Add offscreen render targets and rename AssetRegistry to ResourceRegistry #8
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@@ -20,7 +20,7 @@ class Editor : public sophia::Application {
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panels().emplace<AssetBrowserPanel>();
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sophia::RenderTargetHandle sceneTarget =
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resources().create<sophia::RenderTarget>();
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setSceneTarget(sceneTarget);
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views().create({.scene = scenes().create(), .target = sceneTarget});
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panels().emplace<ViewportPanel>(ui(), sceneTarget);
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panels().setDefaultLayout(
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@@ -10,6 +10,7 @@
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#include <sophia/math.hpp>
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#include <sophia/resource_registry_ref.hpp>
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#include <sophia/scene_registry.hpp>
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#include <sophia/scene_view_registry.hpp>
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#include <sophia/types.hpp>
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#include <sophia/ui/debug_ui.hpp>
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#include <sophia/ui/panel_registry.hpp>
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@@ -46,6 +47,7 @@ class Application {
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ResourceRegistryRef resources();
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PanelRegistry& panels() { return this->panelRegistry; }
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SceneRegistry& scenes() { return this->sceneRegistry; }
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SceneViewRegistry& views() { return this->sceneViewRegistry; }
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UI& ui() { return this->_ui; }
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DebugUI& debugUI() { return this->_debugUI; }
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@@ -58,16 +60,6 @@ class Application {
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void drawMesh(MeshHandle handle, const glm::mat4& transform);
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/**
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* !TEMP !TODO remove this func eventually
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* Chooses where the scene is rendered. An invalid handle (the default) means
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* the swapchain; a target created with
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* ResourceRegistryRef::create<RenderTarget>() redirects it offscreen, and the
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* swapchain then only receives the UI. FrameInfo::currentFramebufferExtent
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* and the camera projection follow the target's size.
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*/
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void setSceneTarget(RenderTargetHandle handle);
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private:
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friend class Canvas;
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@@ -79,6 +71,7 @@ class Application {
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PanelRegistry panelRegistry;
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SceneRegistry sceneRegistry;
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SceneViewRegistry sceneViewRegistry;
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UI _ui;
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DebugUI _debugUI;
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@@ -37,10 +37,12 @@ class Mesh;
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class Panel;
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class RenderTarget;
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class Scene;
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struct SceneView;
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using MeshHandle = Handle<Mesh>;
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using PanelHandle = Handle<Panel>;
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using RenderTargetHandle = Handle<RenderTarget>;
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using SceneHandle = Handle<Scene>;
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using SceneViewHandle = Handle<SceneView>;
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} // namespace sophia
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@@ -0,0 +1,34 @@
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#pragma once
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#include <sophia/entity.hpp>
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#include <sophia/handles.hpp>
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#include <sophia/math.hpp>
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#include <sophia/scene.hpp>
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namespace sophia {
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enum class ClearFlags : u8 {
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None = 0,
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Color = 1 << 0,
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Depth = 1 << 1,
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Stencil = 1 << 2,
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All = Color | Depth | Stencil
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};
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struct SceneView {
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SceneHandle scene = INVALID_HANDLE;
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RenderTargetHandle target = INVALID_HANDLE;
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Entity camera;
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vec4 viewport{0.0f, 0.0f, 1.0f, 1.0f};
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vec4 clearColor{0.f, 0.f, 0.f, 1.f};
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ClearFlags clearFlags = ClearFlags::All;
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u32 priority = 0; // Lower priority renders first
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u32 layerMask = 0xFFFFFFFF;
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bool enabled = true; // Disabled views are kept but not rendered
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};
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} // namespace sophia
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@@ -0,0 +1,86 @@
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#pragma once
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#include <algorithm>
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#include <sophia/handles.hpp>
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#include <sophia/scene_view.hpp>
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#include <sophia/util/pool.hpp>
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#include <utility>
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#include <vector>
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namespace sophia {
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/**
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* Every live SceneView. The application renders all enabled views each frame,
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* in ascending priority order, before the UI.
