Draw a rectangle in Golang?
Here we draw two rectangles using standard golang libraries
// https://blog.golang.org/go-imagedraw-package
package main
import (
"image"
"image/color"
"image/draw"
"image/png"
"os"
)
func main() {
new_png_file := "/tmp/two_rectangles.png" // output image will live here
myimage := image.NewRGBA(image.Rect(0, 0, 220, 220)) // x1,y1, x2,y2 of background rectangle
mygreen := color.RGBA{0, 100, 0, 255} // R, G, B, Alpha
// backfill entire background surface with color mygreen
draw.Draw(myimage, myimage.Bounds(), &image.Uniform{mygreen}, image.ZP, draw.Src)
red_rect := image.Rect(60, 80, 120, 160) // geometry of 2nd rectangle which we draw atop above rectangle
myred := color.RGBA{200, 0, 0, 255}
// create a red rectangle atop the green surface
draw.Draw(myimage, red_rect, &image.Uniform{myred}, image.ZP, draw.Src)
myfile, err := os.Create(new_png_file) // ... now lets save output image
if err != nil {
panic(err)
}
defer myfile.Close()
png.Encode(myfile, myimage) // output file /tmp/two_rectangles.png
}
above will generate a png file /tmp/two_rectangles.png
with our two rectangles :
following code will create a chessboard image from rectangles
package main
import (
"fmt"
"image"
"image/color"
"image/draw"
"image/png"
"os"
)
func main() {
new_png_file := "/tmp/chessboard.png" // output image lives here
board_num_pixels := 240
myimage := image.NewRGBA(image.Rect(0, 0, board_num_pixels, board_num_pixels))
colors := make(map[int]color.RGBA, 2)
colors[0] = color.RGBA{0, 100, 0, 255} // green
colors[1] = color.RGBA{50, 205, 50, 255} // limegreen
index_color := 0
size_board := 8
size_block := int(board_num_pixels / size_board)
loc_x := 0
for curr_x := 0; curr_x < size_board; curr_x++ {
loc_y := 0
for curr_y := 0; curr_y < size_board; curr_y++ {
draw.Draw(myimage, image.Rect(loc_x, loc_y, loc_x+size_block, loc_y+size_block),
&image.Uniform{colors[index_color]}, image.ZP, draw.Src)
loc_y += size_block
index_color = 1 - index_color // toggle from 0 to 1 to 0 to 1 to ...
}
loc_x += size_block
index_color = 1 - index_color // toggle from 0 to 1 to 0 to 1 to ...
}
myfile, err := os.Create(new_png_file)
if err != nil {
panic(err.Error())
}
defer myfile.Close()
png.Encode(myfile, myimage) // ... save image
fmt.Println("firefox ", new_png_file) // view image issue : firefox /tmp/chessboard.png
}
You are probably looking for the draw2d package. From their github
readme:
Operations in draw2d include stroking and filling polygons, arcs, Bézier curves, drawing images and text rendering with truetype fonts. All drawing operations can be transformed by affine transformations (scale, rotation, translation).
The following code draws a black rectangle and writes it to a .png
file. It is using the v1 release (go get -u github.com/llgcode/draw2d
).
package main
import (
"github.com/llgcode/draw2d/draw2dimg"
"image"
"image/color"
)
func main() {
i := image.NewRGBA(image.Rect(0, 0, 200, 200))
gc := draw2dimg.NewGraphicContext(i)
gc.Save()
gc.SetStrokeColor(color.Black)
gc.SetFillColor(color.Black)
draw2d.Rect(gc, 10, 10, 100, 100)
gc.FillStroke()
gc.Restore()
draw2dimg.SaveToPngFile("yay-rectangle.png", i)
}
Please consult the github page for the newest version.
The standard Go library does not provide primitive drawing or painting capabilities.
What it provides is models for colors (image/color
package) and an Image
interface with several implementations (image
package). The blog post The Go Image package is a good introduction to this.
It also provides a capability to combine images (e.g. draw them on each other) with different operations in the image/draw
package. This can be used to a lot more than it sounds at first. There is a nice blog article about the image/draw
package which showcases some of its potential: The Go image/draw package
Another example is the open-source game Gopher's Labyrinth (disclosure: I'm the author) which has a graphical interface and it uses nothing else just the standard Go library to assemble its view.
It's open source, check out its sources how it is done. It has a scrollable game view with moving images/animations in it.
The standard library also supports reading and writing common image formats like GIF, JPEG, PNG, and support for other formats are available out of the box: BMP, RIFF, TIFF and even WEBP (only a reader/decoder).
Although support is not given by the standard library, it is fairly easy to draw lines and rectangles on an image. Given an img
image which supports changing a pixel with a method: Set(x, y int, c color.Color)
(for example image.RGBA
is perfect for us) and a col
of type color.Color
:
// HLine draws a horizontal line
func HLine(x1, y, x2 int) {
for ; x1 <= x2; x1++ {
img.Set(x1, y, col)
}
}
// VLine draws a veritcal line
func VLine(x, y1, y2 int) {
for ; y1 <= y2; y1++ {
img.Set(x, y1, col)
}
}
// Rect draws a rectangle utilizing HLine() and VLine()
func Rect(x1, y1, x2, y2 int) {
HLine(x1, y1, x2)
HLine(x1, y2, x2)
VLine(x1, y1, y2)
VLine(x2, y1, y2)
}
Using these simple functions here is a runnable example program which draws a line and a rectangle and saves the image into a .png
file:
import (
"image"
"image/color"
"image/png"
"os"
)
var img = image.NewRGBA(image.Rect(0, 0, 100, 100))
var col color.Color
func main() {
col = color.RGBA{255, 0, 0, 255} // Red
HLine(10, 20, 80)
col = color.RGBA{0, 255, 0, 255} // Green
Rect(10, 10, 80, 50)
f, err := os.Create("draw.png")
if err != nil {
panic(err)
}
defer f.Close()
png.Encode(f, img)
}
If you want to draw texts, you can use the Go implementation of FreeType. Also check out this question for a simple introduction to drawing strings on images: How to add a simple text label to an image in Go?
If you want advanced and more complex drawing capabilities, there are also many external libraries available, for example:
https://github.com/llgcode/draw2d
https://github.com/fogleman/gg