Files
reilua-enhanced/src/textures.c

1598 lines
34 KiB
C

#include "main.h"
#include "state.h"
#include "textures.h"
#include "text.h"
#include "lua_core.h"
/*
## Textures - Image Loading
*/
/*
> image = RL.LoadImage( string fileName )
Load image from file into CPU memory (RAM)
- 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.LoadImageFromTexture( Texture2D texture )
Load image from GPU texture data
- Success return Image
*/
int ltexturesLoadImageFromTexture( lua_State *L ) {
Texture *texture = luaL_checkudata( L, 1, "Texture" );
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;
}
/*
> 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 = luaL_checkudata( L, 1, "Image" );
lua_pushboolean( L, ExportImage( *image, luaL_checkstring( L, 2 ) ) );
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 = luaL_checkudata( L, 1, "Image" );
lua_pushboolean( L, ExportImageAsCode( *image, luaL_checkstring( L, 2 ) ) );
return 1;
}
/*
## Textures - Image Generation
*/
/*
> image = RL.GenImageColor( Vector2 size, Color color )
Generate image: plain color
- Success return Image
*/
int ltexturesGenImageColor( lua_State *L ) {
Vector2 size = uluaGetVector2Index( L, 1 );
Color color = uluaGetColorIndex( L, 1 );
uluaPushImage( L, GenImageColor( size.x, size.y, color ) );
return 1;
}
/*
> image = RL.GenImageGradientV( Vector2 size, Color top, Color bottom )
Generate image: vertical gradient
- Success return Image
*/
int ltexturesGenImageGradientV( lua_State *L ) {
Vector2 size = uluaGetVector2Index( L, 1 );
Color top = uluaGetColorIndex( L, 2 );
Color bottom = uluaGetColorIndex( L, 3 );
uluaPushImage( L, GenImageGradientV( (int)size.x, (int)size.y, top, bottom ) );
return 1;
}
/*
> image = RL.GenImageGradientH( Vector2 size, Color left, Color right )
Generate image: horizontal gradient
- Success return Image
*/
int ltexturesGenImageGradientH( lua_State *L ) {
Vector2 size = uluaGetVector2Index( L, 1 );
Color left = uluaGetColorIndex( L, 2 );
Color right = uluaGetColorIndex( L, 3 );
uluaPushImage( L, GenImageGradientH( (int)size.x, (int)size.y, left, right ) );
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 = uluaGetVector2Index( L, 1 );
float density = luaL_checknumber( L, 2 );
Color inner = uluaGetColorIndex( L, 3 );
Color outer = uluaGetColorIndex( L, 4 );
uluaPushImage( L, GenImageGradientRadial( (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 = uluaGetVector2Index( L, 1 );
Vector2 checks = uluaGetVector2Index( L, 2 );
Color col1 = uluaGetColorIndex( L, 3 );
Color col2 = uluaGetColorIndex( 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 = uluaGetVector2Index( 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 = uluaGetVector2Index( L, 1 );
Vector2 offset = uluaGetVector2Index( 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 = uluaGetVector2Index( 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 = uluaGetVector2Index( 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 = luaL_checkudata( L, 1, "Image" );
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 = luaL_checkudata( L, 1, "Image" );
Rectangle rec = uluaGetRectangleIndex( L, 2 );
uluaPushImage( L, ImageFromImage( *image, rec ) );
return 1;
}
/*
> image = RL.ImageText( Font font, string text, float fontSize, float spacing, Color tint )
Create an image from text (custom sprite font)
- Success return Image
*/
int ltexturesImageText( lua_State *L ) {
Font *font = luaL_checkudata( L, 1, "Font" );
float fontSize = lua_tonumber( L, 3 );
float spacing = lua_tonumber( L, 4 );
Color tint = uluaGetColorIndex( L, 5 );
uluaPushImage( L, ImageTextEx( *font, luaL_checkstring( L, 2 ), fontSize, spacing, tint ) );
return 1;
}
/*
> RL.ImageFormat( Image image, int newFormat )
Convert image data to desired format
*/
int ltexturesImageFormat( lua_State *L ) {
Image *image = luaL_checkudata( L, 1, "Image" );