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*/
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class SceneViewRegistry {
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public:
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SceneViewRegistry(const SceneViewRegistry&) = delete;
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SceneViewRegistry& operator=(const SceneViewRegistry&) = delete;
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SceneViewRegistry() = default;
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~SceneViewRegistry() = default;
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SceneViewHandle create(const SceneView& view = {}) {
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isRenderQueueDirty = true;
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return pool.create(view);
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}
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const SceneView& get(SceneViewHandle handle) const {
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return pool.get(handle);
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}
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SceneView& get(SceneViewHandle handle) {
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isRenderQueueDirty = true;
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return pool.get(handle);
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}
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void release(SceneViewHandle handle) {
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isRenderQueueDirty = true;
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pool.release(handle);
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}
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bool isAlive(SceneViewHandle handle) const { return pool.isAlive(handle); }
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u32 size() const { return pool.size(); }
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template <typename Fn>
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void forEach(Fn&& fn) {
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isRenderQueueDirty = true;
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pool.forEach(std::forward<Fn>(fn));
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}
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template <typename Fn>
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void forEach(Fn&& fn) const {
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pool.forEach(std::forward<Fn>(fn));
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}
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const std::vector<SceneViewHandle>& GetRenderQueue() const {
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if (isRenderQueueDirty) {
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rebuildRenderQueue();
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}
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return renderQueue;
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}
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private:
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void rebuildRenderQueue() const {
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renderQueue.clear();
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pool.forEachWithHandle([&](SceneViewHandle handle, const SceneView& view) {
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if (view.enabled) {
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renderQueue.push_back(handle);
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}
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});
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std::ranges::stable_sort(renderQueue, {}, [this](SceneViewHandle handle) {
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return pool.get(handle).priority;
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});
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isRenderQueueDirty = false;
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}
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Pool<SceneView> pool{"SceneView"};
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mutable std::vector<SceneViewHandle> renderQueue;
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mutable bool isRenderQueueDirty = true;
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};
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} // namespace sophia
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+46
-61
@@ -1,9 +1,11 @@
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#include <imgui.h>
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#include <algorithm>
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#include <array>
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#include <chrono>
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#include <cstddef>
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#include <glm/glm.hpp>
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#include <map>
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#include <sophia/application.hpp>
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#include <sophia/util/logger.hpp>
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#include <string>
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@@ -15,6 +17,7 @@
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#include "rendering/model_render_system.hpp"
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#include "rendering/render_context.hpp"
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#include "rendering/render_graph.hpp"
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#include "rendering/scene_renderer.hpp"
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#include "resources/mesh.hpp"
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#include "resources/render_target.hpp"
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#include "resources/resource_registry.hpp"
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@@ -43,35 +46,8 @@ std::vector<std::string> commandLineArgs;
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constexpr ClearColor CLEAR_COLOR = {0.01f, 0.01f, 0.02f, 1.0f};
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void beginColorPass(vk::CommandBuffer commandBuffer, vk::ImageView view,
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vk::Extent2D extent) {
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vk::ClearValue clearValue{};
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clearValue.color = vk::ClearColorValue{CLEAR_COLOR};
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vk::RenderingAttachmentInfo colorAttachment{};
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colorAttachment.imageView = view;
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colorAttachment.imageLayout = vk::ImageLayout::eColorAttachmentOptimal;
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colorAttachment.loadOp = vk::AttachmentLoadOp::eClear;
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colorAttachment.storeOp = vk::AttachmentStoreOp::eStore;
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colorAttachment.clearValue = clearValue;
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vk::RenderingInfo renderingInfo{};
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renderingInfo.renderArea = vk::Rect2D{{0, 0}, extent};
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renderingInfo.layerCount = 1;
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renderingInfo.colorAttachmentCount = 1;
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renderingInfo.pColorAttachments = &colorAttachment;
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commandBuffer.beginRendering(renderingInfo);
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vk::Viewport viewport{0.0f,
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0.0f,
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static_cast<float>(extent.width),
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static_cast<float>(extent.height),
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0.0f,
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1.0f};
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vk::Rect2D scissor{{0, 0}, extent};
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commandBuffer.setViewport(0, viewport);
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commandBuffer.setScissor(0, scissor);
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bool hasFlag(ClearFlags flags, ClearFlags flag) {
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return (static_cast<u8>(flags) & static_cast<u8>(flag)) != 0;
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}
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} // namespace
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@@ -88,6 +64,8 @@ class Application::Impl {
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void run() {
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ModelRenderSystem modelRenderSystem{device, renderContext};
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SceneRenderer sceneRenderer{this->application.sceneRegistry,
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this->resourceRegistry};
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ImGuiRenderer imguiRenderer{window, device, renderContext.getImageFormat(),
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renderContext.getImageCount(),
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this->resourceRegistry};
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@@ -106,6 +84,7 @@ class Application::Impl {
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auto& renderTargetPool = this->resourceRegistry.renderTargetPool;
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PanelRegistry& panelRegistry = this->application.panelRegistry;
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const SceneViewRegistry& sceneViews = this->application.sceneViewRegistry;
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imguiRenderer.setDefaultLayout(panelRegistry.getDefaultLayout());
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@@ -128,17 +107,10 @@ class Application::Impl {
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// frame's work (or ImGui's references to the targets) is recorded.
