Files
reilua-enhanced/src/textures.c

2224 lines
50 KiB
C

#include "main.h"
#include "state.h"
#include "textures.h"
#include "text.h"
#include "lua_core.h"
#include "rmath.h"
/*
## Textures - Image loading functions
*/
/*
> image = RL.LoadImage( string fileName )
Load image from file into CPU memory (RAM)
- Failure return nil
- Success return Image
*/
int ltexturesLoadImage( lua_State* L ) {
if ( FileExists( luaL_checkstring( L, 1 ) ) ) {
uluaPushImage( L, LoadImage( luaL_checkstring( L, 1 ) ) );
return 1;
}
TraceLog( state->logLevelInvalid, "Invalid file '%s'", lua_tostring( L, 1 ) );
lua_pushnil( L );
return 1;
}
/*
> image = RL.LoadImageRaw( string fileName, Vector2 size, int format, int headerSize )
Load image from RAW file data
- Failure return nil
- Success return Image
*/
int ltexturesLoadImageRaw( lua_State* L ) {
const char* fileName = luaL_checkstring( L, 1 );
Vector2 size = uluaGetVector2( L, 2 );
int format = luaL_checkinteger( L, 3 );
int headerSize = luaL_checkinteger( L, 4 );
if ( FileExists( fileName ) ) {
uluaPushImage( L, LoadImageRaw( fileName, (int)size.x, (int)size.y, format, headerSize ) );
return 1;
}
TraceLog( state->logLevelInvalid, "Invalid file '%s'", fileName );
lua_pushnil( L );
return 1;
}
/*
> image, frameCount = RL.LoadImageAnim( string fileName )
Load image sequence from file (frames appended to image.data). All frames are returned in RGBA format
- Failure return nil
- Success return Image, int
*/
int ltexturesLoadImageAnim( lua_State* L ) {
const char* fileName = luaL_checkstring( L, 1 );
if ( FileExists( fileName ) ) {
int frameCount = 0;
uluaPushImage( L, LoadImageAnim( fileName, &frameCount ) );
lua_pushinteger( L, frameCount );
return 2;
}
TraceLog( state->logLevelInvalid, "Invalid file '%s'", fileName );
lua_pushnil( L );
return 1;
}
/*
> image, frameCount = RL.LoadImageAnimFromMemory( string fileType, Buffer fileData )
Load image sequence from memory buffer. All frames are returned in RGBA format
- Success return Image, int
*/
int ltexturesLoadImageAnimFromMemory( lua_State* L ) {
const char* fileType = luaL_checkstring( L, 1 );
Buffer* buffer = uluaGetBuffer( L, 2 );
int frameCount = 0;
uluaPushImage( L, LoadImageAnimFromMemory( fileType, buffer->data, buffer->size, &frameCount ) );
lua_pushinteger( L, frameCount );
return 2;
}
/*
> image, frameCount = RL.LoadImageFromMemory( string fileType, Buffer data )
Load image from memory buffer, fileType refers to extension: i.e. '.png'
- Success return Image
*/
int ltexturesLoadImageFromMemory( lua_State* L ) {
const char* fileType = luaL_checkstring( L, 1 );
Buffer* data = uluaGetBuffer( L, 2 );
uluaPushImage( L, LoadImageFromMemory( fileType, data->data, data->size ) );
return 1;
}
/*
> image, frameCount = RL.LoadImageFromData( Buffer data, Vector2 size, int mipmaps, int format )
Load image from data
- Success return Image
*/
int ltexturesLoadImageFromData( lua_State* L ) {
Buffer* data = uluaGetBuffer( L, 1 );
Vector2 size = uluaGetVector2( L, 2 );
int mipmaps = luaL_checkinteger( L, 3 );
int format = luaL_checkinteger( L, 4 );
Image image = {
.width = size.x,
.height = size.y,
.mipmaps = mipmaps,
.format = format
};
size_t dataSize = GetPixelDataSize( size.x, size.y, format );
image.data = malloc( dataSize * sizeof( unsigned char ) );
memcpy( image.data, data->data, dataSize );
uluaPushImage( L, image );
return 1;
}
/*
> image = RL.LoadImageFromTexture( Texture texture )
Load image from GPU texture data
- Success return Image
*/
int ltexturesLoadImageFromTexture( lua_State* L ) {
Texture* texture = uluaGetTexture( L, 1 );
uluaPushImage( L, LoadImageFromTexture( *texture ) );
return 1;
}
/*
> image = RL.LoadImageFromScreen()
Load image from screen buffer and (screenshot)
- Success return Image
*/
int ltexturesLoadImageFromScreen( lua_State* L ) {
uluaPushImage( L, LoadImageFromScreen() );
return 1;
}
/*
> isValid = RL.IsImageValid( Image image )
Check if an image is valid (data and parameters)
- Success return bool
*/
int ltextureIsImageValid( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
lua_pushboolean( L, IsImageValid( *image ) );
return 1;
}
/*
> RL.UnloadImage( Image image )
Unload image from CPU memory (RAM)
*/
int ltextureUnloadImage( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
uluaUnloadImage( image );
return 0;
}
/*
> success = RL.ExportImage( Image image, string fileName )
Export image data to file, returns true on success
- Success return bool
*/
int ltexturesExportImage( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
lua_pushboolean( L, ExportImage( *image, luaL_checkstring( L, 2 ) ) );
return 1;
}
/*
> buffer = RL.ExportImageToMemory( Image image, string fileType )
Export image to memory buffer
- Success return Buffer
*/
int ltexturesExportImageToMemory( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
const char* fileType = luaL_checkstring( L, 2 );
Buffer buffer = {
.type = BUFFER_UNSIGNED_CHAR
};
buffer.data = ExportImageToMemory( *image, fileType, (int*)&buffer.size );
uluaPushBuffer( L, buffer );
return 1;
}
/*
> success = RL.ExportImageAsCode( Image image, string fileName )
Export image as code file defining an array of bytes, returns true on success
- Success return bool
*/
int ltexturesExportImageAsCode( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
lua_pushboolean( L, ExportImageAsCode( *image, luaL_checkstring( L, 2 ) ) );
return 1;
}
/*
## Textures - Image generation functions
*/
/*
> image = RL.GenImageColor( Vector2 size, Color color )
Generate image: plain color
- Success return Image
*/
int ltexturesGenImageColor( lua_State* L ) {
Vector2 size = uluaGetVector2( L, 1 );
Color color = uluaGetColor( L, 2 );
uluaPushImage( L, GenImageColor( size.x, size.y, color ) );
return 1;
}
/*
> image = RL.GenImageGradientLinear( Vector2 size, int direction, Color a, Color b )
Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient
- Success return Image
*/
int ltexturesGenImageGradientLinear( lua_State* L ) {
Vector2 size = uluaGetVector2( L, 1 );
int direction = luaL_checkinteger( L, 2 );
Color start = uluaGetColor( L, 3 );
Color end = uluaGetColor( L, 4 );
uluaPushImage( L, GenImageGradientLinear( (int)size.x, (int)size.y, direction, start, end ) );
return 1;
}
/*
> image = RL.GenImageGradientRadial( Vector2 size, float density, Color inner, Color outer )
Generate image: radial gradient
- Success return Image
*/
int ltexturesGenImageGradientRadial( lua_State* L ) {
Vector2 size = uluaGetVector2( L, 1 );