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 = luaL_checkudata( L, 1, "Image" );
Color fill = uluaGetColorIndex( 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 = luaL_checkudata( L, 1, "Image" );
Rectangle crop = uluaGetRectangleIndex( 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 = luaL_checkudata( L, 1, "Image" );
float threshold = lua_tonumber( 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 = luaL_checkudata( L, 1, "Image" );
Color color = uluaGetColorIndex( L, 2 );
float threshold = lua_tonumber( 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 = luaL_checkudata( L, 1, "Image" );
Image *alphaMask = luaL_checkudata( L, 2, "Image" );
ImageAlphaMask( image, *alphaMask );
return 0;
}
/*
> RL.ImageAlphaPremultiply( Image image )
Premultiply alpha channel
*/
int ltexturesImageAlphaPremultiply( lua_State *L ) {
Image *image = luaL_checkudata( L, 1, "Image" );
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 = luaL_checkudata( L, 1, "Image" );
int blurSize = luaL_checkinteger( L, 2 );
ImageBlurGaussian( image, blurSize );
return 0;
}
/*
> RL.ImageResize( Image image, Vector2 size )
Resize image (Bicubic scaling algorithm)
*/
int ltexturesImageResize( lua_State *L ) {
Image *image = luaL_checkudata( L, 1, "Image" );
Vector2 size = uluaGetVector2Index( 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 = luaL_checkudata( L, 1, "Image" );
Vector2 size = uluaGetVector2Index( 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 = luaL_checkudata( L, 1, "Image" );
Vector2 size = uluaGetVector2Index( L, 2 );
Vector2 offset = uluaGetVector2Index( L, 3 );
Color fill = uluaGetColorIndex( 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 = luaL_checkudata( L, 1, "Image" );
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 = luaL_checkudata( L, 1, "Image" );
Color bpp = uluaGetColorIndex( 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 = luaL_checkudata( L, 1, "Image" );
ImageFlipVertical( image );
return 0;
}
/*
> RL.ImageFlipHorizontal( Image image )
Flip image horizontally
*/
int ltexturesImageFlipHorizontal( lua_State *L ) {
Image *image = luaL_checkudata( L, 1, "Image" );
ImageFlipHorizontal( image );
return 0;
}
/*
> RL.ImageRotateCW( Image image )
Rotate image clockwise 90deg
*/
int ltexturesImageRotateCW( lua_State *L ) {
Image *image = luaL_checkudata( L, 1, "Image" );
ImageRotateCW( image );
return 0;
}
/*
> RL.ImageRotateCCW( Image image )
Rotate image counter-clockwise 90deg
*/
int ltexturesImageRotateCCW( lua_State *L ) {
Image *image = luaL_checkudata( L, 1, "Image" );
ImageRotateCCW( image );
return 0;
}
/*
> RL.ImageColorTint( Image image, Color color )
Modify image color: tint
*/
int ltexturesImageColorTint( lua_State *L ) {
Image *image = luaL_checkudata( L, 1, "Image" );
Color color = uluaGetColorIndex( L, 2 );
ImageColorTint( image, color );
return 0;
}
/*
> RL.ImageColorInvert( Image image )
Modify image color: invert
*/
int ltexturesImageColorInvert( lua_State *L ) {
Image *image = luaL_checkudata( L, 1, "Image" );
ImageColorInvert( image );
return 0;
}
/*
> RL.ImageColorGrayscale( Image image )
Modify image color: grayscale
*/
int ltexturesImageColorGrayscale( lua_State *L ) {
Image *image = luaL_checkudata( L, 1, "Image" );
ImageColorGrayscale( image );
return 0;
}
/*
> RL.ImageColorContrast( Image image, float contrast )
Modify image color: contrast (-100 to 100)
*/
int ltexturesImageColorContrast( lua_State *L ) {
Image *image = luaL_checkudata( L, 1, "Image" );
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 = luaL_checkudata( L, 1, "Image" );
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 = luaL_checkudata( L, 1, "Image" );
Color color = uluaGetColorIndex( L, 2 );
Color replace = uluaGetColorIndex( 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 = luaL_checkudata( L, 1, "Image" );
