Add a custom drawing in 2D demo (#1185)

This commit is contained in:
Hugo Locurcio
2025-05-30 17:29:06 +02:00
committed by GitHub
parent dc3670e25a
commit f78efc69ee
25 changed files with 1030 additions and 0 deletions

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# Custom drawing in 2D
A demo showing how to draw 2D elements in Godot without using nodes. This can be done
to create procedural graphics, perform debug drawing to help troubleshoot issues in
game logic, or to improve performance by not creating a node for every visible element.
Antialiasing can be performed using two approaches: either by enabling the `antialiasing`
parameter provided by some of the CanvasItem `draw_*` methods, or by enabling 2D MSAA
in the Project Settings. 2D MSAA is generally slower, but it works with any kind of line-based
or polygon-based 2D drawing, even for `draw_*` methods that don't support an `antialiasing`
parameter. Note that 2D MSAA is only available in the Forward+ and Mobile
renderers, not Compatibility.
See [Custom drawing in 2D](https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html)
in the documentation for more information.
Language: GDScript
Renderer: Mobile
## Screenshots
![Screenshot](screenshots/custom_drawing.webp)

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# This is a `@tool` script so that the custom 2D drawing can be seen in the editor.
@tool
extends Panel
var use_antialiasing := false
var time := 0.0
func _process(delta: float) -> void:
# Increment a counter variable that we use in `_draw()`.
time += delta
# Force redrawing on every processed frame, so that the animation can visibly progress.
# Only do this when the node is visible in tree, so that we don't force continuous redrawing
# when not needed (low-processor usage mode is enabled in this demo).
if is_visible_in_tree():
queue_redraw()
func _draw() -> void:
var margin := Vector2(240, 70)
var offset := Vector2()
# Line width of `-1.0` is only usable with draw antialiasing disabled,
# as it uses hardware line drawing as opposed to polygon-based line drawing.
# Automatically use polygon-based line drawing when needed to avoid runtime warnings.
# We also use a line width of `0.5` instead of `1.0` to better match the appearance
# of non-antialiased line drawing, as draw antialiasing tends to make lines look thicker.
var line_width_thin := 0.5 if use_antialiasing else -1.0
# Draw an animated arc to simulate a circular progress bar.
# The start angle is set so the arc starts from the top.
const POINT_COUNT = 48
var progress := wrapf(time, 0.0, 1.0)
draw_arc(
margin + offset,
50.0,
0.75 * TAU,
(0.75 + progress) * TAU,
POINT_COUNT,
Color.MEDIUM_AQUAMARINE,
line_width_thin,
use_antialiasing
)

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uid://b8d4d0s3gujbp

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extends Control
var use_antialiasing := false
func _draw() -> void:
var margin := Vector2(240, 70)
var offset := Vector2(0, 150)
# This is an example of using draw commands to create animations.
# For "continuous" animations, you can use a timer within `_draw()` and call `queue_redraw()`
# in `_process()` to redraw every frame.
# Animation length in seconds. The animation will loop after the specified duration.
const ANIMATION_LENGTH = 2.0
# 5 frames per second.
const ANIMATION_FRAMES = 10
# Declare an animation frame with randomized rotation and color for each frame.
# `draw_animation_slice()` makes it so the following draw commands are only visible
# on screen when the current time is within the animation slice.
# NOTE: Pause does not affect animations drawn by `draw_animation_slice()`
# (they will keep playing).
for frame in ANIMATION_FRAMES:
# `remap()` is useful to determine the time slice in which a frame is visible.
# For example, on the 2nd frame, `slice_begin` is `0.2` and `slice_end` is `0.4`.
var slice_begin := remap(frame, 0, ANIMATION_FRAMES, 0, ANIMATION_LENGTH)
var slice_end := remap(frame + 1, 0, ANIMATION_FRAMES, 0, ANIMATION_LENGTH)
draw_animation_slice(ANIMATION_LENGTH, slice_begin, slice_end)
draw_set_transform(margin + offset, deg_to_rad(randf_range(-5.0, 5.0)))
draw_rect(
Rect2(Vector2(), Vector2(100, 50)),
Color.from_hsv(randf(), 0.4, 1.0),
true,
-1.0,
use_antialiasing
)
draw_end_animation()

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uid://wksdrvv65620

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extends Control
func _on_msaa_2d_item_selected(index: int) -> void:
get_viewport().msaa_2d = index as Viewport.MSAA
func _on_draw_antialiasing_toggled(toggled_on: bool) -> void:
var nodes: Array[Node] = %TabContainer.get_children()
nodes.push_back(%AnimationSlice)
for tab: Control in nodes:
tab.use_antialiasing = toggled_on
# Force all tabs to redraw so that the antialiasing updates.
tab.queue_redraw()

