Add offscreen render targets and rename AssetRegistry to ResourceRegistry #8
@@ -84,7 +84,10 @@ 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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SceneRegistry& sceneRegistry = this->application.sceneRegistry;
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SceneViewRegistry& sceneViewRegistry = this->application.sceneViewRegistry;
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const SceneViewRegistry& sceneViewRegistryConst =
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this->application.sceneViewRegistry;
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imguiRenderer.setDefaultLayout(panelRegistry.getDefaultLayout());
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@@ -143,9 +146,9 @@ class Application::Impl {
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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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for (SceneViewHandle handle : sceneViewRegistryConst.GetRenderQueue()) {
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const SceneView& view = sceneViewRegistryConst.get(handle);
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if (!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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@@ -167,8 +170,8 @@ class Application::Impl {
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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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[&sceneRenderer, &sceneViewRegistry, handle](vk::CommandBuffer) {
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const SceneView& view = sceneViewRegistry.get(handle);
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if (view.camera) {
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sceneRenderer.render(view);
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}
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