Crafter.Graphics/examples/RTVolume/main.cpp
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

360 lines
16 KiB
C++
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

// RTVolume — procedural (AABB) ray tracing on both backends. Demonstrates
// the two features this example was written to exercise:
//
// * VK_GEOMETRY_TYPE_AABBS_KHR — a BLAS built from AABBs
// (Mesh::BuildProcedural) whose surface is supplied by an intersection
// shader (here an analytic raysphere test). The boxes are unit cubes
// [-1,1]^3; the intersection shader turns each into a sphere.
//
// * any-hit — the spheres are registered non-opaque, and an any-hit
// shader punches a spherical checkerboard of holes by ignoring the
// intersection for half the cells. Without any-hit the spheres are
// solid; with it you can see the background (and other spheres)
// through the cut-out cells.
//
// A 3×3×3 grid of these procedural spheres is shaded by surface normal +
// a fixed sun. The Vulkan path runs the same scene through hardware RT
// (PROCEDURAL_HIT_GROUP_KHR with GLSL intersection / any-hit shaders, a
// fixed camera in raygen.glsl); the WebGPU path is the software wavefront
// tracer with a host-driven free camera.
#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
#include "vulkan/vulkan.h"
import Crafter.Graphics;
import Crafter.Math;
import std;
using namespace Crafter;
namespace {
constexpr int kGrid = 3;
constexpr float kSpacing = 3.0f;
}
int main() {
const int instanceCount = kGrid * kGrid * kGrid;
std::println("[RTVolume] grid {}^3 = {} procedural spheres", kGrid, instanceCount);
Device::Initialize();
Window window(1280, 720, "RTVolume");
VkCommandBuffer cmd = window.StartInit();
DescriptorHeapVulkan descriptorHeap;
descriptorHeap.Initialize(/*images*/ 1, /*buffers*/ 1, /*samplers*/ 0);
// Specialization constant: the TLAS slot offset (same pattern as the
// Sponza example). Camera is fixed in raygen.glsl — no user buffers.
VkSpecializationMapEntry raygenEntry = { .constantID = 0, .offset = 0, .size = sizeof(std::uint16_t) };
VkSpecializationInfo raygenSpec = {
.mapEntryCount = 1, .pMapEntries = &raygenEntry,
.dataSize = sizeof(std::uint16_t), .pData = &descriptorHeap.bufferStartElement,
};
auto imgSlots = descriptorHeap.AllocateImageSlots(1);
auto bufSlots = descriptorHeap.AllocateBufferSlots(1);
// SBT order fixes the shader indices used by the groups below.
std::array<VulkanShader, 5> shaders {{
{ "raygen.spv", "main", VK_SHADER_STAGE_RAYGEN_BIT_KHR, &raygenSpec },
{ "miss.spv", "main", VK_SHADER_STAGE_MISS_BIT_KHR, nullptr },
{ "closesthit.spv", "main", VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR, nullptr },
{ "anyhit.spv", "main", VK_SHADER_STAGE_ANY_HIT_BIT_KHR, nullptr },
{ "intersection.spv", "main", VK_SHADER_STAGE_INTERSECTION_BIT_KHR, nullptr },
}};
ShaderBindingTableVulkan shaderTable;
shaderTable.Init(shaders);
std::array<VkRayTracingShaderGroupCreateInfoKHR, 1> raygenGroups {{ {
.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR,
.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_KHR,
.generalShader = 0, .closestHitShader = VK_SHADER_UNUSED_KHR,
.anyHitShader = VK_SHADER_UNUSED_KHR, .intersectionShader = VK_SHADER_UNUSED_KHR,
} }};
std::array<VkRayTracingShaderGroupCreateInfoKHR, 1> missGroups {{ {
.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR,
.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_KHR,
.generalShader = 1, .closestHitShader = VK_SHADER_UNUSED_KHR,
.anyHitShader = VK_SHADER_UNUSED_KHR, .intersectionShader = VK_SHADER_UNUSED_KHR,
} }};
// One procedural hit group: closest-hit + any-hit + intersection.