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uid://cinaeqsrawkbw

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[gd_scene load_steps=10 format=3 uid="uid://btxwm0qudsn3t"]
[ext_resource type="Script" uid="uid://cinaeqsrawkbw" path="res://custom_drawing.gd" id="1_rtndo"]
[ext_resource type="Script" uid="uid://3gt2v4l0gy1" path="res://lines.gd" id="2_exx0l"]
[ext_resource type="Script" uid="uid://cquneapbjf3e0" path="res://rectangles.gd" id="3_yrx86"]
[ext_resource type="Script" uid="uid://clsf8dubgyrig" path="res://polygons.gd" id="4_obj11"]
[ext_resource type="Script" uid="uid://dtxyrnurokare" path="res://textures.gd" id="5_84cac"]
[ext_resource type="Script" uid="uid://dy8ofskb8bg4a" path="res://meshes.gd" id="5_exx0l"]
[ext_resource type="Script" uid="uid://0kv1wvfyg058" path="res://text.gd" id="6_4w081"]
[ext_resource type="Script" uid="uid://b8d4d0s3gujbp" path="res://animation.gd" id="8_yrx86"]
[ext_resource type="Script" uid="uid://wksdrvv65620" path="res://animation_slice.gd" id="9_obj11"]
[node name="CustomDrawing" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_rtndo")
[node name="TabContainer" type="TabContainer" parent="."]
unique_name_in_owner = true
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
current_tab = 0
[node name="Lines" type="Panel" parent="TabContainer"]
layout_mode = 2
script = ExtResource("2_exx0l")
metadata/_tab_index = 0
[node name="DrawLine" type="Label" parent="TabContainer/Lines"]
layout_mode = 0
offset_left = 24.0
offset_top = 48.0
offset_right = 172.0
offset_bottom = 97.0
theme_override_colors/font_color = Color(0.501961, 1, 0.501961, 1)
text = "draw_line()
draw_dashed_line()"
[node name="DrawCircle" type="Label" parent="TabContainer/Lines"]
layout_mode = 0
offset_left = 24.0
offset_top = 154.0
offset_right = 122.0
offset_bottom = 177.0
theme_override_colors/font_color = Color(0.501961, 1, 0.501961, 1)
text = "draw_circle()"
[node name="DrawArc" type="Label" parent="TabContainer/Lines"]
layout_mode = 0
offset_left = 24.0
offset_top = 264.0
offset_right = 109.0
offset_bottom = 287.0
theme_override_colors/font_color = Color(0.501961, 1, 0.501961, 1)
text = "draw_arc()"
[node name="Rectangles" type="Panel" parent="TabContainer"]
visible = false
layout_mode = 2
script = ExtResource("3_yrx86")
metadata/_tab_index = 1
[node name="DrawRect" type="Label" parent="TabContainer/Rectangles"]
layout_mode = 0
offset_left = 24.0
offset_top = 48.0
offset_right = 109.0
offset_bottom = 71.0
theme_override_colors/font_color = Color(0.501961, 1, 0.501961, 1)
text = "draw_rect()"
[node name="DrawStyleBox" type="Label" parent="TabContainer/Rectangles"]
layout_mode = 0
offset_left = 24.0
offset_top = 296.0
offset_right = 153.0
offset_bottom = 319.0
text = "draw_style_box()"
[node name="Polygons" type="Panel" parent="TabContainer"]
visible = false
layout_mode = 2
script = ExtResource("4_obj11")
metadata/_tab_index = 2
[node name="DrawPrimitive" type="Label" parent="TabContainer/Polygons"]
layout_mode = 0
offset_left = 24.0
offset_top = 48.0
offset_right = 207.0
offset_bottom = 97.0
text = "draw_primitive()"
[node name="DrawPolygon" type="Label" parent="TabContainer/Polygons"]
layout_mode = 0
offset_left = 24.0
offset_top = 168.0
offset_right = 207.0
offset_bottom = 217.0
text = "draw_polygon()
draw_colored_polygon()"
[node name="DrawPolyline" type="Label" parent="TabContainer/Polygons"]
layout_mode = 0
offset_left = 24.0
offset_top = 264.0
offset_right = 195.0
offset_bottom = 313.0
theme_override_colors/font_color = Color(0.501961, 1, 0.501961, 1)
text = "draw_polyline()
draw_polyline_colors()"
[node name="DrawMultiline" type="Label" parent="TabContainer/Polygons"]
layout_mode = 0
offset_left = 24.0
offset_top = 392.0
offset_right = 203.0
offset_bottom = 441.0
theme_override_colors/font_color = Color(0.501961, 1, 0.501961, 1)
