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			94 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			94 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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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 3.5 (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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*   Example contributed by Karlo Licudine (@accidentalrebel) and reviewed by Ramon Santamaria (@raysan5)
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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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        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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