diff --git a/2d/custom_drawing/meshes.gd b/2d/custom_drawing/meshes.gd index b404b63f8a6..aaf3bebd7fb 100644 --- a/2d/custom_drawing/meshes.gd +++ b/2d/custom_drawing/meshes.gd @@ -2,55 +2,30 @@ @tool extends Panel -var use_antialiasing := false - - -func _draw() -> void: - var margin := Vector2(300, 70) - - var offset := Vector2() - var text_mesh := TextMesh.new() +# 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 - 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 + gradient_texture.gradient = Gradient.new() - 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))) @@ -64,13 +39,24 @@ func _draw() -> void: 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. +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)