std::array<VkRayTracingShaderGroupCreateInfoKHR, 1> hitGroups {{ {
.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR,
.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_PROCEDURAL_HIT_GROUP_KHR,
.generalShader = VK_SHADER_UNUSED_KHR, .closestHitShader = 2,
.anyHitShader = 3, .intersectionShader = 4,
} }};
PipelineRTVulkan pipeline;
pipeline.Init(cmd, raygenGroups, missGroups, hitGroups, shaderTable);
// ── One procedural unit-box BLAS. The intersection shader treats the
// box as the bounding volume of a radius-1 sphere centred at the
// object origin. opaque=false so the any-hit cut-out runs. ─────────
std::array<RTAabb, 1> boxes {{
{ .min = {-1.0f, -1.0f, -1.0f}, .max = {1.0f, 1.0f, 1.0f} },
}};
Mesh sphere;
sphere.BuildProcedural(boxes, /*opaque*/ false, cmd);
// ── Instance grid. ─────────────────────────────────────────────────
static std::vector<RenderingElement3D> renderers;
renderers.reserve(static_cast<std::size_t>(instanceCount));
const float origin0 = -0.5f * static_cast<float>(kGrid - 1) * kSpacing;
for (int x = 0; x < kGrid; ++x)
for (int y = 0; y < kGrid; ++y)
for (int z = 0; z < kGrid; ++z) {
renderers.emplace_back();
RenderingElement3D& r = renderers.back();
auto& tx = r.instance.transform.matrix;
tx[0][0] = 1; tx[0][1] = 0; tx[0][2] = 0; tx[0][3] = origin0 + float(x) * kSpacing;
tx[1][0] = 0; tx[1][1] = 1; tx[1][2] = 0; tx[1][3] = origin0 + float(y) * kSpacing;
tx[2][0] = 0; tx[2][1] = 0; tx[2][2] = 1; tx[2][3] = origin0 + float(z) * kSpacing;
r.instance.instanceCustomIndex = static_cast<std::uint32_t>(renderers.size() - 1);
r.instance.mask = 0xFF;
r.instance.instanceShaderBindingTableRecordOffset = 0;
// flags = 0: do NOT force opaque, so the any-hit shader runs.
r.instance.flags = 0;
r.instance.accelerationStructureReference = sphere.blasAddr;
RenderingElement3D::Add(&r);
}
for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
RenderingElement3D::BuildTLAS(cmd, f);
}
window.FinishInit();
// Write descriptors: TLAS at bufSlots[0], output image at imgSlots[0].
// Per-frame replicated — same pattern as the Sponza example.
VkDeviceAddressRangeKHR tlasRanges[Window::numFrames];
VkImageDescriptorInfoEXT outImgInfos[Window::numFrames];
for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
tlasRanges[f] = { .address = RenderingElement3D::tlases[f].address };
outImgInfos[f] = {
.sType = VK_STRUCTURE_TYPE_IMAGE_DESCRIPTOR_INFO_EXT,
.pView = &window.imageViews[f],
.layout = VK_IMAGE_LAYOUT_GENERAL,
};
}
std::vector<VkResourceDescriptorInfoEXT> resources;
std::vector<VkHostAddressRangeEXT> destinations;
resources.reserve(Window::numFrames * 2);
destinations.reserve(Window::numFrames * 2);
for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
resources.push_back({
.sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT,
.type = VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR,
.data = { .pAddressRange = &tlasRanges[f] },
});
destinations.push_back({
.address = descriptorHeap.resourceHeap[f].value
+ descriptorHeap.BufferByteOffset(bufSlots.firstElement),
.size = Device::descriptorHeapProperties.bufferDescriptorSize,
});
resources.push_back({
.sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT,
.type = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
.data = { .pImage = &outImgInfos[f] },
});
destinations.push_back({
.address = descriptorHeap.resourceHeap[f].value
+ descriptorHeap.ImageByteOffset(imgSlots.firstElement),
.size = Device::descriptorHeapProperties.imageDescriptorSize,
});
}
Device::vkWriteResourceDescriptorsEXT(Device::device,
static_cast<std::uint32_t>(resources.size()),
resources.data(), destinations.data());
for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
descriptorHeap.resourceHeap[f].FlushDevice();
}
window.descriptorHeap = &descriptorHeap;
RTPass rtPass(&pipeline);
window.passes.push_back(&rtPass);
window.Render();
window.StartSync();
return 0;
}
#else
import Crafter.Graphics;
import Crafter.Math;
import Crafter.Event;
import std;
using namespace Crafter;
namespace fs = std::filesystem;
namespace {
constexpr int kGrid = 3;
constexpr float kSpacing = 3.0f;
struct CameraGPU {
float origin[3]; float pad0;
float right[3]; float tanHalf;
float up[3]; float aspect;
float forward[3]; float pad1;
};
static_assert(sizeof(CameraGPU) == 64);
}
int main() {
const int instanceCount = kGrid * kGrid * kGrid;
std::println("[RTVolume] grid {}^3 = {} procedural spheres", kGrid, instanceCount);
Device::Initialize();
static Window window(1280, 720, "RTVolume");
auto cmd = window.StartInit();
DescriptorHeapWebGPU heap;
heap.Initialize(/*images*/ 1, /*buffers*/ 2, /*samplers*/ 1);
// SBT order fixes the shader indices used by the groups below.
