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@@ -1431,6 +1431,148 @@ void ImageColorBrightness(Image *image, int brightness)
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}
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#endif // SUPPORT_IMAGE_MANIPULATION
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+// Generate image: vertical gradient
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+Image GenImageGradientV(int width, int height, Color top, Color bottom)
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+{
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+ Color *pixels = (Color *)malloc(width*height*sizeof(Color));
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+
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+ for (int j = 0; j < height; j++)
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+ {
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+ float factor = (float)j / (float)height;
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+ for (int i = 0; i < width; i++)
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+ {
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+ pixels[j*width + i].r = (int)((float)bottom.r * factor + (float)top.r * (1.f - factor));
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+ pixels[j*width + i].g = (int)((float)bottom.g * factor + (float)top.g * (1.f - factor));
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+ pixels[j*width + i].b = (int)((float)bottom.b * factor + (float)top.b * (1.f - factor));
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+ pixels[j*width + i].a = (int)((float)bottom.a * factor + (float)top.a * (1.f - factor));
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+ }
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+ }
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+
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+ Image image = LoadImageEx(pixels, width, height);
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+ free(pixels);
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+
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+ return image;
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+}
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+
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+// Generate image: horizontal gradient
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+Image GenImageGradientH(int width, int height, Color left, Color right)
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+{
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+ Color *pixels = (Color *)malloc(width*height*sizeof(Color));
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+
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+ for (int i = 0; i < width; i++)
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+ {
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+ float factor = (float)i / (float)width;
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+ for (int j = 0; j < height; j++)
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+ {
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+ pixels[j*width + i].r = (int)((float)right.r * factor + (float)left.r * (1.f - factor));
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+ pixels[j*width + i].g = (int)((float)right.g * factor + (float)left.g * (1.f - factor));
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+ pixels[j*width + i].b = (int)((float)right.b * factor + (float)left.b * (1.f - factor));
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+ pixels[j*width + i].a = (int)((float)right.a * factor + (float)left.a * (1.f - factor));
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+ }
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+ }
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+
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+ Image image = LoadImageEx(pixels, width, height);
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+ free(pixels);
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+
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+ return image;
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+}
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+
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+// Generate image: checked
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+Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2)
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+{
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+ Color *pixels = (Color *)malloc(width*height*sizeof(Color));
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+
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+ for (int y = 0; y < height; y++)
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+ {
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+ for (int x = 0; x < width; x++)
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+ {
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+ if ((x/checksX + y/checksY) % 2 == 0) pixels[y*width + x] = col1;
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+ else pixels[y*width + x] = col2;
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+ }
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+ }
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+
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+ Image image = LoadImageEx(pixels, width, height);
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+ free(pixels);
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+
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+ return image;
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+}
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+
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+// Generate image: white noise
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+Image GenImageWhiteNoise(int width, int height, float factor)
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+{
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+ Color *pixels = (Color *)malloc(width*height*sizeof(Color));
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+
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+ for (int i = 0; i < width*height; i++)
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+ {
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+ if (GetRandomValue(0, 99) < (int)(factor * 100.f)) pixels[i] = WHITE;
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+ else pixels[i] = BLACK;
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+ }
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+
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+ Image image = LoadImageEx(pixels, width, height);
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+ free(pixels);
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+
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+ return image;
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+}
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+
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+// Generate image: cellular algorithm. Bigger tileSize means bigger cells
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+Image GenImageCellular(int width, int height, int tileSize)
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+{
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+ Color *pixels = (Color*)malloc(width*height*sizeof(Color));
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+
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+ int seeds_per_row = width / tileSize;
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+ int seeds_per_col = height / tileSize;
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+ int seeds_count = seeds_per_row * seeds_per_col;
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+
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+ Vector2* seeds = (Vector2*)malloc(seeds_count * sizeof(Vector2));
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+
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+ for (int i = 0; i < seeds_count; i++)
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+ {
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+ int y = (i / seeds_per_row) * tileSize + GetRandomValue(0, tileSize-1);
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+ int x = (i % seeds_per_row) * tileSize + GetRandomValue(0, tileSize-1);
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+ seeds[i] = (Vector2){x, y};
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+ }
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+
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+ for (int y = 0; y < height; y++)
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+ {
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+ int tile_y = y / tileSize;
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+ for (int x = 0; x < width; x++)
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+ {
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+ int tile_x = x / tileSize;
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+
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+ float min_distance = strtod("Inf", NULL);
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+
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+ // Check all adjacent tiles
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+ for (int i = -1; i < 2; i++)
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+ {
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+ if (tile_x + i < 0 || tile_x + i >= seeds_per_row) continue;
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+
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+ for (int j = -1; j < 2; j++)
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+ {
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+ if (tile_y + j < 0 || tile_y + j >= seeds_per_col) continue;
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+
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+ Vector2 neighbor_seed = seeds[(tile_y+j) * seeds_per_row + tile_x+i];
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+
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+ float dist = hypot(x - (int)neighbor_seed.x, y - (int)neighbor_seed.y);
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+ min_distance = fmin(min_distance, dist);
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+ }
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+ }
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+
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+ // I made this up but it seems to give good results at all tile sizes
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+ int intensity = (int)(min_distance * 256.f / tileSize);
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+ if (intensity > 255) intensity = 255;
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+
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+ Color c = {intensity, intensity, intensity, 255};
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+ pixels[y*width + x] = c;
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+ }
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+ }
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+ free(seeds);
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+
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+ Image image = LoadImageEx(pixels, width, height);
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+ free(pixels);
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+
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+ return image;
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+}
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+
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// Generate GPU mipmaps for a texture
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void GenTextureMipmaps(Texture2D *texture)
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{
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@@ -2250,4 +2392,4 @@ static Image LoadASTC(const char *fileName)
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return image;
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}
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-#endif
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+#endif
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