float density = luaL_checknumber( L, 2 );
Color inner = uluaGetColor( L, 3 );
Color outer = uluaGetColor( L, 4 );
uluaPushImage( L, GenImageGradientRadial( (int)size.x, (int)size.y, density, inner, outer ) );
return 1;
}
/*
> image = RL.GenImageGradientSquare( Vector2 size, float density, Color inner, Color outer )
Generate image: square gradient
- Success return Image
*/
int ltexturesGenImageGradientSquare( lua_State* L ) {
Vector2 size = uluaGetVector2( L, 1 );
float density = luaL_checknumber( L, 2 );
Color inner = uluaGetColor( L, 3 );
Color outer = uluaGetColor( L, 4 );
uluaPushImage( L, GenImageGradientSquare( (int)size.x, (int)size.y, density, inner, outer ) );
return 1;
}
/*
> image = RL.GenImageChecked( Vector2 size, Vector2 checks, Color col1, Color col2 )
Generate image: checked
- Success return Image
*/
int ltexturesGenImageChecked( lua_State* L ) {
Vector2 size = uluaGetVector2( L, 1 );
Vector2 checks = uluaGetVector2( L, 2 );
Color col1 = uluaGetColor( L, 3 );
Color col2 = uluaGetColor( L, 4 );
uluaPushImage( L, GenImageChecked( (int)size.x, (int)size.y, (int)checks.x, (int)checks.y, col1, col2 ) );
return 1;
}
/*
> image = RL.GenImageWhiteNoise( Vector2 size, float factor )
Generate image: white noise
- Success return Image
*/
int ltexturesGenImageWhiteNoise( lua_State* L ) {
Vector2 size = uluaGetVector2( L, 1 );
float factor = luaL_checknumber( L, 2 );
uluaPushImage( L, GenImageWhiteNoise( (int)size.x, (int)size.y, factor ) );
return 1;
}
/*
> image = RL.GenImagePerlinNoise( Vector2 size, Vector2 offset, float factor )
Generate image: perlin noise
- Success return Image
*/
int ltexturesGenImagePerlinNoise( lua_State* L ) {
Vector2 size = uluaGetVector2( L, 1 );
Vector2 offset = uluaGetVector2( L, 2 );
float factor = luaL_checknumber( L, 3 );
uluaPushImage( L, GenImagePerlinNoise( (int)size.x, (int)size.y, (int)offset.x, (int)offset.y, factor ) );
return 1;
}
/*
> image = RL.GenImageCellular( Vector2 size, int tileSize )
Generate image: cellular algorithm. Bigger tileSize means bigger cells
- Success return Image
*/
int ltexturesGenImageCellular( lua_State* L ) {
Vector2 size = uluaGetVector2( L, 1 );
int tileSize = luaL_checkinteger( L, 2 );
uluaPushImage( L, GenImageCellular( (int)size.x, (int)size.y, tileSize ) );
return 1;
}
/*
> image = RL.GenImageText( Vector2 size, string text )
Generate image: grayscale image from text data
- Success return Image
*/
int ltexturesGenImageText( lua_State* L ) {
Vector2 size = uluaGetVector2( L, 1 );
uluaPushImage( L, GenImageText( (int)size.x, (int)size.y, luaL_checkstring( L, 2 ) ) );
return 1;
}
/*
## Textures - Image manipulation functions
*/
/*
> image = RL.ImageCopy( Image image )
Create an image duplicate (useful for transformations)
- Success return Image
*/
int ltexturesImageCopy( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
uluaPushImage( L, ImageCopy( *image ) );
return 1;
}
/*
> image = RL.ImageFromImage( Image image, Rectangle rec )
Create an image from another image piece
- Success return Image
*/
int ltexturesImageFromImage( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
Rectangle rec = uluaGetRectangle( L, 2 );
uluaPushImage( L, ImageFromImage( *image, rec ) );
return 1;
}
/*
> image = RL.ImageFromChannel( Image image, int selectedChannel )
Create an image from a selected channel of another image (GRAYSCALE)
- Success return Image
*/
int ltexturesImageFromChannel( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
int selectedChannel = luaL_checkinteger( L, 2 );
uluaPushImage( L, ImageFromChannel( *image, selectedChannel ) );
return 1;
}
/*
> image = RL.ImageText( string text, int fontSize, Color tint )
Create an image from text (default font)
- Success return Image
*/
int ltexturesImageText( lua_State* L ) {
const char* text = luaL_checkstring( L, 1 );
int fontSize = luaL_checkinteger( L, 2 );
Color tint = uluaGetColor( L, 3 );
uluaPushImage( L, ImageText( text, fontSize, tint ) );
return 1;
}
/*
> image = RL.ImageTextEx( Font font, string text, float fontSize, float spacing, Color tint )
Create an image from text (custom sprite font)
- Success return Image
*/
int ltexturesImageTextEx( lua_State* L ) {
Font* font = uluaGetFont( L, 1 );
const char* text = luaL_checkstring( L, 2 );
float fontSize = luaL_checknumber( L, 3 );
float spacing = luaL_checknumber( L, 4 );
Color tint = uluaGetColor( L, 5 );
uluaPushImage( L, ImageTextEx( *font, text, fontSize, spacing, tint ) );
return 1;
}
/*
> RL.ImageFormat( Image image, int newFormat )
Convert image data to desired format
*/
int ltexturesImageFormat( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
int newFormat = luaL_checkinteger( L, 2 );
ImageFormat( image, newFormat );
return 0;
}
/*
> RL.ImageToPOT( Image image, Color fill )
Convert image to POT (power-of-two)
*/
int ltexturesImageToPOT( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
Color fill = uluaGetColor( L, 2 );
ImageToPOT( image, fill );
return 0;
}
/*
> RL.ImageCrop( Image image, Rectangle crop )
Crop an image to a defined rectangle
*/
int ltexturesImageCrop( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
Rectangle crop = uluaGetRectangle( L, 2 );
ImageCrop( image, crop );
return 0;
}
/*
> RL.ImageAlphaCrop( Image image, float threshold )
Crop image depending on alpha value
*/
int ltexturesImageAlphaCrop( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
float threshold = luaL_checknumber( L, 2 );
ImageAlphaCrop( image, threshold );
return 0;
}
/*
> RL.ImageAlphaClear( Image image, Color color, float threshold )
Clear alpha channel to desired color
*/
int ltexturesImageAlphaClear( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
Color color = uluaGetColor( L, 2 );
float threshold = luaL_checknumber( L, 3 );
ImageAlphaClear( image, color, threshold );
return 0;
}
/*
> RL.ImageAlphaMask( Image image, Image alphaMask )
Apply alpha mask to image
*/
int ltexturesImageAlphaMask( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
Image* alphaMask = uluaGetImage( L, 2 );
ImageAlphaMask( image, *alphaMask );
return 0;
}
/*
> RL.ImageAlphaPremultiply( Image image )
Premultiply alpha channel
*/
int ltexturesImageAlphaPremultiply( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
ImageAlphaPremultiply( image );
return 0;
}
/*
> RL.ImageBlurGaussian( Image image, int blurSize )
Apply Gaussian blur using a box blur approximation
*/
int ltexturesImageBlurGaussian( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
int blurSize = luaL_checkinteger( L, 2 );
