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								/*******************************************************************************************
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								*
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								*   raylib [textures] example - polygon drawing
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								*
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								*   Example complexity rating: [★☆☆☆] 1/4
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								*
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								*   Example originally created with raylib 3.7, last time updated with raylib 3.7
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								*
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								*   Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5)
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								*
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								*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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								*   BSD-like license that allows static linking with closed source software
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								*
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								*   Copyright (c) 2021-2025 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#include "rlgl.h"           // Required for: Vertex definition
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								#include "raymath.h"
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								#define MAX_POINTS  11      // 10 points and back to the start
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								// Draw textured polygon, defined by vertex and texture coordinates
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								void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint);
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								//------------------------------------------------------------------------------------
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								// Program main entry point
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								//------------------------------------------------------------------------------------
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								int main(void)
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								{
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								    // Initialization
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								    //--------------------------------------------------------------------------------------
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								    const int screenWidth = 800;
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								    const int screenHeight = 450;
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								    InitWindow(screenWidth, screenHeight, "raylib [textures] example - polygon drawing");
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								    // Define texture coordinates to map our texture to poly
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								    Vector2 texcoords[MAX_POINTS] = {
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								        (Vector2){ 0.75f, 0.0f },
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								        (Vector2){ 0.25f, 0.0f },
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								        (Vector2){ 0.0f, 0.5f },
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								        (Vector2){ 0.0f, 0.75f },
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								        (Vector2){ 0.25f, 1.0f},
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								        (Vector2){ 0.375f, 0.875f},
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								        (Vector2){ 0.625f, 0.875f},
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								        (Vector2){ 0.75f, 1.0f},
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								        (Vector2){ 1.0f, 0.75f},
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								        (Vector2){ 1.0f, 0.5f},
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								        (Vector2){ 0.75f, 0.0f}  // Close the poly
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								    };
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								    // Define the base poly vertices from the UV's
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								    // NOTE: They can be specified in any other way
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								    Vector2 points[MAX_POINTS] = { 0 };
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								    for (int i = 0; i < MAX_POINTS; i++)
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								    {
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								        points[i].x = (texcoords[i].x - 0.5f)*256.0f;
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								        points[i].y = (texcoords[i].y - 0.5f)*256.0f;
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								    }
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								    // Define the vertices drawing position
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								    // NOTE: Initially same as points but updated every frame
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								    Vector2 positions[MAX_POINTS] = { 0 };
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								    for (int i = 0; i < MAX_POINTS; i++) positions[i] = points[i];
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								    // Load texture to be mapped to poly
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								    Texture texture = LoadTexture("resources/cat.png");
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								    float angle = 0.0f;             // Rotation angle (in degrees)
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								    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
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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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								        // Update points rotation with an angle transform
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								        // NOTE: Base points position are not modified
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								        angle++;
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								        for (int i = 0; i < MAX_POINTS; i++) positions[i] = Vector2Rotate(points[i], angle*DEG2RAD);
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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("textured polygon", 20, 20, 20, DARKGRAY);
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								            DrawTexturePoly(texture, (Vector2){ GetScreenWidth()/2.0f, GetScreenHeight()/2.0f },
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								                            positions, texcoords, MAX_POINTS, WHITE);
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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
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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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								// Draw textured polygon, defined by vertex and texture coordinates
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								// NOTE: Polygon center must have straight line path to all points
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								// without crossing perimeter, points must be in anticlockwise order
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								void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint)
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								{
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								    rlBegin(RL_TRIANGLES);
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								    rlSetTexture(texture.id);
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								        rlColor4ub(tint.r, tint.g, tint.b, tint.a);
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								        for (int i = 0; i < pointCount - 1; i++)
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								        {
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								            rlTexCoord2f(0.5f, 0.5f);
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								            rlVertex2f(center.x, center.y);
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								            rlTexCoord2f(texcoords[i].x, texcoords[i].y);
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								            rlVertex2f(points[i].x + center.x, points[i].y + center.y);
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								            rlTexCoord2f(texcoords[i + 1].x, texcoords[i + 1].y);
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								            rlVertex2f(points[i + 1].x + center.x, points[i + 1].y + center.y);
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								        }
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								    rlEnd();
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								    rlSetTexture(0);
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								}
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