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renderTargetPool.applyPendingResizes();
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RenderTarget* sceneTarget =
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this->sceneTargetHandle.isValid()
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? &renderTargetPool.get(this->sceneTargetHandle)
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: nullptr;
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vk::Extent2D extent = renderContext.getExtent();
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vk::Extent2D sceneExtent =
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sceneTarget ? sceneTarget->getExtent() : extent;
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FrameInfo frameInfo{frameIndex, elapsedTime, deltaTime,
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glm::vec2(static_cast<float>(sceneExtent.width),
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static_cast<float>(sceneExtent.height)),
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glm::vec2(static_cast<float>(extent.width),
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static_cast<float>(extent.height)),
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this->application.camera};
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this->application.onUpdate(frameInfo);
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this->application.camera.setProjection(
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@@ -166,31 +138,54 @@ class Application::Impl {
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this->drawCalls.end());
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this->drawCalls.clear();
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if (sceneTarget) {
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Image& targetImage = sceneTarget->getImage();
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targetImage.transitionLayout(commandBuffer,
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vk::ImageLayout::eColorAttachmentOptimal);
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beginColorPass(commandBuffer, targetImage.getView(), sceneExtent);
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modelRenderSystem.render(commandBuffer, instances, frameInfo);
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commandBuffer.endRendering();
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targetImage.transitionLayout(commandBuffer,
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vk::ImageLayout::eShaderReadOnlyOptimal);
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}
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RenderGraph graph;
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ImageRef backbuffer =
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graph.importImage(renderContext.getCurrentImage(), Access::Present);
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std::map<RenderTargetHandle, ImageRef> viewTargets;
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for (SceneViewHandle handle : sceneViews.GetRenderQueue()) {
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const SceneView& view = sceneViews.get(handle);
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if (!this->application.sceneRegistry.isAlive(view.scene) ||
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!renderTargetPool.isAlive(view.target)) {
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continue;
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}
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auto [it, inserted] = viewTargets.try_emplace(view.target);
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if (inserted) {
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it->second =
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graph.importImage(renderTargetPool.get(view.target).getImage(),
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Access::SampledRead);
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}
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const vec4& color = view.clearColor;
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graph.addPass(
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"scene view",
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[&](RenderGraph::PassBuilder& pass) {
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pass.writeColor(it->second,
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hasFlag(view.clearFlags, ClearFlags::Color)
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? vk::AttachmentLoadOp::eClear
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: vk::AttachmentLoadOp::eLoad,
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{color.r, color.g, color.b, color.a});
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},
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[&sceneRenderer, &sceneViews, handle](vk::CommandBuffer) {
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const SceneView& view = sceneViews.get(handle);
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if (view.camera) {
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sceneRenderer.render(view);
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}
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});
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}
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graph.addPass(
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"main",
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[&](RenderGraph::PassBuilder& pass) {
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pass.writeColor(backbuffer, vk::AttachmentLoadOp::eClear,
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CLEAR_COLOR);
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for (const auto& [handle, target] : viewTargets) {
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pass.sample(target);
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}
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},
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[&](vk::CommandBuffer commandBuffer) {
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if (!sceneTarget) {
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modelRenderSystem.render(commandBuffer, instances, frameInfo);
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}
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imguiRenderer.endFrame(commandBuffer);
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});
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@@ -237,10 +232,6 @@ class Application::Impl {
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this->drawCalls.push_back({&mesh, transform});
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}
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void setSceneTarget(RenderTargetHandle handle) {
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this->sceneTargetHandle = handle;
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}
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ResourceRegistry& getResourceRegistry() { return resourceRegistry; }
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private:
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@@ -253,8 +244,6 @@ class Application::Impl {
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std::vector<std::unique_ptr<Mesh>> meshes;
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std::vector<ModelRenderSystem::MeshInstance> drawCalls;
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RenderTargetHandle sceneTargetHandle = RenderTargetHandle::invalid();
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};
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void Application::setCommandLineArgs(int argc, const char* const* argv) {
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@@ -281,10 +270,6 @@ void Application::pushMesh(std::vector<CanvasVertex> vertices,
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impl->pushMesh(std::move(vertices), std::move(indices));
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}
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void Application::setSceneTarget(RenderTargetHandle handle) {
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impl->setSceneTarget(handle);
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}
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void Application::clearMeshes() { impl->clearMeshes(); }
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void Application::drawMesh(MeshHandle handle, const glm::mat4& transform) {
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