ImageBlurGaussian( image, blurSize );
return 0;
}
/*
> RL.ImageKernelConvolution( Image image, float{} kernel )
Apply custom square convolution kernel to image
*/
int ltexturesImageKernelConvolution( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
int kernelSize = uluaGetTableLen( L, 2 );
float kernel[ kernelSize ];
int t = lua_gettop( L );
int i = 0;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
kernel[i] = lua_tonumber( L, -1 );
i++;
lua_pop( L, 1 );
}
ImageKernelConvolution( image, kernel, kernelSize );
return 0;
}
/*
> RL.ImageResize( Image image, Vector2 size )
Resize image (Bicubic scaling algorithm)
*/
int ltexturesImageResize( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
Vector2 size = uluaGetVector2( L, 2 );
ImageResize( image, (int)size.x, (int)size.y );
return 0;
}
/*
> RL.ImageResizeNN( Image image, Vector2 size )
Resize image (Nearest-Neighbor scaling algorithm)
*/
int ltexturesImageResizeNN( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
Vector2 size = uluaGetVector2( L, 2 );
ImageResizeNN( image, (int)size.x, (int)size.y );
return 0;
}
/*
> RL.ImageResizeCanvas( Image image, Vector2 size, Vector2 offset, Color fill )
Resize canvas and fill with color
*/
int ltexturesImageResizeCanvas( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
Vector2 size = uluaGetVector2( L, 2 );
Vector2 offset = uluaGetVector2( L, 3 );
Color fill = uluaGetColor( L, 4 );
ImageResizeCanvas( image, (int)size.x, (int)size.y, (int)offset.x, (int)offset.y, fill );
return 0;
}
/*
> RL.ImageMipmaps( Image image )
Generate all mipmap levels for a provided image
*/
int ltexturesImageMipmaps( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
ImageMipmaps( image );
return 0;
}
/*
> RL.ImageDither( Image image, Color bpp )
Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
*/
int ltexturesImageDither( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
Color bpp = uluaGetColor( L, 2 );
ImageDither( image, bpp.r, bpp.g, bpp.b, bpp.a );
return 0;
}
/*
> RL.ImageFlipVertical( Image image )
Flip image vertically
*/
int ltexturesImageFlipVertical( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
ImageFlipVertical( image );
return 0;
}
/*
> RL.ImageFlipHorizontal( Image image )
Flip image horizontally
*/
int ltexturesImageFlipHorizontal( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
ImageFlipHorizontal( image );
return 0;
}
/*
> RL.ImageRotate( Image image, int degrees )
Rotate image by input angle in degrees (-359 to 359)
*/
int ltexturesImageRotate( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
int degrees = luaL_checkinteger( L, 2 );
ImageRotate( image, degrees );
return 0;
}
/*
> RL.ImageRotateCW( Image image )
Rotate image clockwise 90deg
*/
int ltexturesImageRotateCW( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
ImageRotateCW( image );
return 0;
}
/*
> RL.ImageRotateCCW( Image image )
Rotate image counter-clockwise 90deg
*/
int ltexturesImageRotateCCW( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
ImageRotateCCW( image );
return 0;
}
/*
> RL.ImageColorTint( Image image, Color color )
Modify image color: tint
*/
int ltexturesImageColorTint( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
Color color = uluaGetColor( L, 2 );
ImageColorTint( image, color );
return 0;
}
/*
> RL.ImageColorInvert( Image image )
Modify image color: invert
*/
int ltexturesImageColorInvert( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
ImageColorInvert( image );
return 0;
}
/*
> RL.ImageColorGrayscale( Image image )
Modify image color: grayscale
*/
int ltexturesImageColorGrayscale( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
ImageColorGrayscale( image );
return 0;
}
/*
> RL.ImageColorContrast( Image image, float contrast )
Modify image color: contrast (-100 to 100)
*/
int ltexturesImageColorContrast( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
float contrast = luaL_checkinteger( L, 2 );
ImageColorContrast( image, contrast );
return 0;
}
/*
> RL.ImageColorBrightness( Image image, int brightness )
Modify image color: brightness (-255 to 255)
*/
int ltexturesImageColorBrightness( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
int brightness = luaL_checkinteger( L, 2 );
ImageColorBrightness( image, brightness );
return 0;
}
/*
> RL.ImageColorReplace( Image image, Color color, Color replace )
Modify image color: replace color
*/
int ltexturesImageColorReplace( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
Color color = uluaGetColor( L, 2 );
Color replace = uluaGetColor( L, 3 );
ImageColorReplace( image, color, replace );
return 0;
}
/*
> colors = RL.LoadImageColors( Image image )
Load color data from image as a Color array (RGBA - 32bit)
- Success return Color{}
*/
int ltexturesLoadImageColors( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
int colorCount = image->width * image->height;
Color* colors = LoadImageColors( *image );
lua_createtable( L, colorCount, 0 );
for ( int i = 0; i < colorCount; ++i ) {
uluaPushColor( L, colors[i] );
lua_rawseti( L, -2, i + 1 );
}
UnloadImageColors( colors );
return 1;
}
/*
> colors = RL.LoadImagePalette( Image image, int maxPaletteSize )
Load colors palette from image as a Color array (RGBA - 32bit)
- Success return Color{}
*/
int ltexturesLoadImagePalette( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
int maxPaletteSize = luaL_checkinteger( L, 2 );
int colorCount = 0;
Color* colors = LoadImagePalette( *image, maxPaletteSize, &colorCount );
lua_createtable( L, colorCount, 0 );
for ( int i = 0; i < colorCount; ++i ) {
uluaPushColor( L, colors[i] );
lua_rawseti( L, -2, i + 1 );
}
UnloadImagePalette( colors );
return 1;
}
/*
> rectangle = RL.GetImageAlphaBorder( Image image, float threshold )
Get image alpha border rectangle
- Success return Rectangle
*/
int ltexturesGetImageAlphaBorder( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
float threshold = luaL_checknumber( L, 2 );
uluaPushRectangle( L, GetImageAlphaBorder( *image, threshold ) );
return 1;
}
/*
> color = RL.GetImageColor( Image image, Vector2 pixelPos )
Get image pixel color at (x, y) position
- Success return Color
*/
int ltexturesGetImageColor( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
Vector2 pixelPos = uluaGetVector2( L, 2 );
uluaPushColor( L, GetImageColor( *image, pixelPos.x, pixelPos.y ) );
return 1;
}
/*
## Textures - Image configuration functions
*/
/*
> RL.SetImageData( Image image, Buffer data )
Set image data from Buffer
*/
