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godot-demo-projects/2d/custom_drawing/meshes.gd
A Thousand Ships 0343cedd48 General proofreading (#1262)
* General proofreading for grammar and spelling
* General formatting
* Addition of appropriate literals where appropriate, i.e. `&"foo"` for `StringName` cases and `^"foo/bar"` for `NodePath` cases
2025-10-11 01:39:59 -07:00

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# This is a `@tool` script so that the custom 2D drawing can be seen in the editor.
@tool
extends Panel
# You must hold a reference to the Resources either as member variables or within an Array or Dictionary.
# Otherwise, they get freed automatically and the renderer won't be able to draw them.
var text_mesh := TextMesh.new()
var noise_texture := NoiseTexture2D.new()
var gradient_texture := GradientTexture2D.new()
var sphere_mesh := SphereMesh.new()
var multi_mesh := MultiMesh.new()
func _ready() -> void:
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
noise_texture.seamless = true
noise_texture.as_normal_map = true
noise_texture.noise = FastNoiseLite.new()
gradient_texture.gradient = Gradient.new()
sphere_mesh.height = 80.0
sphere_mesh.radius = 40.0
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
func _draw() -> void:
const margin := Vector2(300, 70)
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())`.
#
# 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)
offset = Vector2(0, 120)
draw_set_transform(margin + offset)
draw_multimesh(multi_mesh, gradient_texture)