tool
extends TextureRect

var image : Image
var tex : ImageTexture

export(Vector2) var bmin : Vector2 = Vector2(0.1, 0.1)
export(Vector2) var bmax : Vector2 = Vector2(1, 1)

export(bool) var refresh setget reff,reffg

func _ready():
	if !Engine.editor_hint:
		gen()


func gen() -> void:
	if !image:
		image = Image.new()
		image.create(300, 300, false, Image.FORMAT_RGBA8)
		
	if !tex:
		tex = ImageTexture.new()
		
#	var bmin : Vector2 = Vector2(0.1, 0.1)
#	var bmax : Vector2 = Vector2(1, 1)

	image.lock()
	
	var w : float = image.get_width()
	var h : float = image.get_width()
	
	var pseed : float = randf() + randi()
	
	for x in range(image.get_width()):
		for y in range(image.get_height()):
			var v : Vector2 = Vector2(x / w, y / h)

			var f : float = shape_circle(v, 3, 1.0 * 1.0, 1.0)
			var c : Color = Color(f, f, f, 1)
			
#			c = invert(c)
#			c = brightness_contrast(c)

			#needs work
			c = adjust_hsv(c)

			image.set_pixel(x, y, c)

			
	image.unlock()
	
	tex.create_from_image(image)
	texture = tex

func invert(color : Color) -> Color:
	return Color(1.0 - color.r, 1.0 - color.g, 1.0 - color.b, color.a);

var p_o91644_brightness = 0.000000000;
var p_o91644_contrast = 1.000000000;

func brightness_contrast(color : Color) -> Color:
	var bv : Vector3 = Vector3(p_o91644_brightness, p_o91644_brightness, p_o91644_brightness)
	var cvv : Vector3 = Vector3(color.r * p_o91644_contrast, color.g * p_o91644_contrast, color.b * p_o91644_contrast)
	
	var cv : Vector3 = cvv + bv + Vector3(0.5, 0.5, 0.5) - (Vector3(p_o91644_contrast, p_o91644_contrast, p_o91644_contrast) * 0.5)
	
	var v : Vector3 = clampv3(cv, Vector3(), Vector3(1, 1, 1))
	
	return Color(v.x, v.y, v.z, 1);

var p_o102649_hue = 0.000000000;
var  p_o102649_saturation = 1.000000000;
var  p_o102649_value = 1.000000000;

func adjust_hsv(color : Color) -> Color:
	var hsv : Vector3 = rgb_to_hsv(Vector3(color.r, color.g, color.b));
	
	var x : float = fract(hsv.x + p_o102649_hue)
	var y : float = clamp(hsv.y * p_o102649_saturation, 0.0, 1.0)
	var z : float = clamp(hsv.z * p_o102649_value, 0.0, 1.0)
	
	var h : Vector3 = hsv_to_rgb(Vector3(x, y, z))

	return Color(h.x, h.y, h.z, color.a);
	
func rgb_to_hsv(c : Vector3) -> Vector3:
	var K : Color = Color(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
	
	var p : Color 
	
	if c.y < c.z:
		p = Color(c.z, c.y, K.a, K.b)
	else:
		p = Color(c.y, c.z, K.r, K.g);
	
	var q : Color
	
	if c.x < p.r:
		q = Color(p.r, p.g, p.a, c.x)
	else:
		q = Color(c.x, p.g, p.b, p.r);

	var d : float = q.r - min(q.a, q.g);
	var e : float = 1.0e-10;
	
	return Vector3(abs(q.b + (q.a - q.g) / (6.0 * d + e)), d / (q.r + e), q.r);

func hsv_to_rgb(c : Vector3) -> Vector3:
	var K : Color = Color(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
	
	var p : Vector3 = absv3(fractv3(Vector3(c.x, c.x, c.x) + Vector3(K.r, K.g, K.b)) * 6.0 - Vector3(K.a, K.a, K.a));
	
	return c.z * lerp(Vector3(K.r, K.r, K.r), clampv3(p - Vector3(K.r, K.r, K.r), Vector3(), Vector3(1, 1, 1)), c.y);


func shape_circle(uv : Vector2, sides : float, size : float, edge : float) -> float:
	uv.x = 2.0 * uv.x - 1.0
	uv.y = 2.0 * uv.y - 1.0
	
	edge = max(edge, 1.0e-8)
	
	var distance : float = uv.length()
	
	return clamp((1.0 - distance / size) / edge, 0.0, 1.0)


func transform(uv : Vector2, translate : Vector2, rotate : float, scale : Vector2, repeat : bool) -> Vector2:
	var rv : Vector2 = Vector2();
	uv -= translate;
	uv -= Vector2(0.5, 0.5);
	rv.x = cos(rotate)*uv.x + sin(rotate)*uv.y;
	rv.y = -sin(rotate)*uv.x + cos(rotate)*uv.y;
	rv /= scale;
	rv += Vector2(0.5, 0.5);
	
	if (repeat):
		return fractv2(rv);
	else:
		return clampv2(rv, Vector2(0, 0), Vector2(1, 1));
		

