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								/*******************************************************************************************
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								*
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								*   raylib example - procedural mesh generation
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								*
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								*   This example has been created using raylib 1.8 (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) 2017 Ramon Santamaria (Ray San)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#define NUM_MODELS  8      // Parametric 3d shapes to generate
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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 [models] example - mesh generation");
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								    // We generate a checked image for texturing
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								    Image checked = GenImageChecked(2, 2, 1, 1, RED, GREEN);
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								    Texture2D texture = LoadTextureFromImage(checked);
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								    UnloadImage(checked);
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								    Model models[NUM_MODELS] = { 0 };
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								    models[0] = LoadModelFromMesh(GenMeshPlane(2, 2, 5, 5));
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								    models[1] = LoadModelFromMesh(GenMeshCube(2.0f, 1.0f, 2.0f));
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								    models[2] = LoadModelFromMesh(GenMeshSphere(2, 32, 32));
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								    models[3] = LoadModelFromMesh(GenMeshHemiSphere(2, 16, 16));
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								    models[4] = LoadModelFromMesh(GenMeshCylinder(1, 2, 16));
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								    models[5] = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0f, 16, 32));
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								    models[6] = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128));
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								    models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f));
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								    // Set checked texture as default diffuse component for all models material
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								    for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MAP_DIFFUSE].texture = texture;
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								    // Define the camera to look into our 3d world
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								    Camera camera = { { 5.0f, 5.0f, 5.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
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								    // Model drawing position
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								    Vector3 position = { 0.0f, 0.0f, 0.0f };
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								    int currentModel = 0;
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								    SetCameraMode(camera, CAMERA_ORBITAL);  // Set a orbital camera mode
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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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								        UpdateCamera(&camera);      // Update internal camera and our camera
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								        if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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								        {
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								            currentModel = (currentModel + 1)%NUM_MODELS; // Cycle between the textures
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								        }
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								        if (IsKeyPressed(KEY_RIGHT))
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								        {
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								            currentModel++;
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								            if (currentModel >= NUM_MODELS) currentModel = 0;
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								        }
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								        else if (IsKeyPressed(KEY_LEFT))
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								        {
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								            currentModel--;
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								            if (currentModel < 0) currentModel = NUM_MODELS - 1;
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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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								            BeginMode3D(camera);
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								                DrawModel(models[currentModel], position, 1.0f, WHITE);
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								                DrawGrid(10, 1.0);
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								            EndMode3D();
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								            DrawRectangle(30, 400, 310, 30, Fade(SKYBLUE, 0.5f));
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								            DrawRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f));
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								            DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL MODELS", 40, 410, 10, BLUE);
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								            switch(currentModel)
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								            {
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								                case 0: DrawText("PLANE", 680, 10, 20, DARKBLUE); break;
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								                case 1: DrawText("CUBE", 680, 10, 20, DARKBLUE); break;
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								                case 2: DrawText("SPHERE", 680, 10, 20, DARKBLUE); break;
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								                case 3: DrawText("HEMISPHERE", 640, 10, 20, DARKBLUE); break;
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								                case 4: DrawText("CYLINDER", 680, 10, 20, DARKBLUE); break;
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								                case 5: DrawText("TORUS", 680, 10, 20, DARKBLUE); break;
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								                case 6: DrawText("KNOT", 680, 10, 20, DARKBLUE); break;
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								                case 7: DrawText("POLY", 680, 10, 20, DARKBLUE); break;
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								                default: break;
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								            }
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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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								    // Unload models data (GPU VRAM)
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								    for (int i = 0; i < NUM_MODELS; i++) UnloadModel(models[i]);
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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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