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 16:20:28 -07:00
parent 1485ce01f3
commit 9d2b167f70
26 changed files with 743 additions and 189 deletions
+12
View File
@@ -63,6 +63,18 @@ void Image::transitionLayout(vk::CommandBuffer commandBuffer,
barrier.dstAccessMask = {};
srcStage = vk::PipelineStageFlagBits::eColorAttachmentOutput;
dstStage = vk::PipelineStageFlagBits::eBottomOfPipe;
} else if (this->layout == vk::ImageLayout::eColorAttachmentOptimal &&
newLayout == vk::ImageLayout::eShaderReadOnlyOptimal) {
barrier.srcAccessMask = vk::AccessFlagBits::eColorAttachmentWrite;
barrier.dstAccessMask = vk::AccessFlagBits::eShaderRead;
srcStage = vk::PipelineStageFlagBits::eColorAttachmentOutput;
dstStage = vk::PipelineStageFlagBits::eFragmentShader;
} else if (this->layout == vk::ImageLayout::eShaderReadOnlyOptimal &&
newLayout == vk::ImageLayout::eColorAttachmentOptimal) {
barrier.srcAccessMask = vk::AccessFlagBits::eShaderRead;
barrier.dstAccessMask = vk::AccessFlagBits::eColorAttachmentWrite;
srcStage = vk::PipelineStageFlagBits::eFragmentShader;
dstStage = vk::PipelineStageFlagBits::eColorAttachmentOutput;
} else if (this->layout == vk::ImageLayout::ePresentSrcKHR &&
newLayout == vk::ImageLayout::eColorAttachmentOptimal) {
barrier.srcAccessMask = {};