Crafter.Graphics/examples/RTVolume
2026-07-22 18:09:06 +02:00
..
aabbs.comp.glsl SPDX license update 2026-07-22 18:09:06 +02:00
aabbs.comp.wgsl SPDX license update 2026-07-22 18:09:06 +02:00
anyhit.glsl SPDX license update 2026-07-22 18:09:06 +02:00
anyhit.wgsl SPDX license update 2026-07-22 18:09:06 +02:00
closesthit.glsl SPDX license update 2026-07-22 18:09:06 +02:00
closesthit.wgsl SPDX license update 2026-07-22 18:09:06 +02:00
intersection.glsl SPDX license update 2026-07-22 18:09:06 +02:00
intersection.wgsl SPDX license update 2026-07-22 18:09:06 +02:00
main.cpp SPDX license update 2026-07-22 18:09:06 +02:00
miss.glsl SPDX license update 2026-07-22 18:09:06 +02:00
miss.wgsl SPDX license update 2026-07-22 18:09:06 +02:00
project.cpp SPDX license update 2026-07-22 18:09:06 +02:00
raygen.glsl SPDX license update 2026-07-22 18:09:06 +02:00
raygen.wgsl SPDX license update 2026-07-22 18:09:06 +02:00
README.md test(vulkan-rt): port RTVolume example to native Vulkan (#33) 2026-06-13 00:17:37 +00:00
resolve.wgsl SPDX license update 2026-07-22 18:09:06 +02:00

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