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								/*******************************************************************************************
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								*
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								*   raylib [textures] example - blend modes
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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 3.5, last time updated with raylib 3.5
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								*
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								*   Example contributed by Karlo Licudine (@accidentalrebel) 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) 2020-2024 Karlo Licudine (@accidentalrebel)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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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 - blend modes");
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								    // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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								    Image bgImage = LoadImage("resources/cyberpunk_street_background.png");     // Loaded in CPU memory (RAM)
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								    Texture2D bgTexture = LoadTextureFromImage(bgImage);          // Image converted to texture, GPU memory (VRAM)
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								    Image fgImage = LoadImage("resources/cyberpunk_street_foreground.png");     // Loaded in CPU memory (RAM)
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								    Texture2D fgTexture = LoadTextureFromImage(fgImage);          // Image converted to texture, GPU memory (VRAM)
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								    // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
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								    UnloadImage(bgImage);
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								    UnloadImage(fgImage);
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								    const int blendCountMax = 4;
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								    BlendMode blendMode = 0;
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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_SPACE))
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								        {
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								            if (blendMode >= (blendCountMax - 1)) blendMode = 0;
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								            else blendMode++;
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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(bgTexture, screenWidth/2 - bgTexture.width/2, screenHeight/2 - bgTexture.height/2, WHITE);
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								            // Apply the blend mode and then draw the foreground texture
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								            BeginBlendMode(blendMode);
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								                DrawTexture(fgTexture, screenWidth/2 - fgTexture.width/2, screenHeight/2 - fgTexture.height/2, WHITE);
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								            EndBlendMode();
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								            // Draw the texts
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								            DrawText("Press SPACE to change blend modes.", 310, 350, 10, GRAY);
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								            switch (blendMode)
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								            {
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								                case BLEND_ALPHA: DrawText("Current: BLEND_ALPHA", (screenWidth / 2) - 60, 370, 10, GRAY); break;
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								                case BLEND_ADDITIVE: DrawText("Current: BLEND_ADDITIVE", (screenWidth / 2) - 60, 370, 10, GRAY); break;
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								                case BLEND_MULTIPLIED: DrawText("Current: BLEND_MULTIPLIED", (screenWidth / 2) - 60, 370, 10, GRAY); break;
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								                case BLEND_ADD_COLORS: DrawText("Current: BLEND_ADD_COLORS", (screenWidth / 2) - 60, 370, 10, GRAY); break;
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								                default: break;
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								            }
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								            DrawText("(c) Cyberpunk Street Environment by Luis Zuno (@ansimuz)", screenWidth - 330, screenHeight - 20, 10, GRAY);
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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(fgTexture); // Unload foreground texture
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								    UnloadTexture(bgTexture); // Unload background 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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