Add offscreen render targets and rename AssetRegistry to ResourceRegistry

Add a RenderTarget resource so the scene can render offscreen instead of
straight to the swapchain. The editor uses it to show the scene inside the
Viewport panel.

- Rename AssetRegistry to ResourceRegistry (AssetTraits -> ResourceTraits,
  assets() -> resources()) and move the pools from engine/src/assets to
  engine/src/resources. It now covers non-asset GPU resources as well.
- Replace loadMesh() with create<T>(...), and add create<RenderTarget>(),
  requestResize(), getExtent() and isAlive().
- Add RenderTarget and RenderTargetPool with RenderTargetHandle.
  Resizes are deferred and applied at the start of the next frame, when the
  GPU is idle.
- Add Application::setSceneTarget(). With no target set, the scene still
  renders to the swapchain. With a target set, the scene renders offscreen
  and the swapchain receives only the UI. Frame extent and camera projection
  follow the target's size.
- Add sophia::UI (Application::ui()) with image() and getTextureId() to draw
  a render target in an ImGui window, sizing the target to the available
  space. ImGuiRenderer now registers the target textures for this.
- ViewportPanel takes the UI and a target, and draws the scene image in place
  of the flat background fill.
- Update the testbed, the boids example, and the glossary for the rename.
This commit is contained in:
2026-09-20 16:21:22 -07:00
parent 1485ce01f3
commit 5e1caabde6
26 changed files with 743 additions and 189 deletions
@@ -0,0 +1,44 @@
#pragma once
#include <memory>
#include <sophia/handles.hpp>
#include <vector>
#include "device.hpp"
#include "render_target.hpp"
namespace sophia {
class RenderTargetPool {
public:
RenderTargetPool(Device& device, vk::Format format);
~RenderTargetPool();
RenderTargetPool(const RenderTargetPool&) = delete;
RenderTargetPool& operator=(const RenderTargetPool&) = delete;
RenderTargetHandle create(u32 width, u32 height);
RenderTarget& get(RenderTargetHandle handle);
const RenderTarget& get(RenderTargetHandle handle) const;
void release(RenderTargetHandle handle);
bool isAlive(RenderTargetHandle handle) const;
void applyPendingResizes();
private:
struct Slot {
std::unique_ptr<RenderTarget> target;
u32 generation = 0;
};
const Slot& validate(RenderTargetHandle handle) const;
Device& device;
vk::Format format;
std::vector<Slot> slots;
std::vector<u32> freeList;
};
} // namespace sophia