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Simplify mesh custom drawing demo (#1231)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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@@ -2,38 +2,47 @@
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@tool
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extends Panel
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var use_antialiasing := false
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# You must hold a reference to the Resources either as member variables or within an Array or Dictionary.
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# Otherwise, they get freed automatically and the renderer won't be able to draw them.
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var text_mesh := TextMesh.new()
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var noise_texture := NoiseTexture2D.new()
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var gradient_texture := GradientTexture2D.new()
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var sphere_mesh := SphereMesh.new()
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var multi_mesh := MultiMesh.new()
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func _draw() -> void:
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var margin := Vector2(300, 70)
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var offset := Vector2()
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var text_mesh := TextMesh.new()
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func _ready() -> void:
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text_mesh.text = "TextMesh"
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# In 2D, 1 unit equals 1 pixel, so the default size at which PrimitiveMeshes are displayed is tiny.
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# Use much larger mesh size to compensate, or use `draw_set_transform()` before using `draw_mesh()`
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# to scale the draw command.
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text_mesh.pixel_size = 2.5
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var noise_texture := NoiseTexture2D.new()
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noise_texture.seamless = true
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noise_texture.as_normal_map = true
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noise_texture.noise = FastNoiseLite.new()
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# FIXME: The mesh needs to be added to a MeshInstance2D (even out-of-tree)
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# for it to be usable in `draw_mesh()` (otherwise, nothing appears and an error is printed).
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# Same goes for the texture. I don't know why.
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var mi2d := MeshInstance2D.new()
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mi2d.mesh = text_mesh
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mi2d.texture = noise_texture
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gradient_texture.gradient = Gradient.new()
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var mi2d2 := MeshInstance2D.new()
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var sphere_mesh := SphereMesh.new()
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sphere_mesh.height = 80.0
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sphere_mesh.radius = 40.0
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mi2d2.mesh = sphere_mesh
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mi2d2.texture = noise_texture
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multi_mesh.use_colors = true
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multi_mesh.instance_count = 5
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multi_mesh.set_instance_transform_2d(0, Transform2D(0.0, Vector2(0, 0)))
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multi_mesh.set_instance_color(0, Color(1, 0.7, 0.7))
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multi_mesh.set_instance_transform_2d(1, Transform2D(0.0, Vector2(0, 100)))
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multi_mesh.set_instance_color(1, Color(0.7, 1, 0.7))
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multi_mesh.set_instance_transform_2d(2, Transform2D(0.0, Vector2(100, 100)))
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multi_mesh.set_instance_color(2, Color(0.7, 0.7, 1))
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multi_mesh.set_instance_transform_2d(3, Transform2D(0.0, Vector2(100, 0)))
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multi_mesh.set_instance_color(3, Color(1, 1, 0.7))
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multi_mesh.set_instance_transform_2d(4, Transform2D(0.0, Vector2(50, 50)))
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multi_mesh.set_instance_color(4, Color(0.7, 1, 1))
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multi_mesh.mesh = sphere_mesh
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func _draw() -> void:
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const margin := Vector2(300, 70)
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var offset := Vector2()
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# `draw_set_transform()` is a stateful command: it affects *all* `draw_` methods within this
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# `_draw()` function after it. This can be used to translate, rotate or scale `draw_` methods
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@@ -48,29 +57,6 @@ func _draw() -> void:
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draw_set_transform(margin + offset)
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draw_mesh(sphere_mesh, noise_texture)
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var gradient_texture := GradientTexture2D.new()
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gradient_texture.gradient = Gradient.new()
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var multi_mesh := MultiMesh.new()
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multi_mesh.use_colors = true
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multi_mesh.instance_count = 5
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multi_mesh.set_instance_transform_2d(0, Transform2D(0.0, Vector2(0, 0)))
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multi_mesh.set_instance_color(0, Color(1, 0.7, 0.7))
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multi_mesh.set_instance_transform_2d(1, Transform2D(0.0, Vector2(0, 100)))
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multi_mesh.set_instance_color(1, Color(0.7, 1, 0.7))
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multi_mesh.set_instance_transform_2d(2, Transform2D(0.0, Vector2(100, 100)))
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multi_mesh.set_instance_color(2, Color(0.7, 0.7, 1))
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multi_mesh.set_instance_transform_2d(3, Transform2D(0.0, Vector2(100, 0)))
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multi_mesh.set_instance_color(3, Color(1, 1, 0.7))
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multi_mesh.set_instance_transform_2d(4, Transform2D(0.0, Vector2(50, 50)))
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multi_mesh.set_instance_color(4, Color(0.7, 1, 1))
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multi_mesh.mesh = sphere_mesh
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var mmi2d := MultiMeshInstance2D.new()
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mmi2d.multimesh = multi_mesh
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mmi2d.texture = gradient_texture
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# FIXME: The multimesh needs to be added to a MultiMeshInstance2D (even out-of-tree)
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# for it to be usable in `draw_multimesh()` (otherwise, it crashes).
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# Same goes for the texture. I don't know why.
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offset = Vector2(0, 120)
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draw_set_transform(margin + offset)
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draw_multimesh(multi_mesh, gradient_texture)
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