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
#extension GL_EXT_shader_image_load_formatted : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int16 : enable
#extension GL_EXT_descriptor_heap : enable
#extension GL_EXT_nonuniform_qualifier : enable
// Specialization constant set from descriptorHeap.bufferStartElement —
// same pattern as the Sponza example. The TLAS lives at descriptor_heap
// slot `bufferStart`, the per-frame output image at heap slot 0.
layout(constant_id = 0) const uint16_t bufferStart = 0us;
layout(descriptor_heap) uniform accelerationStructureEXT topLevelAS[];
layout(descriptor_heap) uniform writeonly image2D image[];
layout(location = 0) rayPayloadEXT vec3 hitValue;
void main() {
uvec2 pixel = gl_LaunchIDEXT.xy;
uvec2 resolution = gl_LaunchSizeEXT.xy;
vec2 uv = (vec2(pixel) + 0.5) / vec2(resolution);
vec2 ndc = uv * 2.0 - 1.0;
// Fixed camera framing the 3x3x3 grid (extent = (kGrid-1)*kSpacing
// = 6): position ext*(1.1, 0.8, 1.6) looking at the grid centre —
// the WebGPU example's initial free-camera pose.
vec3 origin = vec3(6.6, 4.8, 9.6);
vec3 forward = normalize(-origin);
vec3 right = normalize(cross(forward, vec3(0.0, 1.0, 0.0)));
vec3 up = cross(right, forward);
float aspect = float(resolution.x) / float(resolution.y);
float tanHalf = tan(radians(70.0) * 0.5);
vec3 direction = normalize(
right * (ndc.x * aspect * tanHalf) +
up * (-ndc.y * tanHalf) +
forward);
traceRayEXT(
topLevelAS[bufferStart],
gl_RayFlagsNoneEXT,
0xff,
0, 0, 0,
origin,
0.01,
direction,
100000.0,
0);
imageStore(image[0], ivec2(pixel), vec4(hitValue, 1.0));
}