text = "draw_multiline()
draw_multiline_colors()"
[node name="Meshes" type="Panel" parent="TabContainer"]
visible = false
layout_mode = 2
script = ExtResource("5_exx0l")
metadata/_tab_index = 3
[node name="DrawMesh" type="Label" parent="TabContainer/Meshes"]
layout_mode = 0
offset_left = 24.0
offset_top = 48.0
offset_right = 207.0
offset_bottom = 97.0
text = "draw_mesh()"
[node name="DrawMultiMesh" type="Label" parent="TabContainer/Meshes"]
layout_mode = 0
offset_left = 24.0
offset_top = 208.0
offset_right = 207.0
offset_bottom = 257.0
text = "draw_multimesh()"
[node name="Textures" type="Panel" parent="TabContainer"]
visible = false
texture_repeat = 2
layout_mode = 2
script = ExtResource("5_84cac")
metadata/_tab_index = 4
[node name="DrawTexture" type="Label" parent="TabContainer/Textures"]
layout_mode = 0
offset_left = 24.0
offset_top = 48.0
offset_right = 175.0
offset_bottom = 97.0
text = "draw_texture()
draw_texture_rect()"
[node name="DrawTextureRectRegion" type="Label" parent="TabContainer/Textures"]
layout_mode = 0
offset_left = 24.0
offset_top = 392.0
offset_right = 231.0
offset_bottom = 415.0
text = "draw_texture_rect_region()"
[node name="Text" type="Panel" parent="TabContainer"]
visible = false
layout_mode = 2
script = ExtResource("6_4w081")
metadata/_tab_index = 5
[node name="DrawChar" type="Label" parent="TabContainer/Text"]
layout_mode = 0
offset_left = 24.0
offset_top = 48.0
offset_right = 125.0
offset_bottom = 97.0
text = "draw_char()
draw_string()"
[node name="Animation" type="Panel" parent="TabContainer"]
visible = false
layout_mode = 2
script = ExtResource("8_yrx86")
metadata/_tab_index = 6
[node name="DrawArcTime" type="Label" parent="TabContainer/Animation"]
layout_mode = 0
offset_left = 24.0
offset_top = 48.0
offset_right = 125.0
offset_bottom = 97.0
theme_override_colors/font_color = Color(0.501961, 1, 0.501961, 1)
text = "draw_arc()
+ time variable"
[node name="DrawAnimationSlice" type="Label" parent="TabContainer/Animation"]
layout_mode = 0
offset_left = 24.0
offset_top = 216.0
offset_right = 201.0
offset_bottom = 265.0
text = "draw_animation_slice()"
[node name="AnimationSlice" type="Control" parent="TabContainer/Animation"]
unique_name_in_owner = true
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("9_obj11")
[node name="Options" type="HBoxContainer" parent="."]
layout_mode = 1
anchors_preset = 2
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = 24.0
offset_top = -64.0
offset_right = 441.0
offset_bottom = -24.0
grow_vertical = 0
theme_override_constants/separation = 20
[node name="MSAA2DLabel" type="Label" parent="Options"]
layout_mode = 2
text = "MSAA 2D"
[node name="MSAA2DOptionButton" type="OptionButton" parent="Options"]
layout_mode = 2
selected = 0
item_count = 4
popup/item_0/text = "Disabled"
popup/item_0/id = 0
popup/item_1/text = "2×"
popup/item_1/id = 1
popup/item_2/text = "4×"
popup/item_2/id = 2
popup/item_3/text = "8×"
popup/item_3/id = 3
[node name="VSeparator" type="VSeparator" parent="Options"]
layout_mode = 2
[node name="DrawAntialiasing" type="CheckButton" parent="Options"]
layout_mode = 2
tooltip_text = "Performs antialiasing by adding a feathered outline
to lines that are drawn in 2D. This is generally faster to render
than 2D MSAA, but not all draw commands support it.
Commands that support draw antialiasing are
highlighted in green."
theme_override_colors/font_color = Color(0.501961, 1, 0.501961, 1)
theme_override_colors/font_focus_color = Color(0.501961, 1, 0.501961, 1)
theme_override_colors/font_pressed_color = Color(0.501961, 1, 0.501961, 1)
text = "Draw Antialiasing"
[connection signal="item_selected" from="Options/MSAA2DOptionButton" to="." method="_on_msaa_2d_item_selected"]
[connection signal="toggled" from="Options/DrawAntialiasing" to="." method="_on_draw_antialiasing_toggled"]

