Files
sophia/engine/src/render_target.hpp
T
burkkyy 5e1caabde6 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.
2026-09-20 16:21:22 -07:00

52 lines
1.1 KiB
C++

#pragma once
#include <memory>
#include <optional>
#include <sophia/types.hpp>
#include <vulkan/vulkan.hpp>
#include "device.hpp"
#include "image.hpp"
namespace sophia {
/**
* A place rendering can go. Currently always backed by an offscreen color
* image.
*
* Owned by the ResourceRegistry and addressed through a RenderTargetHandle.
*/
class RenderTarget {
public:
RenderTarget(Device& device, vk::Format format, u32 width, u32 height);
~RenderTarget();
RenderTarget(const RenderTarget&) = delete;
RenderTarget& operator=(const RenderTarget&) = delete;
Image& getImage() const { return *this->image; }
vk::Extent2D getExtent() const;
void requestResize(u32 width, u32 height);
/**
* Applies a pending resize. Waits for the GPU, so it must run before any of
* the frame's work (or any UI reference to the image) is recorded.
*/
void applyPendingResize();
private:
void create(u32 width, u32 height);
void destroy();
Device& device;
vk::Format format;
std::unique_ptr<Image> image;
std::optional<vk::Extent2D> pendingExtent;
};
} // namespace sophia