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								/*******************************************************************************************
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								*
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								*   raylib [models] example - heightmap rendering
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								*
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								*   Example complexity rating: [★☆☆☆] 1/4
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								*
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								*   Example originally created with raylib 1.8, last time updated with raylib 3.5
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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) 2015-2025 Ramon Santamaria (@raysan5)
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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 [models] example - heightmap rendering");
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								    // Define our custom camera to look into our 3d world
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								    Camera camera = { 0 };
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								    camera.position = (Vector3){ 18.0f, 21.0f, 18.0f };     // Camera position
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								    camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };          // Camera looking at point
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								    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };              // Camera up vector (rotation towards target)
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								    camera.fovy = 45.0f;                                    // Camera field-of-view Y
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								    camera.projection = CAMERA_PERSPECTIVE;                 // Camera projection type
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								    Image image = LoadImage("resources/heightmap.png");     // Load heightmap image (RAM)
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								    Texture2D texture = LoadTextureFromImage(image);        // Convert image to texture (VRAM)
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								    Mesh mesh = GenMeshHeightmap(image, (Vector3){ 16, 8, 16 }); // Generate heightmap mesh (RAM and VRAM)
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								    Model model = LoadModelFromMesh(mesh);                  // Load model from generated mesh
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								    model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
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								    Vector3 mapPosition = { -8.0f, 0.0f, -8.0f };           // Define model position
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								    UnloadImage(image);             // Unload heightmap image from RAM, already uploaded to VRAM
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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, CAMERA_ORBITAL);
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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(model, mapPosition, 1.0f, RED);
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								                DrawGrid(20, 1.0f);
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								            EndMode3D();
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								            DrawTexture(texture, screenWidth - texture.width - 20, 20, WHITE);
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								            DrawRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN);
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								            DrawFPS(10, 10);
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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(texture);     // Unload texture
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								    UnloadModel(model);         // Unload model
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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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