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								*
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								*   raylib [textures] example - image processing
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								*
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								*   Example complexity rating: [★★★☆] 3/4
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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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								*   Example originally created with raylib 1.4, last time updated with raylib 3.5
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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) 2016-2025 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    9
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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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								    GAUSSIAN_BLUR,
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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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								    "GAUSSIAN BLUR",
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								    "FLIP VERTICAL",
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								    "FLIP HORIZONTAL"
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								};
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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 - image processing");
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								    // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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								    Image imOrigin = LoadImage("resources/parrots.png");   // Loaded in CPU memory (RAM)
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								    ImageFormat(&imOrigin, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);         // Format image to RGBA 32bit (required for texture update) <-- ISSUE
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								    Texture2D texture = LoadTextureFromImage(imOrigin);    // Image converted to texture, GPU memory (VRAM)
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								    Image imCopy = ImageCopy(imOrigin);
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								    int currentProcess = NONE;
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								    bool textureReload = false;
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								    Rectangle toggleRecs[NUM_PROCESSES] = { 0 };
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								    int mouseHoverRec = -1;
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								    for (int i = 0; i < NUM_PROCESSES; i++) toggleRecs[i] = (Rectangle){ 40.0f, (float)(50 + 32*i), 150.0f, 30.0f };
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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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								        // Mouse toggle group logic
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								        for (int i = 0; i < NUM_PROCESSES; i++)
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								        {
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								            if (CheckCollisionPointRec(GetMousePosition(), toggleRecs[i]))
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								            {
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								                mouseHoverRec = i;
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								                if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT))
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								                {
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								                    currentProcess = i;
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								                    textureReload = true;
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								                }
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								                break;
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								            }
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								            else mouseHoverRec = -1;
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								        }
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								        // Keyboard toggle group logic
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								        if (IsKeyPressed(KEY_DOWN))
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								        {
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								            currentProcess++;
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								            if (currentProcess > (NUM_PROCESSES - 1)) 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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								        // Reload texture when required
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								        if (textureReload)
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								        {
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								            UnloadImage(imCopy);                // Unload image-copy data
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								            imCopy = ImageCopy(imOrigin);     // Restore image-copy from image-origin
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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(&imCopy); break;
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								                case COLOR_TINT: ImageColorTint(&imCopy, GREEN); break;
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								                case COLOR_INVERT: ImageColorInvert(&imCopy); break;
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								                case COLOR_CONTRAST: ImageColorContrast(&imCopy, -40); break;
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								                case COLOR_BRIGHTNESS: ImageColorBrightness(&imCopy, -80); break;
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								                case GAUSSIAN_BLUR: ImageBlurGaussian(&imCopy, 10); break;
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								                case FLIP_VERTICAL: ImageFlipVertical(&imCopy); break;
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								                case FLIP_HORIZONTAL: ImageFlipHorizontal(&imCopy); break;
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								                default: break;
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								            }
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								            Color *pixels = LoadImageColors(imCopy);    // Load pixel data from image (RGBA 32bit)
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								            UpdateTexture(texture, pixels);             // Update texture with new image data
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								            UnloadImageColors(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(toggleRecs[i], ((i == currentProcess) || (i == mouseHoverRec)) ? SKYBLUE : LIGHTGRAY);
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								                DrawRectangleLines((int)toggleRecs[i].x, (int) toggleRecs[i].y, (int) toggleRecs[i].width, (int) toggleRecs[i].height, ((i == currentProcess) || (i == mouseHoverRec)) ? BLUE : GRAY);
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								                DrawText( processText[i], (int)( toggleRecs[i].x + toggleRecs[i].width/2 - MeasureText(processText[i], 10)/2), (int) toggleRecs[i].y + 11, 10, ((i == currentProcess) || (i == mouseHoverRec)) ? 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(imOrigin);        // Unload image-origin from RAM
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								    UnloadImage(imCopy);          // Unload image-copy 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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