int ltexturesSetImageData( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
Buffer* data = uluaGetBuffer( L, 2 );
memcpy( image->data, data->data, imin(
GetPixelDataSize( image->width, image->height, image->format ),
data->size
) );
return 0;
}
/*
> imageData = RL.GetImageData( Image image )
Get image data as Buffer
- Success return Buffer
*/
int ltexturesGetImageData( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
Buffer buffer = (Buffer){
.type = BUFFER_UNSIGNED_CHAR,
.size = GetPixelDataSize( image->width, image->height, image->format ),
};
buffer.data = malloc( buffer.size * sizeof( unsigned char ) );
memcpy( buffer.data, image->data, buffer.size );
uluaPushBuffer( L, buffer );
return 1;
}
/*
> size = RL.GetImageSize( Image image )
Get image size
- Success return Vector2
*/
int ltexturesGetImageSize( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
uluaPushVector2( L, (Vector2){ image->width, image->height } );
return 1;
}
/*
> mipmaps = RL.GetImageMipmaps( Image image )
Get image mipmaps. Mipmap levels, 1 by default
- Success return int
*/
int ltexturesGetImageMipmaps( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
lua_pushinteger( L, image->mipmaps );
return 1;
}
/*
> format = RL.GetImageFormat( Image image )
Get image data format (PixelFormat type)
- Success return int
*/
int ltexturesGetImageFormat( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
lua_pushinteger( L, image->format );
return 1;
}
/*
## Textures - Image drawing functions
*/
/*
> RL.ImageClearBackground( Image dst, Color color )
Clear image background with given color
*/
int ltexturesImageClearBackground( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
Color color = uluaGetColor( L, 2 );
ImageClearBackground( image, color );
return 0;
}
/*
> RL.ImageDrawPixel( Image dst, Vector2 position, Color color )
Draw pixel within an image
*/
int ltexturesImageDrawPixel( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
Vector2 position = uluaGetVector2( L, 2 );
Color color = uluaGetColor( L, 3 );
ImageDrawPixelV( image, position, color );
return 0;
}
/*
> RL.ImageDrawLine( Image dst, Vector2 start, Vector2 end, Color color )
Draw line within an image
*/
int ltexturesImageDrawLine( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
Vector2 start = uluaGetVector2( L, 2 );
Vector2 end = uluaGetVector2( L, 3 );
Color color = uluaGetColor( L, 4 );
ImageDrawLineV( image, start, end, color );
return 0;
}
/*
> RL.ImageDrawLineEx( Image dst, Vector2 start, Vector2 end, int thick, Color color )
Draw a line defining thickness within an image
*/
int ltexturesImageDrawLineEx( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
Vector2 start = uluaGetVector2( L, 2 );
Vector2 end = uluaGetVector2( L, 3 );
int thick = luaL_checkinteger( L, 4 );
Color color = uluaGetColor( L, 5 );
ImageDrawLineEx( image, start, end, thick, color );
return 0;
}
/*
> RL.ImageDrawCircle( Image dst, Vector2 center, int radius, Color color )
Draw circle within an image
*/
int ltexturesImageDrawCircle( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
Vector2 center = uluaGetVector2( L, 2 );
int radius = luaL_checkinteger( L, 3 );
Color color = uluaGetColor( L, 4 );
ImageDrawCircleV( image, center, radius, color );
return 0;
}
/*
> RL.ImageDrawCircleLines( Image dst, Vector2 center, int radius, Color color )
Draw circle outline within an image
*/
int ltexturesImageDrawCircleLines( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
Vector2 center = uluaGetVector2( L, 2 );
int radius = luaL_checkinteger( L, 3 );
Color color = uluaGetColor( L, 4 );
ImageDrawCircleLinesV( image, center, radius, color );
return 0;
}
/*
> RL.ImageDrawRectangle( Image dst, Rectangle rec, Color color )
Draw rectangle within an image
*/
int ltexturesImageDrawRectangle( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
Rectangle rec = uluaGetRectangle( L, 2 );
Color color = uluaGetColor( L, 3 );
ImageDrawRectangleRec( image, rec, color );
return 0;
}
/*
> RL.ImageDrawRectangleLines( Image dst, Rectangle rec, int thick, Color color )
Draw rectangle lines within an image
*/
int ltexturesImageDrawRectangleLines( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
Rectangle rec = uluaGetRectangle( L, 2 );
int thick = luaL_checkinteger( L, 3 );
Color color = uluaGetColor( L, 4 );
ImageDrawRectangleLines( image, rec, thick, color );
return 0;
}
/*
> RL.ImageDrawTriangle( Image dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color )
Draw triangle within an image
*/
int ltexturesImageDrawTriangle( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
Vector2 v1 = uluaGetVector2( L, 2 );
Vector2 v2 = uluaGetVector2( L, 3 );
Vector2 v3 = uluaGetVector2( L, 4 );
Color color = uluaGetColor( L, 5 );
ImageDrawTriangle( image, v1, v2, v3, color );
return 0;
}
/*
> RL.ImageDrawTriangleEx( Image dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3 )
Draw triangle with interpolated colors within an image
*/
int ltexturesImageDrawTriangleEx( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
Vector2 v1 = uluaGetVector2( L, 2 );
Vector2 v2 = uluaGetVector2( L, 3 );
Vector2 v3 = uluaGetVector2( L, 4 );
Color c1 = uluaGetColor( L, 5 );
Color c2 = uluaGetColor( L, 6 );
Color c3 = uluaGetColor( L, 7 );
ImageDrawTriangleEx( image, v1, v2, v3, c1, c2, c3 );
return 0;
}
/*
> RL.ImageDrawTriangleLines( Image dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color )
Draw triangle outline within an image
*/
int ltexturesImageDrawTriangleLines( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
Vector2 v1 = uluaGetVector2( L, 2 );
Vector2 v2 = uluaGetVector2( L, 3 );
Vector2 v3 = uluaGetVector2( L, 4 );
Color color = uluaGetColor( L, 5 );
ImageDrawTriangleLines( image, v1, v2, v3, color );
return 0;
}
/*
> RL.ImageDrawTriangleFan( Image dst, Vector2{} points, Color color )
Draw a triangle fan defined by points within an image (first vertex is the center)
*/
int ltexturesImageDrawTriangleFan( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
int pointCount = uluaGetTableLen( L, 2 );
Vector2 points[ pointCount ];
getVector2Array( L, 2, points );
Color color = uluaGetColor( L, 3 );
ImageDrawTriangleFan( image, points, pointCount, color );
return 0;
}
/*
> RL.ImageDrawTriangleStrip( Image dst, Vector2{} points, Color color )
Draw a triangle strip defined by points within an image
*/
int ltexturesImageDrawTriangleStrip( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
int pointCount = uluaGetTableLen( L, 2 );
Vector2 points[ pointCount ];
getVector2Array( L, 2, points );
