test(vulkan-rt): port RTVolume example to native Vulkan (#33)

Regression test for the procedural BLAS path: the same 3x3x3 grid of
unit-box AABBs runs through a PROCEDURAL_HIT_GROUP_KHR group whose GLSL
intersection shader (reportIntersectionEXT) turns each box into a
radius-1 sphere, the any-hit shader punches the spherical-checkerboard
cut-out (visible proof non-opaque geometry runs any-hit), and the
closest-hit shades per-instance tints — the WebGPU example behavior
reproduced natively. Fixed camera in raygen.glsl; the WebGPU/DOM path is
unchanged.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
catbot 2026-06-13 00:17:37 +00:00
commit 40c4184d41
8 changed files with 357 additions and 18 deletions

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#version 460
#extension GL_EXT_ray_tracing : enable
// RTVolume any-hit shader — runs on every candidate sphere hit because
// the geometry is built non-opaque (BuildProcedural opaque=false) and
// the instances don't force-opaque. Punches a spherical checkerboard of
// holes: for half the cells it calls ignoreIntersectionEXT, so the ray
// passes straight through and the background / spheres behind show
// through — the visible proof the any-hit path runs. Mirrors
// anyhit.wgsl on the WebGPU path.
hitAttributeEXT vec2 attribs;
layout(location = 0) rayPayloadInEXT vec3 hitValue;
void main() {
// Object-space hit point on the unit sphere → its normal/direction.
vec3 posObj = gl_ObjectRayOriginEXT + gl_ObjectRayDirectionEXT * gl_HitTEXT;
vec3 n = normalize(posObj);
const float PI = 3.14159265;
float longitude = atan(n.z, n.x); // [-PI, PI]
float latitude = asin(clamp(n.y, -1.0, 1.0)); // [-PI/2, PI/2]
int cu = int(floor((longitude + PI) / PI * 6.0));
int cv = int(floor((latitude + PI * 0.5) / PI * 6.0));
if (((cu + cv) & 1) == 0) {
ignoreIntersectionEXT; // cut-out cell — see through
}
}