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# This is a `@tool` script so that the custom 2D drawing can be seen in the editor.
@tool
extends Panel
var use_antialiasing := false
func _draw() -> void:
var margin := Vector2(200, 50)
# Line width of `-1.0` is only usable with draw antialiasing disabled,
# as it uses hardware line drawing as opposed to polygon-based line drawing.
# Automatically use polygon-based line drawing when needed to avoid runtime warnings.
# We also use a line width of `0.5` instead of `1.0` to better match the appearance
# of non-antialiased line drawing, as draw antialiasing tends to make lines look thicker.
var line_width_thin := 0.5 if use_antialiasing else -1.0
# Make thick lines 1 pixel thinner when draw antialiasing is enabled,
# as draw antialiasing tends to make lines look thicker.
var antialiasing_width_offset := 1.0 if use_antialiasing else 0.0
var offset := Vector2()
var line_length := Vector2(140, 35)
draw_line(margin + offset, margin + offset + line_length, Color.GREEN, line_width_thin, use_antialiasing)
offset += Vector2(line_length.x + 15, 0)
draw_line(margin + offset, margin + offset + line_length, Color.GREEN, 2.0 - antialiasing_width_offset, use_antialiasing)
offset += Vector2(line_length.x + 15, 0)
draw_line(margin + offset, margin + offset + line_length, Color.GREEN, 6.0 - antialiasing_width_offset, use_antialiasing)
offset += Vector2(line_length.x + 15, 0)
draw_dashed_line(margin + offset, margin + offset + line_length, Color.CYAN, line_width_thin, 5.0, true, use_antialiasing)
offset += Vector2(line_length.x + 15, 0)
draw_dashed_line(margin + offset, margin + offset + line_length, Color.CYAN, 2.0 - antialiasing_width_offset, 10.0, true, use_antialiasing)
offset += Vector2(line_length.x + 15, 0)
draw_dashed_line(margin + offset, margin + offset + line_length, Color.CYAN, 6.0 - antialiasing_width_offset, 15.0, true, use_antialiasing)
offset = Vector2(40, 120)
draw_circle(margin + offset, 40, Color.ORANGE, false, line_width_thin, use_antialiasing)
offset += Vector2(100, 0)
draw_circle(margin + offset, 40, Color.ORANGE, false, 2.0 - antialiasing_width_offset, use_antialiasing)
offset += Vector2(100, 0)
draw_circle(margin + offset, 40, Color.ORANGE, false, 6.0 - antialiasing_width_offset, use_antialiasing)
# Draw a filled circle. The width parameter is ignored for filled circles (it's set to `-1.0` to avoid warnings).
# We also reduce the radius by half the antialiasing width offset.
# Otherwise, the circle becomes very slightly larger when draw antialiasing is enabled.
offset += Vector2(100, 0)
draw_circle(margin + offset, 40 - antialiasing_width_offset * 0.5, Color.ORANGE, true, -1.0, use_antialiasing)
# `draw_set_transform()` is a stateful command: it affects *all* `draw_` methods within this
# `_draw()` function after it. This can be used to translate, rotate or scale `draw_` methods
# that don't offer dedicated parameters for this (such as `draw_primitive()` not having a position parameter).
# To reset back to the initial transform, call `draw_set_transform(Vector2())`.
#
# Draw an horizontally stretched circle.
offset += Vector2(200, 0)
draw_set_transform(margin + offset, 0.0, Vector2(3.0, 1.0))
draw_circle(Vector2(), 40, Color.ORANGE, false, line_width_thin, use_antialiasing)
draw_set_transform(Vector2())
# Draw a quarter circle (`TAU` represents a full turn in radians).
const POINT_COUNT_HIGH = 24
offset = Vector2(0, 200)
draw_arc(margin + offset, 60, 0, 0.25 * TAU, POINT_COUNT_HIGH, Color.YELLOW, line_width_thin, use_antialiasing)
offset += Vector2(100, 0)
draw_arc(margin + offset, 60, 0, 0.25 * TAU, POINT_COUNT_HIGH, Color.YELLOW, 2.0 - antialiasing_width_offset, use_antialiasing)
offset += Vector2(100, 0)
draw_arc(margin + offset, 60, 0, 0.25 * TAU, POINT_COUNT_HIGH, Color.YELLOW, 6.0 - antialiasing_width_offset, use_antialiasing)
# Draw a three quarters of a circle with a low point count, which gives it an angular look.
const POINT_COUNT_LOW = 7
offset += Vector2(125, 30)
draw_arc(margin + offset, 40, -0.25 * TAU, 0.5 * TAU, POINT_COUNT_LOW, Color.YELLOW, line_width_thin, use_antialiasing)
offset += Vector2(100, 0)
draw_arc(margin + offset, 40, -0.25 * TAU, 0.5 * TAU, POINT_COUNT_LOW, Color.YELLOW, 2.0 - antialiasing_width_offset, use_antialiasing)
offset += Vector2(100, 0)
draw_arc(margin + offset, 40, -0.25 * TAU, 0.5 * TAU, POINT_COUNT_LOW, Color.YELLOW, 6.0 - antialiasing_width_offset, use_antialiasing)
# Draw an horizontally stretched arc.
offset += Vector2(200, 0)
draw_set_transform(margin + offset, 0.0, Vector2(3.0, 1.0))
draw_arc(Vector2(), 40, -0.25 * TAU, 0.5 * TAU, POINT_COUNT_LOW, Color.YELLOW, line_width_thin, use_antialiasing)
draw_set_transform(Vector2())