Color color = uluaGetColor( L, 3 );
ImageDrawTriangleStrip( image, points, pointCount, color );
return 0;
}
/*
> RL.ImageDraw( Image dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint )
Draw a source image within a destination image (Tint applied to source)
*/
int ltexturesImageDraw( lua_State* L ) {
Image* imageDst = uluaGetImage( L, 1 );
Image* imageSrc = uluaGetImage( L, 2 );
Rectangle srcRec = uluaGetRectangle( L, 3 );
Rectangle dstRec = uluaGetRectangle( L, 4 );
Color tint = uluaGetColor( L, 5 );
ImageDraw( imageDst, *imageSrc, srcRec, dstRec, tint );
return 0;
}
/*
> RL.ImageDrawText( Image dst, string text, Vector2 position, float fontSize, Color tint )
Draw text (using default font) within an image (destination)
*/
int ltexturesImageDrawText( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
const char* text = luaL_checkstring( L, 2 );
Vector2 position = uluaGetVector2( L, 3 );
float fontSize = luaL_checknumber( L, 4 );
Color tint = uluaGetColor( L, 5 );
ImageDrawText( image, text, position.x, position.y, fontSize, tint );
return 0;
}
/*
> RL.ImageDrawTextEx( Image dst, Font font, string text, Vector2 position, float fontSize, float spacing, Color tint )
Draw text (Custom sprite font) within an image (Destination)
*/
int ltexturesImageDrawTextEx( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
Font* font = uluaGetFont( L, 2 );
const char* text = luaL_checkstring( L, 3 );
Vector2 position = uluaGetVector2( L, 4 );
float fontSize = luaL_checknumber( L, 5 );
float spacing = luaL_checknumber( L, 6 );
Color tint = uluaGetColor( L, 7 );
ImageDrawTextEx( image, *font, text, position, fontSize, spacing, tint );
return 0;
}
/*
## Textures - Texture loading functions
*/
/*
> texture = RL.GetTextureDefault()
Get default texture. Return as lightuserdata
- Success return Texture
*/
int ltexturesGetTextureDefault( lua_State* L ) {
lua_pushlightuserdata( L, &state->defaultTexture );
return 1;
}
/*
> texture = RL.LoadTexture( string fileName )
Load texture from file into GPU memory ( VRAM )
- Failure return nil
- Success return Texture
*/
int ltexturesLoadTexture( lua_State* L ) {
if ( FileExists( luaL_checkstring( L, 1 ) ) ) {
uluaPushTexture( L, LoadTexture( lua_tostring( L, 1 ) ) );
return 1;
}
TraceLog( state->logLevelInvalid, "Invalid file '%s'", lua_tostring( L, 1 ) );
lua_pushnil( L );
return 1;
}
/*
> texture = RL.LoadTextureFromImage( Image image )
Load texture from image data
- Success return Texture
*/
int ltexturesLoadTextureFromImage( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
uluaPushTexture( L, LoadTextureFromImage( *image ) );
return 1;
}
/*
> texture = RL.LoadTextureCubemap( Image image, int layout )
Load cubemap from image, multiple image cubemap layouts supported
- Success return Texture
*/
int ltexturesLoadTextureCubemap( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
int layout = luaL_checkinteger( L, 2 );
uluaPushTexture( L, LoadTextureCubemap( *image, layout ) );
return 1;
}
/*
> texture = RL.LoadTextureFromData( Texture{} textureData )
Load Texture from data
- Success return Texture
*/
int ltexturesLoadTextureFromData( lua_State* L ) {
luaL_checktype( L, 1, LUA_TTABLE );
Texture texture = { 0 };
int t = 1;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
if ( strcmp( "id", (char*)lua_tostring( L, -2 ) ) == 0 ) {
texture.id = (unsigned int)luaL_checkinteger( L, -1 );
}
else if ( strcmp( "width", (char*)lua_tostring( L, -2 ) ) == 0 ) {
texture.width = luaL_checkinteger( L, -1 );
}
else if ( strcmp( "height", (char*)lua_tostring( L, -2 ) ) == 0 ) {
texture.height = luaL_checkinteger( L, -1 );
}
else if ( strcmp( "mipmaps", (char*)lua_tostring( L, -2 ) ) == 0 ) {
texture.mipmaps = luaL_checkinteger( L, -1 );
}
else if ( strcmp( "format", (char*)lua_tostring( L, -2 ) ) == 0 ) {
texture.format = luaL_checkinteger( L, -1 );
}
lua_pop( L, 1 );
}
uluaPushTexture( L, texture );
return 1;
}
/*
> renderTexture = RL.LoadRenderTexture( Vector2 size )
Load texture for rendering (framebuffer)
- Success return RenderTexture
*/
int ltexturesLoadRenderTexture( lua_State* L ) {
Vector2 size = uluaGetVector2( L, 1 );
uluaPushRenderTexture( L, LoadRenderTexture( (int)size.x, (int)size.y ) );
return 1;
}
/*
> renderTexture = RL.LoadRenderTextureFromData( Texture{} renderTextureData )
Load RenderTexture from data (framebuffer)
- Success return RenderTexture
*/
int ltexturesLoadRenderTextureFromData( lua_State* L ) {
luaL_checktype( L, 1, LUA_TTABLE );
RenderTexture renTexture = { 0 };
int t = 1;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
if ( strcmp( "id", (char*)lua_tostring( L, -2 ) ) == 0 ) {
renTexture.id = (unsigned int)luaL_checkinteger( L, -1 );
}
else if ( strcmp( "texture", (char*)lua_tostring( L, -2 ) ) == 0 ) {
Texture* texture = uluaGetTexture( L, -1 );
renTexture.texture = *texture;
}
else if ( strcmp( "depth", (char*)lua_tostring( L, -2 ) ) == 0 ) {
Texture* depth = uluaGetTexture( L, -1 );
renTexture.depth = *depth;
}
lua_pop( L, 1 );
}
uluaPushRenderTexture( L, renTexture );
return 1;
}
/*
> isValid = RL.IsTextureValid( Texture texture )
Check if a texture is valid (loaded in GPU)
- Success return bool
*/
int ltexturesIsTextureValid( lua_State* L ) {
Texture* texture = uluaGetTexture( L, 1 );
lua_pushboolean( L, IsTextureValid( *texture ) );
return 1;
}
/*
> RL.UnloadTexture( Texture texture )
Unload texture from GPU memory (VRAM)
*/
int ltextureUnloadTexture( lua_State* L ) {
Texture* texture = uluaGetTexture( L, 1 );
uluaUnloadTexture( texture );
return 0;
}
/*
> isValid = RL.IsRenderTextureValid( RenderTexture target )
Check if a render texture is valid (loaded in GPU)
- Success return bool
*/
int ltexturesIsRenderTextureValid( lua_State* L ) {
RenderTexture* target = uluaGetRenderTexture( L, 1 );
lua_pushboolean( L, IsRenderTextureValid( *target ) );
return 1;
}
/*
> RL.UnloadRenderTexture( RenderTexture target )
Unload render texture from GPU memory (VRAM)
*/
int ltextureUnloadRenderTexture( lua_State* L ) {
RenderTexture* target = uluaGetRenderTexture( L, 1 );
uluaUnloadRenderTexture( target );
return 0;
}
/*
> RL.UpdateTexture( Texture texture, Buffer pixels )
Update GPU texture with new data
*/
int ltexturesUpdateTexture( lua_State* L ) {
Texture* texture = uluaGetTexture( L, 1 );
Buffer* pixels = uluaGetBuffer( L, 2 );
UpdateTexture( *texture, pixels->data );
return 0;
}
/*
> RL.UpdateTextureRec( Texture texture, Rectangle rec, Buffer pixels )
Update GPU texture rectangle with new data.