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 = luaL_checkudata( L, 1, "Image" );
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 = luaL_checkudata( L, 1, "Image" );
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 = luaL_checkudata( L, 1, "Image" );
Vector2 pixelPos = uluaGetVector2Index( L, 2 );
uluaPushColor( L, GetImageColor( *image, pixelPos.x, pixelPos.y ) );
return 1;
}
/*
## Textures - Image Drawing
*/
/*
> RL.ImageClearBackground( Image dst, Color color )
Clear image background with given color
*/
int ltexturesImageClearBackground( lua_State *L ) {
Image *image = luaL_checkudata( L, 1, "Image" );
Color color = uluaGetColorIndex( 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 = luaL_checkudata( L, 1, "Image" );
Vector2 position = uluaGetVector2Index( L, 2 );
Color color = uluaGetColorIndex( L, 3 );
ImageDrawPixelV( image, position, color );
return 0;
}
/*
> RL.ImageDrawLine( Image dst, Vector2 a, Vector2 b, Color color )
Draw line within an image
*/
int ltexturesImageDrawLine( lua_State *L ) {
Image *image = luaL_checkudata( L, 1, "Image" );
Vector2 start = uluaGetVector2Index( L, 2 );
Vector2 end = uluaGetVector2Index( L, 3 );
Color color = uluaGetColorIndex( L, 4 );
ImageDrawLineV( image, start, end, 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 = luaL_checkudata( L, 1, "Image" );
Vector2 center = uluaGetVector2Index( L, 2 );
int radius = luaL_checkinteger( L, 3 );
Color color = uluaGetColorIndex( 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 = luaL_checkudata( L, 1, "Image" );
Vector2 center = uluaGetVector2Index( L, 2 );
int radius = luaL_checkinteger( L, 3 );
Color color = uluaGetColorIndex( 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 = luaL_checkudata( L, 1, "Image" );
Rectangle rec = uluaGetRectangleIndex( L, 2 );
Color color = uluaGetColorIndex( 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 = luaL_checkudata( L, 1, "Image" );
Rectangle rec = uluaGetRectangleIndex( L, 2 );
int thick = luaL_checkinteger( L, 3 );
Color color = uluaGetColorIndex( L, 4 );
ImageDrawRectangleLines( image, rec, thick, 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 *imageDstId = luaL_checkudata( L, 1, "Image" );
Image *imageSrcId = luaL_checkudata( L, 2, "Image" );
Rectangle srcRec = uluaGetRectangleIndex( L, 3 );
Rectangle dstRec = uluaGetRectangleIndex( L, 4 );
Color tint = uluaGetColorIndex( L, 5 );
ImageDraw( imageDstId, *imageSrcId, srcRec, dstRec, 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 = luaL_checkudata( L, 1, "Image" );
Font *font = luaL_checkudata( L, 2, "Font" );
Vector2 position = uluaGetVector2Index( L, 4 );
float fontSize = luaL_checknumber( L, 5 );
float spacing = luaL_checknumber( L, 6 );
Color tint = uluaGetColorIndex( L, 7 );
ImageDrawTextEx( image, *font, luaL_checkstring( L, 3 ), position, fontSize, spacing, tint );
return 0;
}
/*
## Textures - Image Configuration
*/
/*
> size = RL.GetImageSize( Image image )
Get image size
- Success return Vector2
*/
int ltexturesGetImageSize( lua_State *L ) {
Image *image = luaL_checkudata( L, 1, "Image" );
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 = luaL_checkudata( L, 1, "Image" );
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 = luaL_checkudata( L, 1, "Image" );
lua_pushinteger( L, image->format );
return 1;
}
/*
## Textures - Texture Loading
*/
/*
> 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 = luaL_checkudata( L, 1, "Image" );
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 = luaL_checkudata( L, 1, "Image" );
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 );
Texture2D 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 = uluaGetVector2Index( 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 = luaL_checkudata( L, -1, "Texture" );
renTexture.texture = *texture;