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uid://3gt2v4l0gy1

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# This is a `@tool` script so that the custom 2D drawing can be seen in the editor.
@tool
extends Panel
var use_antialiasing := false
func _draw() -> void:
var margin := Vector2(300, 70)
var offset := Vector2()
var text_mesh := TextMesh.new()
text_mesh.text = "TextMesh"
# In 2D, 1 unit equals 1 pixel, so the default size at which PrimitiveMeshes are displayed is tiny.
# Use much larger mesh size to compensate, or use `draw_set_transform()` before using `draw_mesh()`
# to scale the draw command.
text_mesh.pixel_size = 2.5
var noise_texture := NoiseTexture2D.new()
noise_texture.seamless = true
noise_texture.as_normal_map = true
noise_texture.noise = FastNoiseLite.new()
# FIXME: The mesh needs to be added to a MeshInstance2D (even out-of-tree)
# for it to be usable in `draw_mesh()` (otherwise, nothing appears and an error is printed).
# Same goes for the texture. I don't know why.
var mi2d := MeshInstance2D.new()
mi2d.mesh = text_mesh
mi2d.texture = noise_texture
var mi2d2 := MeshInstance2D.new()
var sphere_mesh := SphereMesh.new()
sphere_mesh.height = 80.0
sphere_mesh.radius = 40.0
mi2d2.mesh = sphere_mesh
mi2d2.texture = noise_texture
# `draw_set_transform()` is a stateful command: it affects *all* `draw_` methods within this
# `_draw()` function after it. This can be used to translate, rotate or scale `draw_` methods
# that don't offer dedicated parameters for this (such as `draw_primitive()` not having a position parameter).
# To reset back to the initial transform, call `draw_set_transform(Vector2())`.
#
# Flip drawing on the Y axis so the text appears upright.
draw_set_transform(margin + offset, 0.0, Vector2(1, -1))
draw_mesh(text_mesh, noise_texture)
offset += Vector2(150, 0)
draw_set_transform(margin + offset)
draw_mesh(sphere_mesh, noise_texture)
var gradient_texture := GradientTexture2D.new()
gradient_texture.gradient = Gradient.new()
var multi_mesh := MultiMesh.new()
multi_mesh.use_colors = true
multi_mesh.instance_count = 5
multi_mesh.set_instance_transform_2d(0, Transform2D(0.0, Vector2(0, 0)))
multi_mesh.set_instance_color(0, Color(1, 0.7, 0.7))
multi_mesh.set_instance_transform_2d(1, Transform2D(0.0, Vector2(0, 100)))
multi_mesh.set_instance_color(1, Color(0.7, 1, 0.7))
multi_mesh.set_instance_transform_2d(2, Transform2D(0.0, Vector2(100, 100)))
multi_mesh.set_instance_color(2, Color(0.7, 0.7, 1))
multi_mesh.set_instance_transform_2d(3, Transform2D(0.0, Vector2(100, 0)))
multi_mesh.set_instance_color(3, Color(1, 1, 0.7))
multi_mesh.set_instance_transform_2d(4, Transform2D(0.0, Vector2(50, 50)))
multi_mesh.set_instance_color(4, Color(0.7, 1, 1))
multi_mesh.mesh = sphere_mesh
var mmi2d := MultiMeshInstance2D.new()
mmi2d.multimesh = multi_mesh
mmi2d.texture = gradient_texture
# FIXME: The multimesh needs to be added to a MultiMeshInstance2D (even out-of-tree)
# for it to be usable in `draw_multimesh()` (otherwise, it crashes).
# Same goes for the texture. I don't know why.
offset = Vector2(0, 120)
draw_set_transform(margin + offset)
draw_multimesh(multi_mesh, gradient_texture)

