5e1caabde6
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.
28 lines
711 B
C++
28 lines
711 B
C++
#pragma once
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#include <sophia/frame_info.hpp>
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#include <sophia/handles.hpp>
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#include <sophia/ui/panel.hpp>
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#include <sophia/ui/ui.hpp>
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class ViewportPanel : public sophia::Panel {
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public:
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ViewportPanel(sophia::UI& ui, sophia::RenderTargetHandle target)
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: Panel{{.name = "Viewport",
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.windowFlags = ImGuiWindowFlags_NoScrollbar |
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ImGuiWindowFlags_NoScrollWithMouse}},
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ui{ui},
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target{target} {}
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void onUpdate(const sophia::FrameInfo& frameInfo) override;
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private:
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sophia::UI& ui;
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sophia::RenderTargetHandle target;
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enum class GizmoMode { Move, Rotate, Scale };
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GizmoMode gizmoMode = GizmoMode::Move;
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bool showGrid = true;
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};
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