*/
int ltexturesUpdateTextureRec( lua_State* L ) {
Texture* texture = uluaGetTexture( L, 1 );
Rectangle rec = uluaGetRectangle( L, 2 );
Buffer* pixels = uluaGetBuffer( L, 3 );
UpdateTextureRec( *texture, rec, pixels->data );
return 0;
}
/*
## Textures - Texture configuration functions
*/
/*
> RL.GenTextureMipmaps( Texture texture )
Generate GPU mipmaps for a texture
*/
int ltexturesGenTextureMipmaps( lua_State* L ) {
Texture* texture = uluaGetTexture( L, 1 );
GenTextureMipmaps( texture );
return 0;
}
/*
> RL.SetTextureFilter( Texture texture, int filter )
Set texture scaling filter mode (TEXTURE_FILTER_POINT, TEXTURE_FILTER_BILINEAR...)
*/
int ltexturesSetTextureFilter( lua_State* L ) {
Texture* texture = uluaGetTexture( L, 1 );
int filter = luaL_checkinteger( L, 2 );
SetTextureFilter( *texture, filter );
return 0;
}
/*
> RL.SetTextureWrap( Texture texture, int wrap )
Set texture wrapping mode (TEXTURE_WRAP_REPEAT, TEXTURE_WRAP_CLAMP...)
*/
int ltexturesSetTextureWrap( lua_State* L ) {
Texture* texture = uluaGetTexture( L, 1 );
int wrap = luaL_checkinteger( L, 2 );
SetTextureWrap( *texture, wrap );
return 0;
}
/*
> id = RL.GetTextureId( Texture texture )
Get OpenGL texture id
- Success return int
*/
int ltexturesGetTextureId( lua_State* L ) {
Texture* texture = uluaGetTexture( L, 1 );
lua_pushinteger( L, texture->id );
return 1;
}
/*
> size = RL.GetTextureSize( Texture texture )
Get texture size
- Success return Vector2
*/
int ltexturesGetTextureSize( lua_State* L ) {
Texture* texture = uluaGetTexture( L, 1 );
uluaPushVector2( L, (Vector2){ texture->width, texture->height } );
return 1;
}
/*
> mipmaps = RL.GetTextureMipmaps( Texture texture )
Get texture mipmaps. Mipmap levels, 1 by default
- Success return int
*/
int ltexturesGetTextureMipmaps( lua_State* L ) {
Texture* texture = uluaGetTexture( L, 1 );
lua_pushinteger( L, texture->mipmaps );
return 1;
}
/*
> format = RL.GetTextureFormat( Texture texture )
Get texture data format (PixelFormat type)
- Success return int
*/
int ltexturesGetTextureFormat( lua_State* L ) {
Texture* texture = uluaGetTexture( L, 1 );
lua_pushinteger( L, texture->format );
return 1;
}
/*
## Textures - Texture drawing functions
*/
/*
> RL.DrawTexture( Texture texture, Vector2 position, Color tint )
Draw a Texture2D
*/
int ltexturesDrawTexture( lua_State* L ) {
Texture* texture = uluaGetTexture( L, 1 );
Vector2 position = uluaGetVector2( L, 2 );
Color color = uluaGetColor( L, 3 );
DrawTexture( *texture, position.x, position.y, color );
return 0;
}
/*
> RL.DrawTextureEx( Texture texture, Vector2 position, float rotation, float scale, Color tint )
Draw a Texture2D with extended parameters
*/
int ltexturesDrawTextureEx( lua_State* L ) {
Texture* texture = uluaGetTexture( L, 1 );
Vector2 position = uluaGetVector2( L, 2 );
float rotation = luaL_checknumber( L, 3 );
float scale = luaL_checknumber( L, 4 );
Color color = uluaGetColor( L, 5 );
DrawTextureEx( *texture, position, rotation, scale, color );
return 0;
}
/*
> RL.DrawTextureRec( Texture texture, Rectangle source, Vector2 position, Color tint )
Draw a part of a texture defined by a rectangle
*/
int ltexturesDrawTextureRec( lua_State* L ) {
Texture* texture = uluaGetTexture( L, 1 );
Rectangle srcRect = uluaGetRectangle( L, 2 );
Vector2 position = uluaGetVector2( L, 3 );
Color tint = uluaGetColor( L, 4 );
DrawTextureRec( *texture, srcRect, position, tint );
return 0;
}
/*
> RL.DrawTexturePro( Texture texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint )
Draw a part of a texture defined by a rectangle with "pro" parameters
*/
int ltexturesDrawTexturePro( lua_State* L ) {
Texture* texture = uluaGetTexture( L, 1 );
Rectangle srcRect = uluaGetRectangle( L, 2 );
Rectangle dstRect = uluaGetRectangle( L, 3 );
Vector2 origin = uluaGetVector2( L, 4 );
float rotation = luaL_checknumber( L, 5 );
Color color = uluaGetColor( L, 6 );
DrawTexturePro( *texture, srcRect, dstRect, origin, rotation, color );
return 0;
}
/*
> RL.DrawTextureNPatch( Texture texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint )
Draws a texture (or part of it) that stretches or shrinks nicely
*/
int ltexturesDrawTextureNPatch( lua_State* L ) {
Texture* texture = uluaGetTexture( L, 1 );
NPatchInfo nPatchInfo = uluaGetNPatchInfo( L, 2 );
Rectangle dest = uluaGetRectangle( L, 3 );
Vector2 origin = uluaGetVector2( L, 4 );
float rotation = luaL_checknumber( L, 5 );
Color tint = uluaGetColor( L, 6 );
DrawTextureNPatch( *texture, nPatchInfo, dest, origin, rotation, tint );
return 0;
}
/*
> RL.DrawTextureNPatchRepeat( Texture texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint )
Draws a texture (or part of it) that repeats nicely
*/
inline static void drawNPatchTile( Vector4 src, Vector4 dst, Vector2 texSize ) {
rlTexCoord2f( src.x / texSize.x, src.w / texSize.y ); rlVertex2f( dst.x, dst.w ); // Bottom-left corner for texture and quad
rlTexCoord2f( src.z / texSize.x, src.w / texSize.y ); rlVertex2f( dst.z, dst.w ); // Bottom-right corner for texture and quad
rlTexCoord2f( src.z / texSize.x, src.y / texSize.y ); rlVertex2f( dst.z, dst.y ); // Top-right corner for texture and quad
rlTexCoord2f( src.x / texSize.x, src.y / texSize.y ); rlVertex2f( dst.x, dst.y ); // Top-left corner for texture and quad
}
inline static void drawNPatchArea( Vector4 src, Vector4 dst, Vector2 texSize ) {
Vector2 tileSize = { src.z - src.x, src.w - src.y };
Vector2 areaSize = { dst.z - dst.x, dst.w - dst.y };
int width = ceil( areaSize.x / tileSize.x );