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uid://dy8ofskb8bg4a

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# This is a `@tool` script so that the custom 2D drawing can be seen in the editor.
@tool
extends Panel
var use_antialiasing := false
func _draw() -> void:
var margin := Vector2(240, 40)
# Line width of `-1.0` is only usable with draw antialiasing disabled,
# as it uses hardware line drawing as opposed to polygon-based line drawing.
# Automatically use polygon-based line drawing when needed to avoid runtime warnings.
# We also use a line width of `0.5` instead of `1.0` to better match the appearance
# of non-antialiased line drawing, as draw antialiasing tends to make lines look thicker.
var line_width_thin := 0.5 if use_antialiasing else -1.0
# Make thick lines 1 pixel thinner when draw antialiasing is enabled,
# as draw antialiasing tends to make lines look thicker.
var antialiasing_width_offset := 1.0 if use_antialiasing else 0.0
var points := PackedVector2Array([
Vector2(0, 0),
Vector2(0, 60),
Vector2(60, 90),
Vector2(60, 0),
Vector2(40, 25),
Vector2(10, 40),
])
var colors := PackedColorArray([
Color.WHITE,
Color.RED,
Color.GREEN,
Color.BLUE,
Color.MAGENTA,
Color.MAGENTA,
])
var offset := Vector2()
# `draw_set_transform()` is a stateful command: it affects *all* `draw_` methods within this
# `_draw()` function after it. This can be used to translate, rotate or scale `draw_` methods
# that don't offer dedicated parameters for this (such as `draw_primitive()` not having a position parameter).
# To reset back to the initial transform, call `draw_set_transform(Vector2())`.
draw_set_transform(margin + offset)
draw_primitive(points.slice(0, 1), colors.slice(0, 1), PackedVector2Array())
offset += Vector2(90, 0)
draw_set_transform(margin + offset)
draw_primitive(points.slice(0, 2), colors.slice(0, 2), PackedVector2Array())
offset += Vector2(90, 0)
draw_set_transform(margin + offset)
draw_primitive(points.slice(0, 3), colors.slice(0, 3), PackedVector2Array())
offset += Vector2(90, 0)
draw_set_transform(margin + offset)
draw_primitive(points.slice(0, 4), colors.slice(0, 4), PackedVector2Array())
# Draw a polygon with multiple colors that are interpolated between each point.
# Colors are specified in the same order as points' positions, but in a different array.
offset = Vector2(0, 120)
draw_set_transform(margin + offset)
draw_polygon(points, colors)
# Draw a polygon with a single color. Only a points array is needed in this case.
offset += Vector2(90, 0)
draw_set_transform(margin + offset)
draw_colored_polygon(points, Color.YELLOW)
# Draw a polygon-based line. Each segment is connected to the previous one, which means
# `draw_polyline()` always draws a contiguous line.
offset = Vector2(0, 240)
draw_set_transform(margin + offset)
draw_polyline(points, Color.SKY_BLUE, line_width_thin, use_antialiasing)
offset += Vector2(90, 0)
draw_set_transform(margin + offset)
draw_polyline(points, Color.SKY_BLUE, 2.0 - antialiasing_width_offset, use_antialiasing)
offset += Vector2(90, 0)
draw_set_transform(margin + offset)
draw_polyline(points, Color.SKY_BLUE, 6.0 - antialiasing_width_offset, use_antialiasing)
offset += Vector2(90, 0)
draw_set_transform(margin + offset)
draw_polyline_colors(points, colors, line_width_thin, use_antialiasing)
offset += Vector2(90, 0)
draw_set_transform(margin + offset)
draw_polyline_colors(points, colors, 2.0 - antialiasing_width_offset, use_antialiasing)
offset += Vector2(90, 0)
draw_set_transform(margin + offset)
draw_polyline_colors(points, colors, 6.0 - antialiasing_width_offset, use_antialiasing)
# Draw multiple lines in a single draw command. Unlike `draw_polyline()`,
# lines are not connected to the last segment.
# This is faster than calling `draw_line()` several times and should be preferred
# when drawing dozens of lines or more at once.
offset = Vector2(0, 360)
draw_set_transform(margin + offset)
draw_multiline(points, Color.SKY_BLUE, line_width_thin, use_antialiasing)
offset += Vector2(90, 0)
draw_set_transform(margin + offset)
draw_multiline(points, Color.SKY_BLUE, 2.0 - antialiasing_width_offset, use_antialiasing)
offset += Vector2(90, 0)
draw_set_transform(margin + offset)
draw_multiline(points, Color.SKY_BLUE, 6.0 - antialiasing_width_offset, use_antialiasing)
# `draw_multiline_colors()` makes it possible to draw lines of different colors in a single
# draw command, although gradients are not possible this way (unlike `draw_polygon()` and `draw_polyline()`).
# This means the number of supplied colors must be equal to the number of segments, which means
# we have to only pass a subset of the colors array in this example.
offset += Vector2(90, 0)
draw_set_transform(margin + offset)
draw_multiline_colors(points, colors.slice(0, 3), line_width_thin, use_antialiasing)
offset += Vector2(90, 0)
draw_set_transform(margin + offset)
draw_multiline_colors(points, colors.slice(0, 3), 2.0 - antialiasing_width_offset, use_antialiasing)
offset += Vector2(90, 0)
draw_set_transform(margin + offset)
draw_multiline_colors(points, colors.slice(0, 3), 6.0 - antialiasing_width_offset, use_antialiasing)

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uid://clsf8dubgyrig

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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="Custom Drawing in 2D"
config/description="A demo showing how to draw 2D elements in Godot without using nodes."
run/main_scene="uid://btxwm0qudsn3t"
config/features=PackedStringArray("4.4", "Mobile")
run/low_processor_mode=true
config/icon="res://icon.svg"
[debug]
gdscript/warnings/untyped_declaration=1
[display]
window/stretch/mode="canvas_items"
window/stretch/aspect="expand"
[rendering]
renderer/rendering_method="mobile"

