Crafter.Graphics/examples/RTVolume/README.md
catbot 40c4184d41 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>
2026-06-13 00:17:37 +00:00

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RTVolume

Ray tracing of procedural (AABB) geometry with an any-hit cut-out on both backends — software WebGPU (issue #13) and native Vulkan hardware RT (issue #33).

A 3×3×3 grid of unit boxes is registered as an AABB BLAS (Mesh::BuildProceduralVK_GEOMETRY_TYPE_AABBS_KHR on Vulkan, the software AABB-leaf path on WebGPU). The hit group is procedural (RTShaderGroupType::ProceduralHitGroup / VK_RAY_TRACING_SHADER_GROUP_TYPE_PROCEDURAL_HIT_GROUP_KHR) carrying:

  • intersection.wgsl / intersection.glsl — analytic raysphere test that turns each box into a radius-1 sphere (runs once per box the ray enters);
  • anyhit.wgsl / anyhit.glsl — ignores the intersection for half the cells of a spherical checkerboard, so the ray passes through and the background / spheres behind show through (the visible proof any-hit runs);
  • closesthit.wgsl / closesthit.glsl — normal-based Lambert shading, tinted per instance.

The geometry is registered non-opaque and the instances clear their force-opaque flag, which is what lets the any-hit shader run. Flip the instance flag to kRTGeometryInstanceForceOpaque (or build the mesh with opaque = true) to skip any-hit and see solid spheres.

WebGPU/DOM (free camera, WASD + mouse):

crafter-build --target=wasm32-wasip1 -r

Native Vulkan (fixed camera in raygen.glsl):

crafter-build -r