int height = ceil( areaSize.y / tileSize.y );
for ( int y = 0; y < height; y++ ) {
for ( int x = 0; x < width; x++ ) {
Vector2 rTileSize = {
fmin( tileSize.x, areaSize.x - x * tileSize.x ),
fmin( tileSize.y, areaSize.y - y * tileSize.y )
};
Vector4 tileSrc = {
src.x,
src.y,
src.x + rTileSize.x,
src.y + rTileSize.y
};
Vector4 tileDst = {
dst.x + x * tileSize.x,
dst.y + y * tileSize.y,
dst.x + x * tileSize.x + rTileSize.x,
dst.y + y * tileSize.y + rTileSize.y
};
drawNPatchTile( tileSrc, tileDst, texSize );
}
}
}
int ltexturesDrawTextureNPatchRepeat( lua_State* L ) {
Texture* texture = uluaGetTexture( L, 1 );
NPatchInfo nPatchInfo = uluaGetNPatchInfo( L, 2 );
Rectangle dest = uluaGetRectangle( L, 3 );
Vector2 origin = uluaGetVector2( L, 4 );
float rotation = luaL_checknumber( L, 5 );
Color tint = uluaGetColor( L, 6 );
if ( texture->id < 0 || dest.width <= 0 || dest.height <= 0 ) {
return 0;
}
Vector2 texSize = { texture->width, texture->height };
float leftBorder = (float)nPatchInfo.left;
float topBorder = (float)nPatchInfo.top;
float rightBorder = (float)nPatchInfo.right;
float bottomBorder = (float)nPatchInfo.bottom;
bool drawHMiddle = leftBorder + rightBorder <= dest.width;
bool drawVMiddle = topBorder + bottomBorder <= dest.height;
bool drawCenter = drawHMiddle && drawVMiddle;
if ( !drawHMiddle ) {
leftBorder = ( leftBorder / ( leftBorder + rightBorder ) ) * dest.width;
rightBorder = dest.width - leftBorder;
}
if ( !drawVMiddle ) {
topBorder = ( topBorder / ( topBorder + bottomBorder ) ) * dest.height;
bottomBorder = dest.height - topBorder;
}
Vector2 vertA, vertB, vertC, vertD;
vertA.x = 0.0f; // outer left
vertA.y = 0.0f; // outer top
vertB.x = leftBorder; // inner left
vertB.y = topBorder; // inner top
vertC.x = dest.width - rightBorder; // inner right
vertC.y = dest.height - bottomBorder; // inner bottom
vertD.x = dest.width; // outer right
vertD.y = dest.height; // outer bottom
Vector2 coordA, coordB, coordC, coordD;
coordA.x = nPatchInfo.source.x;
coordA.y = nPatchInfo.source.y;
coordB.x = nPatchInfo.source.x + leftBorder;
coordB.y = nPatchInfo.source.y + topBorder;
coordC.x = nPatchInfo.source.x + nPatchInfo.source.width - rightBorder;
coordC.y = nPatchInfo.source.y + nPatchInfo.source.height - bottomBorder;
coordD.x = nPatchInfo.source.x + nPatchInfo.source.width;
coordD.y = nPatchInfo.source.y + nPatchInfo.source.height;
rlSetTexture( texture->id );
rlPushMatrix();
rlTranslatef( dest.x, dest.y, 0.0f );
rlRotatef( rotation, 0.0f, 0.0f, 1.0f );
rlTranslatef( -origin.x, -origin.y, 0.0f );
rlBegin( RL_QUADS );
rlColor4ub( tint.r, tint.g, tint.b, tint.a );
rlNormal3f( 0.0f, 0.0f, 1.0f ); // Normal vector pointing towards viewer
switch ( nPatchInfo.layout ) {
case NPATCH_NINE_PATCH:
if ( drawCenter ) {
// MIDDLE-CENTER QUAD
drawNPatchArea(
(Vector4){ coordB.x, coordB.y, coordC.x, coordC.y },
(Vector4){ vertB.x, vertB.y, vertC.x, vertC.y },
texSize
);
}
if ( drawHMiddle ) {
// TOP-CENTER QUAD
drawNPatchArea(
(Vector4){ coordB.x, coordA.y, coordC.x, coordB.y },
(Vector4){ vertB.x, vertA.y, vertC.x, vertB.y },
texSize
);
// BOTTOM-CENTER QUAD
drawNPatchArea(
(Vector4){ coordB.x, coordC.y, coordC.x, coordD.y },
(Vector4){ vertB.x, vertC.y, vertC.x, vertD.y },
texSize
);
}
if ( drawVMiddle ) {
// LEFT-CENTER QUAD
drawNPatchArea(
(Vector4){ coordA.x, coordB.y, coordB.x, coordC.y },
(Vector4){ vertA.x, vertB.y, vertB.x, vertC.y },
texSize
);
// RIGHT-CENTER QUAD
drawNPatchArea(
(Vector4){ coordC.x, coordB.y, coordD.x, coordC.y },
(Vector4){ vertC.x, vertB.y, vertD.x, vertC.y },
texSize
);
}
// TOP-LEFT QUAD
drawNPatchTile(
(Vector4){ coordA.x, coordA.y, coordB.x, coordB.y },
(Vector4){ vertA.x, vertA.y, vertB.x, vertB.y },
texSize
);
// TOP-RIGHT QUAD
drawNPatchTile(
(Vector4){ coordC.x, coordA.y, coordD.x, coordB.y },
(Vector4){ vertC.x, vertA.y, vertD.x, vertB.y },
texSize
);
// BOTTOM-LEFT QUAD
drawNPatchTile(
(Vector4){ coordA.x, coordC.y, coordB.x, coordD.y },
(Vector4){ vertA.x, vertC.y, vertB.x, vertD.y },
texSize
);
// BOTTOM-RIGHT QUAD
drawNPatchTile(
(Vector4){ coordC.x, coordC.y, coordD.x, coordD.y },
(Vector4){ vertC.x, vertC.y, vertD.x, vertD.y },
texSize
);
break;
case NPATCH_THREE_PATCH_VERTICAL:
// TOP QUAD
drawNPatchArea(
(Vector4){ coordA.x, coordA.y, coordD.x, coordB.y },
(Vector4){ vertA.x, vertA.y, vertD.x, vertB.y },
texSize
);
if ( drawVMiddle ) {
// MIDDLE QUAD
drawNPatchArea(
(Vector4){ coordA.x, coordB.y, coordD.x, coordC.y },
(Vector4){ vertA.x, vertB.y, vertD.x, vertC.y },
texSize
);
}
// BOTTOM QUAD
drawNPatchArea(
(Vector4){ coordA.x, coordC.y, coordD.x, coordD.y },
(Vector4){ vertA.x, vertC.y, vertD.x, vertD.y },
texSize
);
break;
case NPATCH_THREE_PATCH_HORIZONTAL:
// LEFT QUAD
drawNPatchArea(
(Vector4){ coordA.x, coordA.y, coordB.x, coordD.y },
(Vector4){ vertA.x, vertA.y, vertB.x, vertD.y },
texSize
);
if ( drawHMiddle ) {
// MIDDLE QUAD
drawNPatchArea(
(Vector4){ coordB.x, coordA.y, coordC.x, coordD.y },
(Vector4){ vertB.x, vertA.y, vertC.x, vertD.y },
texSize
);
}
// RIGHT QUAD
drawNPatchArea(
(Vector4){ coordC.x, coordA.y, coordD.x, coordD.y },
(Vector4){ vertC.x, vertA.y, vertD.x, vertD.y },
texSize
);
break;
default:
break;
}
rlEnd();
rlPopMatrix();
rlSetTexture(0);
return 0;
}
/*
## Textures - RenderTexture configuration functions
*/
/*
> id = RL.GetRenderTextureId( RenderTexture renderTexture )
Get OpenGL framebuffer object id
- Success return int
*/
int ltexturesGetRenderTextureId( lua_State* L ) {
RenderTexture* renderTexture = uluaGetRenderTexture( L, 1 );
