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>
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8 changed files with 357 additions and 18 deletions
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@ -43,6 +43,12 @@ extern "C" Configuration CrafterBuildProject(std::span<const std::string_view> a
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cfg.files.emplace_back(fs::path("miss.wgsl"));
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cfg.files.emplace_back(fs::path("resolve.wgsl"));
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EnableWasiBrowserRuntime(cfg);
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} else {
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cfg.shaders.emplace_back(fs::path("raygen.glsl"), std::string("main"), ShaderType::RayGen);
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cfg.shaders.emplace_back(fs::path("miss.glsl"), std::string("main"), ShaderType::Miss);
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cfg.shaders.emplace_back(fs::path("closesthit.glsl"), std::string("main"), ShaderType::ClosestHit);
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cfg.shaders.emplace_back(fs::path("anyhit.glsl"), std::string("main"), ShaderType::AnyHit);
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cfg.shaders.emplace_back(fs::path("intersection.glsl"), std::string("main"), ShaderType::Intersect);
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}
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return cfg;
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}
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