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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 TEXTURES_NUM 7      // for now 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.f, 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, 8.f);
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								    Image cellular = GenImageCellular(screenWidth, screenHeight, 32);
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								    Texture2D textures[TEXTURES_NUM];
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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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								    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) % TEXTURES_NUM; // cycle between the 5 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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								        EndDrawing();
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								        //----------------------------------------------------------------------------------
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								    }
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								    // De-Initialization
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								    //--------------------------------------------------------------------------------------
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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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								    // Unload textures data (GPU VRAM)
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								    for (int i = 0; i < TEXTURES_NUM; 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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