cleaned up collision in shader, abstracted out raycast, and added gpu timing
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+11
-8
@@ -19,7 +19,7 @@ use system::render::add_grid;
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use crate::{
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common::{ClientMessage, ServerHandle, ServerMessage},
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server::Server,
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server::Server, util::timer::Timer,
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};
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use self::{input::Input, render::Renderer, ClientState};
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@@ -37,6 +37,7 @@ pub struct Client<'a> {
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window: Arc<Window>,
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state: ClientState,
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renderer: Renderer<'a>,
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render_timer: Timer,
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render_commands: Vec<RenderCommand>,
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exit: bool,
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input: Input,
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@@ -78,6 +79,7 @@ impl Client<'_> {
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window,
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exit: false,
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renderer,
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render_timer: Timer::new(60),
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render_commands: Vec::new(),
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state,
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input: Input::new(),
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@@ -132,17 +134,18 @@ impl Client<'_> {
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commands.extend(world_cmds);
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self.renderer.handle_commands(commands);
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self.renderer.draw();
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self.render_timer.add(self.renderer.timer().duration(0));
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}
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if now >= self.second_target {
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self.second_target += Duration::from_secs(1);
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// let timer = self.renderer.timer();
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// println!(
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// "avg: {:4?}; max: {:4?}; fps: {:4?}",
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// timer.avg(),
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// timer.max(),
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// timer.per_sec(),
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// );
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let timer = &self.render_timer;
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println!(
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"avg: {:4?}; max: {:4?}; fps: {:4?}",
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timer.avg(),
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timer.max(),
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timer.per_sec(),
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);
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}
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if self.exit {
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