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# This is a `@tool` script so that the custom 2D drawing can be seen in the editor.
@tool
extends Panel
var use_antialiasing := false
func _draw() -> void:
var margin := Vector2(200, 40)
# Line width of `-1.0` is only usable with draw antialiasing disabled,
# as it uses hardware line drawing as opposed to polygon-based line drawing.
# Automatically use polygon-based line drawing when needed to avoid runtime warnings.
# We also use a line width of `0.5` instead of `1.0` to better match the appearance
# of non-antialiased line drawing, as draw antialiasing tends to make lines look thicker.
var line_width_thin := 0.5 if use_antialiasing else -1.0
# Make thick lines 1 pixel thinner when draw antialiasing is enabled,
# as draw antialiasing tends to make lines look thicker.
var antialiasing_width_offset := 1.0 if use_antialiasing else 0.0
var offset := Vector2()
draw_rect(
Rect2(margin + offset, Vector2(100, 50)),
Color.PURPLE,
false,
line_width_thin,
use_antialiasing
)
offset += Vector2(120, 0)
draw_rect(
Rect2(margin + offset, Vector2(100, 50)),
Color.PURPLE,
false,
2.0 - antialiasing_width_offset,
use_antialiasing
)
offset += Vector2(120, 0)
draw_rect(
Rect2(margin + offset, Vector2(100, 50)),
Color.PURPLE,
false,
6.0 - antialiasing_width_offset,
use_antialiasing
)
# Draw a filled rectangle. The width parameter is ignored for filled rectangles (it's set to `-1.0` to avoid warnings).
# We also reduce the rectangle's size by half the antialiasing width offset.
# Otherwise, the rectangle becomes very slightly larger when draw antialiasing is enabled.
offset += Vector2(120, 0)
draw_rect(
Rect2(margin + offset, Vector2(100, 50)).grow(-antialiasing_width_offset * 0.5),
Color.PURPLE,
true,
-1.0,
use_antialiasing
)
# `draw_set_transform()` is a stateful command: it affects *all* `draw_` methods within this
# `_draw()` function after it. This can be used to translate, rotate or scale `draw_` methods
# that don't offer dedicated parameters for this (such as `draw_rect()` not having a rotation parameter).
# To reset back to the initial transform, call `draw_set_transform(Vector2())`.
offset += Vector2(170, 0)
draw_set_transform(margin + offset, deg_to_rad(22.5))
draw_rect(
Rect2(Vector2(), Vector2(100, 50)),
Color.PURPLE,
false,
line_width_thin,
use_antialiasing
)
offset += Vector2(120, 0)
draw_set_transform(margin + offset, deg_to_rad(22.5))
draw_rect(
Rect2(Vector2(), Vector2(100, 50)),
Color.PURPLE,
false,
2.0 - antialiasing_width_offset,
use_antialiasing
)
offset += Vector2(120, 0)
draw_set_transform(margin + offset, deg_to_rad(22.5))
draw_rect(
Rect2(Vector2(), Vector2(100, 50)),
Color.PURPLE,
false,
6.0 - antialiasing_width_offset,
use_antialiasing
)
# `draw_set_transform_matrix()` is a more advanced counterpart of `draw_set_transform()`.
# It can be used to apply transforms that are not supported by `draw_set_transform()`, such as
# skewing.
offset = Vector2(20, 60)
var custom_transform := get_transform().translated(margin + offset)
# Perform horizontal skewing (the rectangle will appear "slanted").
custom_transform.y.x -= 0.5
draw_set_transform_matrix(custom_transform)
draw_rect(
Rect2(Vector2(), Vector2(100, 50)),
Color.PURPLE,
false,
6.0 - antialiasing_width_offset,
use_antialiasing
)
draw_set_transform(Vector2())
offset = Vector2(0, 250)
var style_box_flat := StyleBoxFlat.new()
style_box_flat.set_border_width_all(4)
style_box_flat.set_corner_radius_all(8)
style_box_flat.shadow_size = 1
style_box_flat.shadow_offset = Vector2(4, 4)
style_box_flat.shadow_color = Color.RED
style_box_flat.anti_aliasing = use_antialiasing
draw_style_box(style_box_flat, Rect2(margin + offset, Vector2(100, 50)))
offset += Vector2(130, 0)
var style_box_flat_2 := StyleBoxFlat.new()
style_box_flat_2.draw_center = false
style_box_flat_2.set_border_width_all(4)
style_box_flat_2.set_corner_radius_all(8)
style_box_flat_2.corner_detail = 1
style_box_flat_2.border_color = Color.GREEN
style_box_flat_2.anti_aliasing = use_antialiasing
draw_style_box(style_box_flat_2, Rect2(margin + offset, Vector2(100, 50)))
offset += Vector2(160, 0)
var style_box_flat_3 := StyleBoxFlat.new()
style_box_flat_3.draw_center = false
style_box_flat_3.set_border_width_all(4)
style_box_flat_3.set_corner_radius_all(8)
style_box_flat_3.border_color = Color.CYAN
style_box_flat_3.shadow_size = 40
style_box_flat_3.shadow_offset = Vector2()
style_box_flat_3.shadow_color = Color.CORNFLOWER_BLUE
style_box_flat_3.anti_aliasing = use_antialiasing
custom_transform = get_transform().translated(margin + offset)
# Perform vertical skewing (the rectangle will appear "slanted").
custom_transform.x.y -= 0.5
draw_set_transform_matrix(custom_transform)
draw_style_box(style_box_flat_3, Rect2(Vector2(), Vector2(100, 50)))
draw_set_transform(Vector2())

