Added Blend Modes example. (#1261)
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examples/textures/textures_blend_modes.c
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examples/textures/textures_blend_modes.c
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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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