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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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								*   This example has been created using raylib 3.0 (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) 2020 Karlo Licudine (@accidentalrebel)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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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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										int key = GetKeyPressed();
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										if ((key >= 32) && (key <= 126))
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										{
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											if ( blendMode >= blendCountMax - 1 )
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												blendMode = 0;
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											else
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												blendMode++;
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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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										BeginBlendMode(BLEND_ALPHA);
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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 any key 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:
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											 DrawText("Current: BLEND_ALPHA", (screenWidth / 2) - 60, 370, 10, GRAY);
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											 break;
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										 case BLEND_ADDITIVE:
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											 DrawText("Current: BLEND_ADDITIVE", (screenWidth / 2) - 60, 370, 10, GRAY);
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											 break;
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										 case BLEND_MULTIPLIED:
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											 DrawText("Current: BLEND_MULTIPLIED", (screenWidth / 2) - 60, 370, 10, GRAY);
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											 break;
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										 case BLEND_ADD_COLORS:
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											 DrawText("Current: BLEND_ADD_COLORS", (screenWidth / 2) - 60, 370, 10, GRAY);
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											 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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