func clampv3(v : Vector3, mi : Vector3, ma : Vector3) -> Vector3:
	v.x = clamp(v.x, mi.x, ma.x)
	v.y = clamp(v.y, mi.y, ma.y)
	v.y = clamp(v.z, mi.z, ma.z)
	
	return v

func floorc(a : Color) -> Color:
	var v : Color = Color()
	
	v.r = floor(a.r)
	v.g = floor(a.g)
	v.b = floor(a.b)
	v.a = floor(a.a)
	
	return v


func floorv2(a : Vector2) -> Vector2:
	var v : Vector2 = Vector2()
	
	v.x = floor(a.x)
	v.y = floor(a.y)
	
	return v
	
func smoothstepv2(a : float, b : float, c : Vector2) -> Vector2:
	var v : Vector2 = Vector2()
	
	v.x = smoothstep(a, b, c.x)
	v.y = smoothstep(a, b, c.y)
	
	return v

func maxv2(a : Vector2, b : Vector2) -> Vector2:
	var v : Vector2 = Vector2()
	
	v.x = max(a.x, b.x)
	v.y = max(a.y, b.y)
	
	return v

func maxv3(a : Vector3, b : Vector3) -> Vector3:
	var v : Vector3 = Vector3()
	
	v.x = max(a.x, b.x)
	v.y = max(a.y, b.y)
	v.z = max(a.z, b.z)
	
	return v

func absv2(v : Vector2) -> Vector2:
	v.x = abs(v.x)
	v.y = abs(v.y)
	
	return v
	
func absv3(v : Vector3) -> Vector3:
	v.x = abs(v.x)
	v.y = abs(v.y)
	v.y = abs(v.y)
	
	return v

func cosv2(v : Vector2) -> Vector2:
	v.x = cos(v.x)
	v.y = cos(v.y)
	
	return v

func cosv3(v : Vector3) -> Vector3:
	v.x = cos(v.x)
	v.y = cos(v.y)
	v.y = cos(v.y)
	
	return v

func modv3(a : Vector3, b : Vector3) -> Vector3:
	var v : Vector3 = Vector3()
	
	v.x = modf(a.x, b.x)
	v.y = modf(a.y, b.y)
	v.z = modf(a.z, b.z)
	
	return v
	
	
func modv2(a : Vector2, b : Vector2) -> Vector2:
	var v : Vector2 = Vector2()
	
	v.x = modf(a.x, b.x)
	v.y = modf(a.y, b.y)

	return v

func modf(x : float, y : float) -> float:
	return x - y * floor(x / y)

func fractv2(v : Vector2) -> Vector2:
	v.x = v.x - floor(v.x)
	v.y = v.y - floor(v.y)
	
	return v
	
func fractv3(v : Vector3) -> Vector3:
	v.x = v.x - floor(v.x)
	v.y = v.y - floor(v.y)
	v.z = v.z - floor(v.z)
	
	return v
	
func fract(f : float) -> float:
	return f - floor(f)

func clampv2(v : Vector2, pmin : Vector2, pmax : Vector2) -> Vector2:
	v.x = clamp(v.x, pmin.x, pmax.x)
	v.y = clamp(v.y, pmin.y, pmax.y)
	
	return v

func rand(x : Vector2) -> float:
	return fract(cos(x.dot(Vector2(13.9898, 8.141))) * 43758.5453);

func rand2(x : Vector2) -> Vector2:
	return fractv2(cosv2(Vector2(x.dot(Vector2(13.9898, 8.141)),
						  x.dot(Vector2(3.4562, 17.398)))) * 43758.5453);

func rand3(x : Vector2) -> Vector3:
	return fractv3(cosv3(Vector3(x.dot(Vector2(13.9898, 8.141)),
						  x.dot(Vector2(3.4562, 17.398)),
						  x.dot(Vector2(13.254, 5.867)))) * 43758.5453);

func step(edge : float, x : float) -> float:
	if x < edge:
		return 0.0
	else:
		return 1.0


#common -----

#float rand(vec2 x) {
#    return fract(cos(dot(x, vec2(13.9898, 8.141))) * 43758.5453);
#}
#
#vec2 rand2(vec2 x) {
#    return fract(cos(vec2(dot(x, vec2(13.9898, 8.141)),
#						  dot(x, vec2(3.4562, 17.398)))) * 43758.5453);
#}
#
#vec3 rand3(vec2 x) {
#    return fract(cos(vec3(dot(x, vec2(13.9898, 8.141)),
#                          dot(x, vec2(3.4562, 17.398)),
#                          dot(x, vec2(13.254, 5.867)))) * 43758.5453);
#}
#
#vec3 rgb2hsv(vec3 c) {
#	vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
#	vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);
#	vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);
#
#	float d = q.x - min(q.w, q.y);
#	float e = 1.0e-10;
#	return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
#}
#
#vec3 hsv2rgb(vec3 c) {
#	vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
#	vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
#	return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
#}


#end common


func reffg():
	return false

func reff(bb):
	if bb:
		gen()

