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.
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@@ -91,7 +91,7 @@ class Boids2D : public sophia::Application {
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{{-BOID_LENGTH * 0.5f, BOID_WIDTH * 0.5f}, {1.0f, 1.0f, 1.0f}},
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{{-BOID_LENGTH * 0.5f, -BOID_WIDTH * 0.5f}, {1.0f, 1.0f, 1.0f}},
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};
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boidMesh = assets().loadMesh(std::move(vertices), {});
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boidMesh = resources().create<sophia::Mesh>(std::move(vertices));
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}
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void onUpdate(const sophia::FrameInfo& frameInfo) override {
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