273 lines
5.5 KiB
C
273 lines
5.5 KiB
C
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/************************************************************//**
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*
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* @file: wasm_main.cpp
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* @author: Martin Fouilleul
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* @date: 14/08/2022
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* @revision:
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*
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*****************************************************************/
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#include"typedefs.h"
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#include"keys.h"
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#include"macro_helpers.h"
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#include"GLES3/gl32.h"
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typedef struct str8
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{
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unsigned long long len;
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char* ptr;
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} str8;
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#define str8_lit(s) ((str8){.len = sizeof(s)-1, .ptr = (char*)(s)})
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#define M_PI 3.14159265358979323846
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extern void log_string_flat(unsigned long long len, char* ptr);
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extern void log_int(int i);
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extern float cosf(float x);
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extern float sinf(float x);
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void log_string(str8 string)
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{
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log_string_flat(string.len, string.ptr);
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}
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unsigned int program;
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const char* vshaderSource =
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"#version 300 es\n"
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"precision mediump float;"
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"layout(location=0) in vec4 vPosition;\n"
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"layout(location=1) in vec4 aColor;\n"
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"out vec4 vColor;\n"
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"uniform mat4 transform;\n"
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"void main()\n"
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"{\n"
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" gl_Position = transform*vPosition;\n"
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" vColor = aColor;\n"
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"}\n";
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const char* fshaderSource =
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"#version 300 es\n"
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"precision mediump float;\n"
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"out vec4 fragColor;\n"
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"in vec4 vColor;\n"
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"void main()\n"
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"{\n"
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" fragColor = vColor;\n"
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"}\n";
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void compile_shader(GLuint shader, const char* source)
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{
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glShaderSource(shader, 1, &source, 0);
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glCompileShader(shader);
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GLint success = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if(success == GL_FALSE)
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{
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char message[1024];
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int length = 0;
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glGetShaderInfoLog(shader, 1024, &length, message);
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log_string(str8_lit("gl shader error: \n"));
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log_string_flat(length, message);
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}
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}
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void OnInit(void)
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{
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//log_string(str8_lit("init procedure\n"));
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unsigned int vshader = glCreateShader(GL_VERTEX_SHADER);
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unsigned int fshader = glCreateShader(GL_FRAGMENT_SHADER);
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program = glCreateProgram();
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compile_shader(vshader, vshaderSource);
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compile_shader(fshader, fshaderSource);
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glAttachShader(program, vshader);
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glAttachShader(program, fshader);
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glLinkProgram(program);
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glUseProgram(program);
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}
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const vec4 paddleColor = {1, 0, 0, 1};
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mp_rect paddle = {200, 40, 200, 40};
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const vec4 ballColor = {1, 1, 0, 1};
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mp_rect ball = {200, 200, 60, 60};
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vec2 velocity = {10, 10};
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vec2 frameSize = {100, 100};
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float rotationDir = 1;
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bool leftDown = false;
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bool rightDown = false;
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void OnFrameResize(u32 width, u32 height)
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{
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log_string(str8_lit("frame resize "));
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log_int(width);
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log_int(height);
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log_string(str8_lit("\n"));
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frameSize.x = width;
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frameSize.y = height;
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paddle.x = width/2. - paddle.w/2.;
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ball.x = width/2. - ball.w/2.;
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ball.y = height/2. - ball.h/2.;
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}
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void OnMouseDown(int button)
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{
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rotationDir *= -1;
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}
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void OnKeyDown(int key)
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{
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if(key == KEY_LEFT)
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{
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leftDown = true;
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}
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if(key == KEY_RIGHT)
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{
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rightDown = true;
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}
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}
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void OnKeyUp(int key)
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{
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if(key == KEY_LEFT)
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{
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leftDown = false;
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}
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if(key == KEY_RIGHT)
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{
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rightDown = false;
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}
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}
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void debug_draw_rotating_triangle()
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{
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static float alpha = 0;
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f32 aspect = frameSize.x/frameSize.y;
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GLfloat matrix[] = {cosf(alpha)/aspect, sinf(alpha), 0, 0,
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-sinf(alpha)/aspect, cosf(alpha), 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1};
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alpha += rotationDir*2*M_PI/120;
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glUniformMatrix4fv(0, 1, false, matrix);
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GLfloat vertices[] = {
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-0.866/2, -0.5/2, 0,
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0.866/2, -0.5/2, 0,
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0, 0.5, 0};
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GLfloat colors[] = {
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1, 0, 0, 1,
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0, 1, 0, 1,
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0, 0, 1, 1};
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vertices);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, colors);
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glEnableVertexAttribArray(1);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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}
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void draw_rect(mp_rect rect, vec4 color)
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{
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GLfloat vertices[6*3] = {
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rect.x, rect.y, 0,
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rect.x, rect.y + rect.h, 0,
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rect.x+rect.w, rect.y + rect.h, 0,
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rect.x, rect.y, 0,
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rect.x+rect.w, rect.y + rect.h, 0,
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rect.x+rect.w, rect.y, 0};
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GLfloat colors[6*4];
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for(int i=0; i<6*4; i+=4)
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{
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colors[i] = color.x;
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colors[i+1] = color.y;
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colors[i+2] = color.z;
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colors[i+3] = color.w;
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}
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vertices);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, colors);
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glEnableVertexAttribArray(1);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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void OnFrameRefresh(void)
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{
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//log_string(str8_lit("frame procedure\n"));
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glClearColor(0, 1, 1, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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f32 aspect = frameSize.x/frameSize.y;
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GLfloat matrix[] = {2./frameSize.x, 0, 0, 0,
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0, 2./frameSize.y, 0, 0,
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0, 0, 1, 0,
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-1, -1, 0, 1};
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glUniformMatrix4fv(0, 1, false, matrix);
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if(leftDown)
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{
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paddle.x -= 10;
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}
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else if(rightDown)
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{
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paddle.x += 10;
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}
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paddle.x = Clamp(paddle.x, 0, frameSize.x - paddle.w);
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ball.x += velocity.x;
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ball.y += velocity.y;
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ball.x = Clamp(ball.x, 0, frameSize.x - ball.w);
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ball.y = Clamp(ball.y, 0, frameSize.y - ball.h);
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if(ball.x + ball.w >= frameSize.x)
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{
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velocity.x = -10;
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}
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if(ball.x <= 0)
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{
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velocity.x = +10;
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}
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if(ball.y + ball.h >= frameSize.y)
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{
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velocity.y = -10;
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}
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if(ball.y <= paddle.y + paddle.h
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&& ball.x+ball.w >= paddle.x
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&& ball.x <= paddle.x + paddle.w
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&& velocity.y < 0)
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{
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velocity.y *= -1;
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ball.y = paddle.y + paddle.h;
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}
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if(ball.y <= 0)
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{
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ball.x = frameSize.x/2. - ball.w;
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ball.y = frameSize.y/2. - ball.h;
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}
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draw_rect(paddle, paddleColor);
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draw_rect(ball, ballColor);
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}
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