package raylib /* #include "raylib.h" #include */ import "C" import "unsafe" type TextureFormat int32 // Texture formats // NOTE: Support depends on OpenGL version and platform const ( // 8 bit per pixel (no alpha) UncompressedGrayscale TextureFormat = C.UNCOMPRESSED_GRAYSCALE // 16 bpp (2 channels) UncompressedGrayAlpha TextureFormat = C.UNCOMPRESSED_GRAY_ALPHA // 16 bpp UncompressedR5g6b5 TextureFormat = C.UNCOMPRESSED_R5G6B5 // 24 bpp UncompressedR8g8b8 TextureFormat = C.UNCOMPRESSED_R8G8B8 // 16 bpp (1 bit alpha) UncompressedR5g5b5a1 TextureFormat = C.UNCOMPRESSED_R5G5B5A1 // 16 bpp (4 bit alpha) UncompressedR4g4b4a4 TextureFormat = C.UNCOMPRESSED_R4G4B4A4 // 32 bpp UncompressedR8g8b8a8 TextureFormat = C.UNCOMPRESSED_R8G8B8A8 // 4 bpp (no alpha) CompressedDxt1Rgb TextureFormat = C.COMPRESSED_DXT1_RGB // 4 bpp (1 bit alpha) CompressedDxt1Rgba TextureFormat = C.COMPRESSED_DXT1_RGBA // 8 bpp CompressedDxt3Rgba TextureFormat = C.COMPRESSED_DXT3_RGBA // 8 bpp CompressedDxt5Rgba TextureFormat = C.COMPRESSED_DXT5_RGBA // 4 bpp CompressedEtc1Rgb TextureFormat = C.COMPRESSED_ETC1_RGB // 4 bpp CompressedEtc2Rgb TextureFormat = C.COMPRESSED_ETC2_RGB // 8 bpp CompressedEtc2EacRgba TextureFormat = C.COMPRESSED_ETC2_EAC_RGBA // 4 bpp CompressedPvrtRgb TextureFormat = C.COMPRESSED_PVRT_RGB // 4 bpp CompressedPvrtRgba TextureFormat = C.COMPRESSED_PVRT_RGBA // 8 bpp CompressedAstc4x4Rgba TextureFormat = C.COMPRESSED_ASTC_4x4_RGBA // 2 bpp CompressedAstc8x8Rgba TextureFormat = C.COMPRESSED_ASTC_8x8_RGBA ) type TextureFilterMode int32 // Texture parameters: filter mode // NOTE 1: Filtering considers mipmaps if available in the texture // NOTE 2: Filter is accordingly set for minification and magnification const ( // No filter, just pixel aproximation FilterPoint TextureFilterMode = C.FILTER_POINT // Linear filtering FilterBilinear TextureFilterMode = C.FILTER_BILINEAR // Trilinear filtering (linear with mipmaps) FilterTrilinear TextureFilterMode = C.FILTER_TRILINEAR // Anisotropic filtering 4x FilterAnisotropic4x TextureFilterMode = C.FILTER_ANISOTROPIC_4X // Anisotropic filtering 8x FilterAnisotropic8x TextureFilterMode = C.FILTER_ANISOTROPIC_8X // Anisotropic filtering 16x FilterAnisotropic16x TextureFilterMode = C.FILTER_ANISOTROPIC_16X ) type TextureWrapMode int32 // Texture parameters: wrap mode const ( WrapRepeat TextureWrapMode = C.WRAP_REPEAT WrapClamp TextureWrapMode = C.WRAP_CLAMP WrapMirror TextureWrapMode = C.WRAP_MIRROR ) // Image type, bpp always RGBA (32bit) // NOTE: Data stored in CPU memory (RAM) type Image struct { // Image raw data Data unsafe.Pointer // Image base width Width int32 // Image base height Height int32 // Mipmap levels, 1 by default Mipmaps int32 // Data format (TextureFormat) Format TextureFormat } func (i *Image) cptr() *C.Image { return (*C.Image)(unsafe.Pointer(i)) } // Returns new Image func NewImage(data unsafe.Pointer, width, height, mipmaps int32, format TextureFormat) *Image { return &Image{data, width, height, mipmaps, format} } // Returns new Image from pointer func NewImageFromPointer(ptr unsafe.Pointer) *Image { return (*Image)(ptr) } // Texture2D type, bpp always RGBA (32bit) // NOTE: Data stored in GPU memory type Texture2D struct { // OpenGL texture id Id uint32 // Texture base width Width int32 // Texture base height Height int32 // Mipmap levels, 1 by default Mipmaps int32 // Data format (TextureFormat) Format TextureFormat } func (t *Texture2D) cptr() *C.Texture2D { return (*C.Texture2D)(unsafe.Pointer(t)) } // Returns new Texture2D func NewTexture2D(id uint32, width, height, mipmaps int32, format TextureFormat) Texture2D { return Texture2D{id, width, height, mipmaps, format} } // Returns new Texture2D from pointer func NewTexture2DFromPointer(ptr unsafe.Pointer) Texture2D { return *(*Texture2D)(ptr) } // RenderTexture2D type, for texture rendering type RenderTexture2D struct { // Render texture (fbo) id Id uint32 // Color buffer attachment texture Texture Texture2D // Depth buffer attachment texture Depth Texture2D } func (r *RenderTexture2D) cptr() *C.RenderTexture2D { return (*C.RenderTexture2D)(unsafe.Pointer(r)) } // Returns new RenderTexture2D func NewRenderTexture2D(id uint32, texture, depth Texture2D) RenderTexture2D { return RenderTexture2D{id, texture, depth} } // Returns new RenderTexture2D from pointer func NewRenderTexture2DFromPointer(ptr unsafe.Pointer) RenderTexture2D { return *(*RenderTexture2D)(ptr) } // Load an image into CPU memory (RAM) func LoadImage(fileName string) *Image { cfileName := C.CString(fileName) defer C.free(unsafe.Pointer(cfileName)) ret := C.LoadImage(cfileName) v := NewImageFromPointer(unsafe.Pointer(&ret)) return v } // Load image data from Color array data (RGBA - 32bit) func LoadImageEx(pixels []Color, width int32, height int32) *Image { cpixels := pixels[0].cptr() cwidth := (C.int)(width) cheight := (C.int)(height) ret := C.LoadImageEx(cpixels, cwidth, cheight) v := NewImageFromPointer(unsafe.Pointer(&ret)) return v } // Load image data from RAW file func LoadImageRaw(fileName string, width int32, height int32, format TextureFormat, headerSize int32) *Image { cfileName := C.CString(fileName) defer C.free(unsafe.Pointer(cfileName)) cwidth := (C.int)(width) cheight := (C.int)(height) cformat := (C.int)(format) cheaderSize := (C.int)(headerSize) ret := C.LoadImageRaw(cfileName, cwidth, cheight, cformat, cheaderSize) v := NewImageFromPointer(unsafe.Pointer(&ret)) return v } // Load an image from rRES file (raylib Resource) func LoadImageFromRES(rresName string, resId int32) *Image { crresName := C.CString(rresName) defer C.free(unsafe.Pointer(crresName)) cresId := (C.int)(resId) ret := C.LoadImageFromRES(crresName, cresId) v := NewImageFromPointer(unsafe.Pointer(&ret)) return v } // Load an image as texture into GPU memory func LoadTexture(fileName string) Texture2D { cfileName := C.CString(fileName) defer C.free(unsafe.Pointer(cfileName)) ret := C.LoadTexture(cfileName) v := NewTexture2DFromPointer(unsafe.Pointer(&ret)) return v } // Load a texture from raw data into GPU memory func LoadTextureEx(data unsafe.Pointer, width int32, height int32, textureFormat TextureFormat) Texture2D { cdata := (unsafe.Pointer)(unsafe.Pointer(data)) cwidth := (C.int)(width) cheight := (C.int)(height) ctextureFormat := (C.int)(textureFormat) ret := C.LoadTextureEx(cdata, cwidth, cheight, ctextureFormat) v := NewTexture2DFromPointer(unsafe.Pointer(&ret)) return v } // Load an image as texture from rRES file (raylib Resource) func LoadTextureFromRES(rresName string, resId int32) Texture2D { crresName := C.CString(rresName) defer C.free(unsafe.Pointer(crresName)) cresId := (C.int)(resId) ret := C.LoadTextureFromRES(crresName, cresId) v := NewTexture2DFromPointer(unsafe.Pointer(&ret)) return v } // Load a texture from image data func LoadTextureFromImage(image *Image) Texture2D { cimage := image.cptr() ret := C.LoadTextureFromImage(*cimage) v := NewTexture2DFromPointer(unsafe.Pointer(&ret)) return v } // Load a texture to be used for rendering func LoadRenderTexture(width int32, height int32) RenderTexture2D { cwidth := (C.int)(width) cheight := (C.int)(height) ret := C.LoadRenderTexture(cwidth, cheight) v := NewRenderTexture2DFromPointer(unsafe.Pointer(&ret)) return v } // Unload image from CPU memory (RAM) func UnloadImage(image *Image) { cimage := image.cptr() C.UnloadImage(*cimage) } // Unload texture from GPU memory func UnloadTexture(texture Texture2D) { ctexture := texture.cptr() C.UnloadTexture(*ctexture) } // Unload render texture from