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								/*******************************************************************************************
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								*
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								*   raylib [textures] example - Procedural images 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) 2O17 Wilhem Barbier (@nounoursheureux)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#define NUM_TEXTURES  7      // Currently we have 7 generation algorithms
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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 - procedural images generation");
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								    Image verticalGradient = GenImageGradientV(screenWidth, screenHeight, RED, BLUE);
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								    Image horizontalGradient = GenImageGradientH(screenWidth, screenHeight, RED, BLUE);
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								    Image radialGradient = GenImageGradientRadial(screenWidth, screenHeight, 0.0f, WHITE, BLACK);
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								    Image checked = GenImageChecked(screenWidth, screenHeight, 32, 32, RED, BLUE);
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								    Image whiteNoise = GenImageWhiteNoise(screenWidth, screenHeight, 0.5f);
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								    Image perlinNoise = GenImagePerlinNoise(screenWidth, screenHeight, 50, 50, 4.0f);
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								    Image cellular = GenImageCellular(screenWidth, screenHeight, 32);
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								    Texture2D textures[NUM_TEXTURES];
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								    textures[0] = LoadTextureFromImage(verticalGradient);
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								    textures[1] = LoadTextureFromImage(horizontalGradient);
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								    textures[2] = LoadTextureFromImage(radialGradient);
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								    textures[3] = LoadTextureFromImage(checked);
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								    textures[4] = LoadTextureFromImage(whiteNoise);
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								    textures[5] = LoadTextureFromImage(perlinNoise);
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								    textures[6] = LoadTextureFromImage(cellular);
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								    // Unload image data (CPU RAM)
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								    UnloadImage(verticalGradient);
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								    UnloadImage(horizontalGradient);
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								    UnloadImage(radialGradient);
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								    UnloadImage(checked);
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								    UnloadImage(whiteNoise);
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								    UnloadImage(perlinNoise);
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								    UnloadImage(cellular);
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								    int currentTexture = 0;
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								    SetTargetFPS(60);
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								    //---------------------------------------------------------------------------------------
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								    // Main game loop
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								    while (!WindowShouldClose())
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								    {
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								        // Update
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								        //----------------------------------------------------------------------------------
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								        if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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								        {
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								            currentTexture = (currentTexture + 1)%NUM_TEXTURES; // Cycle between the textures
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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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								            DrawTexture(textures[currentTexture], 0, 0, WHITE);
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								            DrawRectangle(30, 400, 325, 30, Fade(SKYBLUE, 0.5f));
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								            DrawRectangleLines(30, 400, 325, 30, Fade(WHITE, 0.5f));
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								            DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL TEXTURES", 40, 410, 10, WHITE);
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								            switch(currentTexture)
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								            {
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								                case 0: DrawText("VERTICAL GRADIENT", 560, 10, 20, RAYWHITE); break;
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								                case 1: DrawText("HORIZONTAL GRADIENT", 540, 10, 20, RAYWHITE); break;
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								                case 2: DrawText("RADIAL GRADIENT", 580, 10, 20, LIGHTGRAY); break;
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								                case 3: DrawText("CHECKED", 680, 10, 20, RAYWHITE); break;
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								                case 4: DrawText("WHITE NOISE", 640, 10, 20, RED); break;
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								                case 5: DrawText("PERLIN NOISE", 630, 10, 20, RAYWHITE); break;
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								                case 6: DrawText("CELLULAR", 670, 10, 20, RAYWHITE); 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 textures data (GPU VRAM)
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								    for (int i = 0; i < NUM_TEXTURES; i++) UnloadTexture(textures[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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