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2d/custom_drawing/text.gd Normal file
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# This is a `@tool` script so that the custom 2D drawing can be seen in the editor.
@tool
extends Panel
var use_antialiasing := false
func _draw() -> void:
var font := get_theme_default_font()
const FONT_SIZE = 24
const STRING = "Hello world!"
var margin := Vector2(240, 60)
var offset := Vector2()
var advance := Vector2()
for character in STRING:
# Draw each character with a random pastel color.
# Notice how the advance calculated on the loop's previous iteration is used as an offset here.
draw_char(font, margin + offset + advance, character, FONT_SIZE, Color.from_hsv(randf(), 0.4, 1.0))
# Get the glyph index of the character we've just drawn, so we can retrieve the glyph advance.
# This determines the spacing between glyphs so the next character is positioned correctly.
var glyph_idx := TextServerManager.get_primary_interface().font_get_glyph_index(
get_theme_default_font().get_rids()[0],
FONT_SIZE,
character.unicode_at(0),
0
)
advance.x += TextServerManager.get_primary_interface().font_get_glyph_advance(
get_theme_default_font().get_rids()[0],
FONT_SIZE,
glyph_idx
).x
offset += Vector2(0, 32)
# When drawing a font outline, it must be drawn *before* the main text.
# This way, the outline appears behind the main text.
draw_string_outline(
font,
margin + offset,
STRING,
HORIZONTAL_ALIGNMENT_LEFT,
-1,
FONT_SIZE,
12,
Color.ORANGE.darkened(0.6)
)
# NOTE: Use `draw_multiline_string()` to draw strings that contain line breaks (`\n`) or with
# automatic line wrapping based on the specified width.
# A width of `-1` is used here, which means "no limit". If width is limited, the end of the string
# will be cut off if it doesn't fit within the specified width.
draw_string(
font,
margin + offset,
STRING,
HORIZONTAL_ALIGNMENT_LEFT,
-1,
FONT_SIZE,
Color.YELLOW
)

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uid://0kv1wvfyg058

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# This is a `@tool` script so that the custom 2D drawing can be seen in the editor.
@tool
extends Panel
var use_antialiasing := false
func _draw() -> void:
const ICON = preload("res://icon.svg")
var margin := Vector2(260, 40)
var offset := Vector2()
# Draw a texture.
draw_texture(ICON, margin + offset, Color.WHITE)
# `draw_set_transform()` is a stateful command: it affects *all* `draw_` methods within this
# `_draw()` function after it. This can be used to translate, rotate or scale `draw_` methods
# that don't offer dedicated parameters for this (such as `draw_rect()` not having a rotation parameter).
# To reset back to the initial transform, call `draw_set_transform(Vector2())`.
#
# Draw a rotated texture at half the scale of its original pixel size.
offset += Vector2(200, 20)
draw_set_transform(margin + offset, deg_to_rad(45.0), Vector2(0.5, 0.5))
draw_texture(ICON, Vector2(), Color.WHITE)
draw_set_transform(Vector2())
# Draw a stretched texture. In this example, the icon is 128×128 so it will be drawn at 2× scale.
offset += Vector2(70, -20)
draw_texture_rect(
ICON,
Rect2(margin + offset, Vector2(256, 256)),
false,
Color.GREEN
)
# Draw a tiled texture. In this example, the icon is 128×128 so it will be drawn twice on each axis.
offset += Vector2(270, 0)
draw_texture_rect(
ICON,
Rect2(margin + offset, Vector2(256, 256)),
true,
Color.GREEN
)
offset = Vector2(0, 300)
draw_texture_rect_region(
ICON,
Rect2(margin + offset, Vector2(128, 128)),
Rect2(Vector2(32, 32), Vector2(64, 64)),
Color.VIOLET
)
# Draw a tiled texture from a region that is larger than the original texture size (128×128).
# Transposing is enabled, which will rotate the image by 90 degrees counter-clockwise.
# (For more advanced transforms, use `draw_set_transform()` before calling `draw_texture_rect_region()`.)
#
# For tiling to work with this approach, the CanvasItem in which this `_draw()` method is called
# must have its Repeat property set to Enabled in the inspector.
offset += Vector2(140, 0)
draw_texture_rect_region(
ICON,
Rect2(margin + offset, Vector2(128, 128)),
Rect2(Vector2(), Vector2(512, 512)),
Color.VIOLET,
true
)

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uid://dtxyrnurokare