#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( 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; } /* > isReady = RL.IsImageReady( Image image ) Check if an image is ready - Success return bool */ int ltextureIsImageReady( lua_State *L ) { Image *image = uluaGetImage( L, 1 ); lua_pushboolean( L, IsImageReady( *image ) ); return 1; } /* > RL.UnloadImage( Image image ) Unload image from CPU memory (RAM) */ int ltextureUnloadImage( lua_State *L ) { Image *image = uluaGetImage( L, 1 ); UnloadImage( *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; } /* > 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 */ /* > 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, 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 = uluaGetVector2( L, 1 ); Color top = uluaGetColor( L, 2 ); Color bottom = uluaGetColor( 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 = uluaGetVector2( L, 1 ); Color left = uluaGetColor( L, 2 ); Color right = uluaGetColor( 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 = 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.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.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 = uluaGetFont( L, 1 ); float fontSize = lua_tonumber( L, 3 ); float spacing = lua_tonumber( L, 4 ); Color tint = uluaGetColor( 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 = 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 = 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 = uluaGetImage( L, 1 ); Color color = uluaGetColor( 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 = 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.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.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 Drawing */ /* > 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 a, Vector2 b, 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.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.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 = uluaGetImage( L, 1 ); Image *imageSrcId = uluaGetImage( L, 2 ); Rectangle srcRec = uluaGetRectangle( L, 3 ); Rectangle dstRec = uluaGetRectangle( L, 4 ); Color tint = uluaGetColor( 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 = uluaGetImage( L, 1 ); Font *font = uluaGetFont( L, 2 ); 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, 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 = 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 - 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 = 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; } /* > isReady = RL.IsTextureReady( Texture texture ) Check if a texture is ready - Success return bool */ int ltexturesIsTextureReady( lua_State *L ) { Texture *texture = uluaGetTexture( L, 1 ); lua_pushboolean( L, IsTextureReady( *texture ) ); return 1; } /* > RL.UnloadTexture( Texture texture ) Unload texture from GPU memory (VRAM) */ int ltextureUnloadTexture( lua_State *L ) { Texture *texture = uluaGetTexture( L, 1 ); UnloadTexture( *texture ); return 0; } /* > isReady = RL.IsRenderTextureReady( RenderTexture target ) Check if a render texture is ready - Success return bool */ int ltexturesIsRenderTextureReady( lua_State *L ) { RenderTexture *target = uluaGetRenderTexture( L, 1 ); lua_pushboolean( L, IsRenderTextureReady( *target ) ); return 1; } /* > RL.UnloadRenderTexture( RenderTexture target ) Unload render texture from GPU memory (VRAM) */ int ltextureUnloadRenderTexture( lua_State *L ) { RenderTexture *target = uluaGetRenderTexture( L, 1 ); UnloadRenderTexture( *target ); return 0; } /* > 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 = uluaGetTexture( L, 1 ); size_t len = uluaGetTableLen( L, 2 ); unsigned char *pixels = malloc( len * 4 * sizeof( unsigned char ) ); int t = lua_gettop( L ); unsigned int i = 0; lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { size_t colLen = uluaGetTableLen( L, lua_gettop( L ) ); int t2 = lua_gettop( L ); unsigned 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. Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format */ int ltexturesUpdateTextureRec( lua_State *L ) { Texture *texture = uluaGetTexture( L, 1 ); Rectangle rec = uluaGetRectangle( L, 2 ); size_t len = uluaGetTableLen( L, 3 ); unsigned char *pixels = malloc( len * 4 * sizeof( unsigned char ) ); int t = lua_gettop( L ); unsigned int i = 0; lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { size_t colLen = uluaGetTableLen( L, lua_gettop( L ) ); int t2 = lua_gettop( L ); unsigned 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 = uluaGetTexture( L, 1 ); Vector2 pos = uluaGetVector2( L, 2 ); Color color = uluaGetColor( 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 = uluaGetTexture( L, 1 ); Rectangle srcRect = uluaGetRectangle( L, 2 ); Vector2 pos = uluaGetVector2( L, 3 ); Color tint = uluaGetColor( 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 = uluaGetTexture( L, 1 ); Rectangle srcRect = uluaGetRectangle( L, 2 ); Rectangle dstRect = uluaGetRectangle( L, 3 ); Vector2 origin = uluaGetVector2( L, 4 ); float rot = luaL_checknumber( L, 5 ); Color color = uluaGetColor( 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 = 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.BeginTextureMode( RenderTexture target ) Begin drawing to render texture */ int ltexturesBeginTextureMode( lua_State *L ) { RenderTexture *renderTexture = uluaGetRenderTexture( L, 1 ); 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 = 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 - RenderTexture Configuration */ /* > 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 */ /* > 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, 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.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 = uluaGetTexture( L, 1 ); Vector2 pos = uluaGetVector2( 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; }