

	smat->set_shader(shader);

	List<PropertyInfo> params;
	RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), &params);

	for (const PropertyInfo &E : params) {
		Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
		smat->set_shader_parameter(E.name, value);
	}

	smat->set_render_priority(mat->get_render_priority());
	smat->set_local_to_scene(mat->is_local_to_scene());
	smat->set_name(mat->get_name());
	return smat;
}

String PhysicalSkyMaterialConversionPlugin::converts_to() const {
	return "ShaderMaterial";
}

bool PhysicalSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
	Ref<PhysicalSkyMaterial> mat = p_resource;
	return mat.is_valid();
}

Ref<Resource> PhysicalSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
	Ref<PhysicalSkyMaterial> mat = p_resource;
	ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());

	Ref<ShaderMaterial> smat;
	smat.instantiate();

	Ref<Shader> shader;
	shader.instantiate();

	String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());

	shader->set_code(code);

	smat->set_shader(shader);

	List<PropertyInfo> params;
	RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), &params);

	for (const PropertyInfo &E : params) {
		Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
		smat->set_shader_parameter(E.name, value);
	}

	smat->set_render_priority(mat->get_render_priority());
	smat->set_local_to_scene(mat->is_local_to_scene());
	smat->set_name(mat->get_name());
	return smat;
}

String FogMaterialConversionPlugin::converts_to() const {
	return "ShaderMaterial";
}

bool FogMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
	Ref<FogMaterial> mat = p_resource;
	return mat.is_valid();
}

Ref<Resource> FogMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
	Ref<FogMaterial> mat = p_resource;
	ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());

	Ref<ShaderMaterial> smat;
	smat.instantiate();

	Ref<Shader> shader;
	shader.instantiate();

	String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());

	shader->set_code(code);

	smat->set_shader(shader);

	List<PropertyInfo> params;
	RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), &params);

	for (const PropertyInfo &E : params) {
		Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
		smat->set_shader_parameter(E.name, value);
	}

	smat->set_render_priority(mat->get_render_priority());
	return smat;
}