/*******************************************************************************************
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								*
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								*   raylib [textures] example - Image processing
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								*
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								*   NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
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								*
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								*   This example has been created using raylib 1.4 (www.raylib.com)
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								*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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								*
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								*   Copyright (c) 2016 Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#include <stdlib.h>     // Required for: free()
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								#define NUM_PROCESSES    8
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								typedef enum { 
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								    NONE = 0, 
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								    COLOR_GRAYSCALE, 
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								    COLOR_TINT, 
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								    COLOR_INVERT, 
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								    COLOR_CONTRAST, 
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								    COLOR_BRIGHTNESS, 
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								    FLIP_VERTICAL, 
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								    FLIP_HORIZONTAL 
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								} ImageProcess;
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								static const char *processText[] = {
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								    "NO PROCESSING",
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								    "COLOR GRAYSCALE",
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								    "COLOR TINT",
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								    "COLOR INVERT",
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								    "COLOR CONTRAST",
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								    "COLOR BRIGHTNESS",
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								    "FLIP VERTICAL",
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								    "FLIP HORIZONTAL"
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								};
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								int main()
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								{
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								    // Initialization
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								    //--------------------------------------------------------------------------------------
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								    int screenWidth = 800;
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								    int screenHeight = 450;
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								    InitWindow(screenWidth, screenHeight, "raylib [textures] example - image processing");
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								    // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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								    Image image = LoadImage("resources/parrots.png");   // Loaded in CPU memory (RAM)
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								    ImageFormat(&image, UNCOMPRESSED_R8G8B8A8);         // Format image to RGBA 32bit (required for texture update) <-- ISSUE
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								    Texture2D texture = LoadTextureFromImage(image);    // Image converted to texture, GPU memory (VRAM)
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								    int currentProcess = NONE;
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								    bool textureReload = false;
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								    Rectangle selectRecs[NUM_PROCESSES];
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								    for (int i = 0; i < NUM_PROCESSES; i++) selectRecs[i] = (Rectangle){ 40, 50 + 32*i, 150, 30 };
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								    SetTargetFPS(60);
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								    //---------------------------------------------------------------------------------------
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								    // Main game loop
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								    while (!WindowShouldClose())    // Detect window close button or ESC key
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								    {
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								        // Update
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								        //----------------------------------------------------------------------------------
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								        if (IsKeyPressed(KEY_DOWN))
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								        {
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								            currentProcess++;
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								            if (currentProcess > 7) currentProcess = 0;
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								            textureReload = true;
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								        }
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								        else if (IsKeyPressed(KEY_UP))
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								        {
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								            currentProcess--;
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								            if (currentProcess < 0) currentProcess = 7;
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								            textureReload = true;
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								        }
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								        if (textureReload)
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								        {
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								            UnloadImage(image);                         // Unload current image data
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								            image = LoadImage("resources/parrots.png"); // Re-load image data
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								            // NOTE: Image processing is a costly CPU process to be done every frame, 
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								            // If image processing is required in a frame-basis, it should be done 
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								            // with a texture and by shaders
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								            switch (currentProcess)
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								            {
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								                case COLOR_GRAYSCALE: ImageColorGrayscale(&image); break;
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								                case COLOR_TINT: ImageColorTint(&image, GREEN); break;
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								                case COLOR_INVERT: ImageColorInvert(&image); break;
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								                case COLOR_CONTRAST: ImageColorContrast(&image, -40); break;
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								                case COLOR_BRIGHTNESS: ImageColorBrightness(&image, -80); break;
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								                case FLIP_VERTICAL: ImageFlipVertical(&image); break;
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								                case FLIP_HORIZONTAL: ImageFlipHorizontal(&image); break;
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								                default: break;
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								            }
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								            Color *pixels = GetImageData(image);        // Get pixel data from image (RGBA 32bit)
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								            UpdateTexture(texture, pixels);             // Update texture with new image data
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								            free(pixels);                               // Unload pixels data from RAM
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								            textureReload = false;
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								        }
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								        //----------------------------------------------------------------------------------
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								        // Draw
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								        //----------------------------------------------------------------------------------
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								        BeginDrawing();
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								            ClearBackground(RAYWHITE);
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								            DrawText("IMAGE PROCESSING:", 40, 30, 10, DARKGRAY);
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								            // Draw rectangles
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								            for (int i = 0; i < NUM_PROCESSES; i++)
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								            {
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								                DrawRectangleRec(selectRecs[i], (i == currentProcess) ? SKYBLUE : LIGHTGRAY);
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								                DrawRectangleLines(selectRecs[i].x, selectRecs[i].y, selectRecs[i].width, selectRecs[i].height, (i == currentProcess) ? BLUE : GRAY);
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								                DrawText(processText[i], selectRecs[i].x + selectRecs[i].width/2 - MeasureText(processText[i], 10)/2, selectRecs[i].y + 11, 10, (i == currentProcess) ? DARKBLUE : DARKGRAY);
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								            }
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								            DrawTexture(texture, screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, WHITE);
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								            DrawRectangleLines(screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, texture.width, texture.height, BLACK);
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								        EndDrawing();
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								        //----------------------------------------------------------------------------------
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								    }
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								    // De-Initialization
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								    //--------------------------------------------------------------------------------------
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								    UnloadTexture(texture);       // Unload texture from VRAM
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								    UnloadImage(image);           // Unload image from RAM
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								    CloseWindow();                // Close window and OpenGL context
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								    //--------------------------------------------------------------------------------------
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								    return 0;
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								}
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