}
else if ( strcmp( "depth", (char*)lua_tostring( L, -2 ) ) == 0 ) {
Texture *depth = luaL_checkudata( L, -1, "Texture" );
renTexture.depth = *depth;
}
lua_pop( L, 1 );
}
uluaPushRenderTexture( L, renTexture );
return 1;
}
/*
> isReady = RL.IsTextureReady( Texture texture )
Check if a texture is ready
- Success return bool
*/
int ltexturesIsTextureReady( lua_State *L ) {
Texture *texture = luaL_checkudata( L, 1, "Texture" );
lua_pushboolean( L, IsTextureReady( *texture ) );
return 1;
}
/*
> RL.UpdateTexture( Texture texture, int{} pixels )
Update GPU texture with new data
NOTE! Should be TEXTURE_TYPE_TEXTURE. Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format
*/
int ltexturesUpdateTexture( lua_State *L ) {
Texture *texture = luaL_checkudata( L, 1, "Texture" );
size_t len = uluaGetTableLenIndex( L, 2 );
unsigned char *pixels = malloc( len * 4 * sizeof( unsigned char ) );
int t = lua_gettop( L );
int i = 0;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
size_t colLen = uluaGetTableLen( L );
int t2 = lua_gettop( L );
int j = 0;
lua_pushnil( L );
while ( lua_next( L, t2 ) != 0 ) {
*( pixels + ( i * colLen ) + j ) = lua_tointeger( L, -1 );
j++;
lua_pop( L, 1 );
}
i++;
lua_pop( L, 1 );
}
UpdateTexture( *texture, pixels );
free( pixels );
return 0;
}
/*
> RL.UpdateTextureRec( Texture texture, Rectangle rec, int{} pixels )
Update GPU texture rectangle with new data
NOTE! Should be TEXTURE_TYPE_TEXTURE. Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format
*/
int ltexturesUpdateTextureRec( lua_State *L ) {
Texture *texture = luaL_checkudata( L, 1, "Texture" );
Rectangle rec = uluaGetRectangleIndex( L, 2 );
size_t len = uluaGetTableLenIndex( L, 3 );
unsigned char *pixels = malloc( len * 4 * sizeof( unsigned char ) );
int t = lua_gettop( L );
int i = 0;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
size_t colLen = uluaGetTableLen( L );
int t2 = lua_gettop( L );
int j = 0;
lua_pushnil( L );
while ( lua_next( L, t2 ) != 0 ) {
*( pixels + ( i * colLen ) + j ) = lua_tointeger( L, -1 );
j++;
lua_pop( L, 1 );
}
i++;
lua_pop( L, 1 );
}
lua_pop( L, 1 ); /* Pixels arg. */
UpdateTextureRec( *texture, rec, pixels );
free( pixels );
return 0;
}
/*
## Textures - Texture Drawing
*/
/*
> RL.DrawTexture( Texture texture, Vector2 position, Color tint )
Draw a Texture2D
*/
int ltexturesDrawTexture( lua_State *L ) {
Texture *texture = luaL_checkudata( L, 1, "Texture" );
Vector2 pos = uluaGetVector2Index( L, 2 );
Color color = uluaGetColorIndex( L, 3 );
DrawTexture( *texture, pos.x, pos.y, 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 = luaL_checkudata( L, 1, "Texture" );
Rectangle srcRect = uluaGetRectangleIndex( L, 2 );
Vector2 pos = uluaGetVector2Index( L, 3 );
Color tint = uluaGetColorIndex( L, 4 );
DrawTextureRec( *texture, srcRect, pos, 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 = luaL_checkudata( L, 1, "Texture" );
Rectangle srcRect = uluaGetRectangleIndex( L, 2 );
Rectangle dstRect = uluaGetRectangleIndex( L, 3 );
Vector2 origin = uluaGetVector2Index( L, 4 );
float rot = luaL_checknumber( L, 5 );
Color color = uluaGetColorIndex( L, 6 );
DrawTexturePro( *texture, srcRect, dstRect, origin, rot, 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 = luaL_checkudata( L, 1, "Texture" );
NPatchInfo nPatchInfo = uluaGetNPatchInfoIndex( L, 2 );
Rectangle dest = uluaGetRectangleIndex( L, 3 );
Vector2 origin = uluaGetVector2Index( L, 4 );
float rotation = luaL_checknumber( L, 5 );
Color tint = uluaGetColorIndex( L, 6 );
DrawTextureNPatch( *texture, nPatchInfo, dest, origin, rotation, tint );
return 0;
}
/*
> RL.BeginTextureMode( RenderTexture target )
Begin drawing to render texture
*/
int ltexturesBeginTextureMode( lua_State *L ) {
RenderTexture *renderTexture = luaL_checkudata( L, 1, "RenderTexture" );
BeginTextureMode( *renderTexture );
return 0;