GPU memory func UnloadRenderTexture(target RenderTexture2D) { ctarget := target.cptr() C.UnloadRenderTexture(*ctarget) } // Get pixel data from image func GetImageData(image *Image) unsafe.Pointer { cimage := image.cptr() ret := C.GetImageData(*cimage) return unsafe.Pointer(ret) } // Get pixel data from GPU texture and return an Image func GetTextureData(texture Texture2D) *Image { ctexture := texture.cptr() ret := C.GetTextureData(*ctexture) v := NewImageFromPointer(unsafe.Pointer(&ret)) return v } // Update GPU texture with new data func UpdateTexture(texture Texture2D, pixels unsafe.Pointer) { ctexture := texture.cptr() cpixels := (unsafe.Pointer)(unsafe.Pointer(pixels)) C.UpdateTexture(*ctexture, cpixels) } // Convert image to POT (power-of-two) func ImageToPOT(image *Image, fillColor Color) { cimage := image.cptr() cfillColor := fillColor.cptr() C.ImageToPOT(cimage, *cfillColor) } // Convert image data to desired format func ImageFormat(image *Image, newFormat int32) { cimage := image.cptr() cnewFormat := (C.int)(newFormat) C.ImageFormat(cimage, cnewFormat) } // Apply alpha mask to image func ImageAlphaMask(image *Image, alphaMask *Image) { cimage := image.cptr() calphaMask := alphaMask.cptr() C.ImageAlphaMask(cimage, *calphaMask) } // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) func ImageDither(image *Image, rBpp int32, gBpp int32, bBpp int32, aBpp int32) { cimage := image.cptr() crBpp := (C.int)(rBpp) cgBpp := (C.int)(gBpp) cbBpp := (C.int)(bBpp) caBpp := (C.int)(aBpp) C.ImageDither(cimage, crBpp, cgBpp, cbBpp, caBpp) } // Create an image duplicate (useful for transformations) func ImageCopy(image *Image) *Image { cimage := image.cptr() ret := C.ImageCopy(*cimage) v := NewImageFromPointer(unsafe.Pointer(&ret)) return v } // Crop an image to a defined rectangle func ImageCrop(image *Image, crop Rectangle) { cimage := image.cptr() ccrop := crop.cptr() C.ImageCrop(cimage, *ccrop) } // Resize an image (bilinear filtering) func ImageResize(image *Image, newWidth int32, newHeight int32) { cimage := image.cptr() cnewWidth := (C.int)(newWidth) cnewHeight := (C.int)(newHeight) C.ImageResize(cimage, cnewWidth, cnewHeight) } // Resize an image (Nearest-Neighbor scaling algorithm) func ImageResizeNN(image *Image, newWidth int32, newHeight int32) { cimage := image.cptr() cnewWidth := (C.int)(newWidth) cnewHeight := (C.int)(newHeight) C.ImageResizeNN(cimage, cnewWidth, cnewHeight) } // Create an image from text (default font) func ImageText(text string, fontSize int32, color Color) *Image { ctext := C.CString(text) defer C.free(unsafe.Pointer(ctext)) cfontSize := (C.int)(fontSize) ccolor := color.cptr() ret := C.ImageText(ctext, cfontSize, *ccolor) v := NewImageFromPointer(unsafe.Pointer(&ret)) return v } // Create an image from text (custom sprite font) func ImageTextEx(font SpriteFont, text string, fontSize float32, spacing int32, tint Color) *Image { cfont := font.cptr() ctext := C.CString(text) defer C.free(unsafe.Pointer(ctext)) cfontSize := (C.float)(fontSize) cspacing := (C.int)(spacing) ctint := tint.cptr() ret := C.ImageTextEx(*cfont, ctext, cfontSize, cspacing, *ctint) v := NewImageFromPointer(unsafe.Pointer(&ret)) return v } // Draw a source image within a destination image func ImageDraw(dst *Image, src *Image, srcRec Rectangle, dstRec Rectangle) { cdst := dst.cptr() csrc := src.cptr() csrcRec := srcRec.cptr() cdstRec := dstRec.cptr() C.ImageDraw(cdst, *csrc, *csrcRec, *cdstRec) } // Draw text (default font) within an image (destination) func ImageDrawText(dst *Image, position Vector2, text string, fontSize int32, color Color) { cdst := dst.cptr() cposition := position.cptr() ctext := C.CString(text) defer C.free(unsafe.Pointer(ctext)) cfontSize := (C.int)(fontSize) ccolor := color.cptr() C.ImageDrawText(cdst, *cposition, ctext, cfontSize, *ccolor) } // Draw text (custom sprite font) within an image (destination) func ImageDrawTextEx(dst *Image, position Vector2, font SpriteFont, text string, fontSize float32, spacing int32, color Color) { cdst := dst.cptr() cposition := position.cptr() cfont := font.cptr() ctext := C.CString(text) defer C.free(unsafe.Pointer(ctext)) cfontSize := (C.float)(fontSize) cspacing := (C.int)(spacing) ccolor := color.cptr() C.ImageDrawTextEx(cdst, *cposition, *cfont, ctext, cfontSize, cspacing, *ccolor) } // Flip image vertically func ImageFlipVertical(image *Image) { cimage := image.cptr() C.ImageFlipVertical(cimage) } // Flip image horizontally func ImageFlipHorizontal(image *Image) { cimage := image.cptr() C.ImageFlipHorizontal(cimage) } // Modify image color: tint func ImageColorTint(image *Image, color Color) { cimage := image.cptr() ccolor := color.cptr() C.ImageColorTint(cimage, *ccolor) } // Modify image color: invert func ImageColorInvert(image *Image) { cimage := image.cptr() C.ImageColorInvert(cimage) } // Modify image color: grayscale func ImageColorGrayscale(image *Image) { cimage := image.cptr() C.ImageColorGrayscale(cimage) } // Modify image color: contrast (-100 to 100) func ImageColorContrast(image *Image, contrast float32) { cimage := image.cptr() ccontrast := (C.float)(contrast) C.ImageColorContrast(cimage, ccontrast) } // Modify image color: brightness (-255 to 255) func ImageColorBrightness(image *Image, brightness int32) { cimage := image.cptr() cbrightness := (C.int)(brightness) C.ImageColorBrightness(cimage, cbrightness) } // Generate GPU mipmaps for a texture func GenTextureMipmaps(texture *Texture2D) { ctexture := texture.cptr() C.GenTextureMipmaps(ctexture) } // Set texture scaling filter mode func SetTextureFilter(texture Texture2D, filterMode TextureFilterMode) { ctexture := texture.cptr() cfilterMode := (C.int)(filterMode) C.SetTextureFilter(*ctexture, cfilterMode) } // Set texture wrapping mode func SetTextureWrap(texture Texture2D, wrapMode TextureWrapMode) { ctexture := texture.cptr() cwrapMode := (C.int)(wrapMode) C.SetTextureWrap(*ctexture, cwrapMode) } // Draw a Texture2D func DrawTexture(texture Texture2D, posX int32, posY int32, tint Color) { ctexture := texture.cptr() cposX := (C.int)(posX) cposY := (C.int)(posY) ctint := tint.cptr() C.DrawTexture(*ctexture, cposX, cposY, *ctint) } // Draw a Texture2D with position defined as Vector2 func DrawTextureV(texture Texture2D, position Vector2, tint Color) { ctexture := texture.cptr() cposition := position.cptr() ctint := tint.cptr() C.DrawTextureV(*ctexture, *cposition, *ctint) } // Draw a Texture2D with extended parameters func DrawTextureEx(texture Texture2D, position Vector2, rotation float32, scale float32, tint Color) { ctexture := texture.cptr() cposition := position.cptr() crotation := (C.float)(rotation) cscale := (C.float)(scale) ctint := tint.cptr() C.DrawTextureEx(*ctexture, *cposition, crotation, cscale, *ctint) } // Draw a part of a texture defined by a rectangle func DrawTextureRec(texture Texture2D, sourceRec Rectangle, position Vector2, tint Color) { ctexture := texture.cptr() csourceRec := sourceRec.cptr() cposition := position.cptr() ctint := tint.cptr() C.DrawTextureRec(*ctexture, *csourceRec, *cposition, *ctint) } // Draw a part of a texture defined by a rectangle with 'pro' parameters func DrawTexturePro(texture Texture2D, sourceRec Rectangle, destRec Rectangle, origin Vector2, rotation float32, tint Color) { ctexture := texture.cptr() csourceRec := sourceRec.cptr() cdestRec := destRec.cptr() corigin := origin.cptr() crotation := (C.float)(rotation) ctint := tint.cptr() C.DrawTexturePro(*ctexture, *csourceRec, *cdestRec, *corigin, crotation, *ctint) }