lua_pushinteger( L, renderTexture->id );
return 1;
}
/*
> texture = RL.GetRenderTextureTexture( RenderTexture renderTexture )
Get color buffer attachment texture. Returns as lightuserdata
- Success return Texture
*/
int ltexturesGetRenderTextureTexture( lua_State* L ) {
RenderTexture* renderTexture = uluaGetRenderTexture( L, 1 );
lua_pushlightuserdata( L, &renderTexture->texture );
return 1;
}
/*
> texture = RL.GetRenderTextureDepthTexture( RenderTexture renderTexture )
Get depth buffer attachment texture. Returns as lightuserdata
- Success return Texture
*/
int ltexturesGetRenderTextureDepthTexture( lua_State* L ) {
RenderTexture* renderTexture = uluaGetRenderTexture( L, 1 );
lua_pushlightuserdata( L, &renderTexture->depth );
return 1;
}
/*
## Textures - Color/pixel related functions
*/
/*
> isEqual = RL.ColorIsEqual( Color col1, Color col2 )
Check if two colors are equal
- Success return bool
*/
int ltexturesColorIsEqual( lua_State* L ) {
Color col1 = uluaGetColor( L, 1 );
Color col2 = uluaGetColor( L, 2 );
lua_pushboolean( L, ColorIsEqual( col1, col2 ) );
return 1;
}
/*
> color = RL.Fade( Color color, float alpha )
Returns color with alpha applied, alpha goes from 0.0f to 1.0f
- Success return Color
*/
int ltexturesFade( lua_State* L ) {
Color color = uluaGetColor( L, 1 );
float alpha = luaL_checknumber( L, 2 );
uluaPushColor( L, Fade( color, alpha ) );
return 1;
}
/*
> value = RL.ColorToInt( Color color )
Returns hexadecimal value for a Color
- Success return int
*/
int ltexturesColorToInt( lua_State* L ) {
Color color = uluaGetColor( L, 1 );
lua_pushinteger( L, (unsigned int)ColorToInt( color ) );
return 1;
}
/*
> color = RL.ColorNormalize( Color color )
Returns Color normalized as float [0..1]
- Success return Vector4
*/
int ltexturesColorNormalize( lua_State* L ) {
Color color = uluaGetColor( L, 1 );
uluaPushVector4( L, ColorNormalize( color ) );
return 1;
}
/*
> color = RL.ColorFromNormalized( Vector4 normalized )
Color from normalized values [0..1]
- Success return Color
*/
int ltexturesColorFromNormalized( lua_State* L ) {
Vector4 normalized = uluaGetVector4( L, 1 );
uluaPushColor( L, ColorFromNormalized( normalized ) );
return 1;
}
/*
> HSV = RL.ColorToHSV( Color color )
Returns HSV values for a Color, hue [0..360], saturation/value [0..1]
- Success return Vector3
*/
int ltexturesColorToHSV( lua_State* L ) {
Color color = uluaGetColor( L, 1 );
uluaPushVector3( L, ColorToHSV( color ) );
return 1;
}
/*
> color = RL.ColorFromHSV( float hue, float saturation, float value )
Returns a Color from HSV values, hue [0..360], saturation/value [0..1]
- Success return Color
*/
int ltexturesColorFromHSV( lua_State* L ) {
float hue = luaL_checknumber( L, 1 );
float saturation = luaL_checknumber( L, 2 );
float value = luaL_checknumber( L, 3 );
uluaPushColor( L, ColorFromHSV( hue, saturation, value ) );
return 1;
}
/*
> color = RL.ColorTint( Color color, Color tint )
Get color multiplied with another color
- Success return Color
*/
int ltexturesColorTint( lua_State* L ) {
Color color = uluaGetColor( L, 1 );
Color tint = uluaGetColor( L, 2 );
uluaPushColor( L, ColorTint( color, tint ) );
return 1;
}
/*
> color = RL.ColorBrightness( Color color, float factor )
Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
- Success return Color
*/
int ltexturesColorBrightness( lua_State* L ) {
Color color = uluaGetColor( L, 1 );
float factor = luaL_checknumber( L, 2 );
uluaPushColor( L, ColorBrightness( color, factor ) );
return 1;
}
/*
> color = RL.ColorContrast( Color color, float contrast )
Get color with contrast correction, contrast values between -1.0f and 1.0f
- Success return Color
*/
int ltexturesColorContrast( lua_State* L ) {
Color color = uluaGetColor( L, 1 );
float contrast = luaL_checknumber( L, 2 );
uluaPushColor( L, ColorContrast( color, contrast ) );
return 1;
}
/*
> color = RL.ColorAlpha( Color color, float alpha )
Returns color with alpha applied, alpha goes from 0.0f to 1.0f
- Success return Color
*/
int ltexturesColorAlpha( lua_State* L ) {
Color color = uluaGetColor( L, 1 );
float alpha = luaL_checknumber( L, 2 );
uluaPushColor( L, ColorAlpha( color, alpha ) );
return 1;
}
/*
> color = RL.ColorAlphaBlend( Color dst, Color src, Color tint )
Returns src alpha-blended into dst color with tint
- Success return Color
*/
int ltexturesColorAlphaBlend( lua_State* L ) {
Color dst = uluaGetColor( L, 1 );
Color src = uluaGetColor( L, 2 );
Color tint = uluaGetColor( L, 3 );
uluaPushColor( L, ColorAlphaBlend( dst, src, tint ) );
return 1;
}
/*
> color = RL.ColorLerp( Color color1, Color color2, float factor )
Get color lerp interpolation between two colors, factor [0.0f..1.0f]
- Success return Color
*/
int ltexturesColorLerp( lua_State* L ) {
Color color1 = uluaGetColor( L, 1 );
Color color2 = uluaGetColor( L, 2 );
float factor = luaL_checknumber( L, 3 );
uluaPushColor( L, ColorLerp( color1, color2, factor ) );
return 1;
}
/*
> color = RL.GetColor( int hexValue )
Get Color structure from hexadecimal value
- Success return Color
*/
int ltexturesGetColor( lua_State* L ) {
unsigned int hexValue = (unsigned int)luaL_checkinteger( L, 1 );
uluaPushColor( L, GetColor( hexValue ) );
return 1;
}
/*
> size = RL.GetPixelDataSize( Vector2 size, int format )
Get pixel data size in bytes for certain format
- Success return int
*/
int ltexturesGetPixelDataSize( lua_State* L ) {
Vector2 size = uluaGetVector2( L, 1 );
int format = luaL_checkinteger( L, 2 );
lua_pushinteger( L, GetPixelDataSize( size.x, size.y, format ) );
return 1;
}