}
/*
> RL.EndTextureMode()
Ends drawing to render texture
*/
int ltexturesEndTextureMode( lua_State *L ) {
EndTextureMode();
return 0;
}
/*
## Textures - Texture Configuration
*/
/*
> RL.GenTextureMipmaps( Texture texture )
Generate GPU mipmaps for a texture
*/
int ltexturesGenTextureMipmaps( lua_State *L ) {
Texture *texture = luaL_checkudata( L, 1, "Texture" );
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 = luaL_checkudata( L, 1, "Texture" );
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 = luaL_checkudata( L, 1, "Texture" );
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 = luaL_checkudata( L, 1, "Texture" );
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 = luaL_checkudata( L, 1, "Texture" );
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 = luaL_checkudata( L, 1, "Texture" );
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 = luaL_checkudata( L, 1, "Texture" );
lua_pushinteger( L, texture->format );
return 1;
}
/*
## Textures - RenderTexture Configuration
*/
/*
> id = RL.GetRenderTextureId( RenderTexture renderTexture )
Get OpenGL framebuffer object id
- Success return int
*/
int ltexturesGetRenderTextureId( lua_State *L ) {
RenderTexture *renderTexture = luaL_checkudata( L, 1, "RenderTexture" );
lua_pushinteger( L, renderTexture->id );
return 1;
}
/*
> texture = RL.GetRenderTextureTexture( RenderTexture renderTexture )
Get color buffer attachment texture
- Success return Texture
*/
int ltexturesGetRenderTextureTexture( lua_State *L ) {
RenderTexture *renderTexture = luaL_checkudata( L, 1, "RenderTexture" );
uluaPushTexture( L, renderTexture->texture );
return 1;
}
/*
> texture = RL.GetRenderTextureDepthTexture( RenderTexture renderTexture )
Get depth buffer attachment texture
- Success return Texture
*/
int ltexturesGetRenderTextureDepthTexture( lua_State *L ) {
RenderTexture *renderTexture = luaL_checkudata( L, 1, "RenderTexture" );
uluaPushTexture( L, renderTexture->depth );
return 1;
}
/*
## Textures - Color/pixel
*/
/*
> 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 = uluaGetColorIndex( 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 = uluaGetColorIndex( L, 1 );
lua_pushinteger( L, 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 = uluaGetColorIndex( 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 = uluaGetVector4Index( 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 = uluaGetColorIndex( 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 = uluaGetColorIndex( L, 1 );
Color tint = uluaGetColorIndex( 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 = uluaGetColorIndex( 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 = uluaGetColorIndex( 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 = uluaGetColorIndex( 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 = uluaGetColorIndex( L, 1 );
Color src = uluaGetColorIndex( L, 2 );
Color tint = uluaGetColorIndex( L, 3 );
uluaPushColor( L, ColorAlphaBlend( dst, src, tint ) );
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;
}
/*
> color = RL.GetPixelColor( Texture texture, Vector2 position )
Get pixel color from source texture
- Success return Color
*/
int ltexturesGetPixelColor( lua_State *L ) {
Texture *texture = luaL_checkudata( L, 1, "Texture" );
Vector2 pos = uluaGetVector2Index( L, 2 );
Image srcImage = LoadImageFromTexture( *texture );
uluaPushColor( L, GetImageColor( srcImage, pos.x, pos.y ) );
UnloadImage( srcImage );
return 1;
}
/*
> size = RL.GetPixelDataSize( int width, int height, int format )
Get pixel data size in bytes for certain format
- Success return int
*/
int ltexturesGetPixelDataSize( lua_State *L ) {
int width = luaL_checkinteger( L, 1 );
int height = luaL_checkinteger( L, 2 );
int format = luaL_checkinteger( L, 3 );
lua_pushinteger( L, GetPixelDataSize( width, height, format ) );
return 1;
}