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.
36 lines
602 B
C++
36 lines
602 B
C++
#pragma once
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#include <memory>
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#include <vector>
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#include "device.hpp"
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#include "mesh.hpp"
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namespace sophia {
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class MeshPool {
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public:
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explicit MeshPool(Device& device);
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~MeshPool();
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MeshPool(const MeshPool&) = delete;
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MeshPool& operator=(const MeshPool&) = delete;
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MeshHandle create(const Mesh::Builder& builder);
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const Mesh& get(MeshHandle handle) const;
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void release(MeshHandle handle);
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private:
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struct Slot {
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std::unique_ptr<Mesh> mesh;
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u32 generation = 0;
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};
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Device& device;
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std::vector<Slot> slots;
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std::vector<u32> freeList;
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};
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} // namespace sophia
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