std::array<WebGPUShader, 6> shaders {{
WebGPUShader(fs::path("raygen.wgsl"), "raygen_main", WebGPURTStage::Raygen),
WebGPUShader(fs::path("miss.wgsl"), "miss_main", WebGPURTStage::Miss),
WebGPUShader(fs::path("closesthit.wgsl"), "closesthit_main", WebGPURTStage::ClosestHit),
WebGPUShader(fs::path("anyhit.wgsl"), "anyhit_main", WebGPURTStage::AnyHit),
WebGPUShader(fs::path("intersection.wgsl"), "intersection_main", WebGPURTStage::Intersection),
WebGPUShader(fs::path("resolve.wgsl"), "resolve_main", WebGPURTStage::Resolve),
}};
ShaderBindingTableWebGPU sbt;
sbt.Init(shaders);
std::array<RTShaderGroup, 1> raygenGroups {{ { .type = RTShaderGroupType::General, .generalShader = 0 } }};
std::array<RTShaderGroup, 1> missGroups {{ { .type = RTShaderGroupType::General, .generalShader = 1 } }};
// One procedural hit group: closest-hit + any-hit + intersection.
std::array<RTShaderGroup, 1> hitGroups {{ {
.type = RTShaderGroupType::ProceduralHitGroup,
.closestHitShader = 2,
.anyHitShader = 3,
.intersectionShader = 4,
} }};
std::array<UICustomBinding, 1> bindings {{
{ .group = 3, .binding = 0, .kind = UICustomBindingKind::Buffer, .pushOffset = 0 },
}};
PipelineRTWebGPU pipeline;
pipeline.Init(cmd, raygenGroups, missGroups, hitGroups, sbt, bindings);
// ── One procedural unit-box BLAS. The intersection shader treats the
// box as the bounding volume of a radius-1 sphere centred at the
// object origin. opaque=false so the any-hit cut-out runs. ─────────
static std::array<RTAabb, 1> boxes {{
{ .min = {-1.0f, -1.0f, -1.0f}, .max = {1.0f, 1.0f, 1.0f} },
}};
static Mesh sphere;
sphere.BuildProcedural(boxes, /*opaque*/ false, cmd);
// ── Camera buffer + handle array. ─────────────────────────────────
WebGPUBuffer<CameraGPU, true> cameraBuf;
cameraBuf.Create(1);
static std::array<std::uint32_t, 1> userHandles { cameraBuf.handle };
// ── Instance grid. ────────────────────────────────────────────────
static std::vector<RenderingElement3D> renderers;
renderers.reserve(static_cast<std::size_t>(instanceCount));
const float origin0 = -0.5f * static_cast<float>(kGrid - 1) * kSpacing;
for (int x = 0; x < kGrid; ++x)
for (int y = 0; y < kGrid; ++y)
for (int z = 0; z < kGrid; ++z) {
renderers.emplace_back();
RenderingElement3D& r = renderers.back();
auto& tx = r.instance.transform.matrix;
tx[0][0] = 1; tx[0][1] = 0; tx[0][2] = 0; tx[0][3] = origin0 + float(x) * kSpacing;
tx[1][0] = 0; tx[1][1] = 1; tx[1][2] = 0; tx[1][3] = origin0 + float(y) * kSpacing;
tx[2][0] = 0; tx[2][1] = 0; tx[2][2] = 1; tx[2][3] = origin0 + float(z) * kSpacing;
r.instance.instanceCustomIndex = static_cast<std::uint32_t>(renderers.size() - 1);
r.instance.mask = 0xFF;
r.instance.instanceShaderBindingTableRecordOffset = 0;
// flags = 0: do NOT force opaque, so the any-hit shader runs.
r.instance.flags = 0;
r.instance.accelerationStructureReference = sphere.blasAddr;
RenderingElement3D::Add(&r);
}
RenderingElement3D::BuildTLAS(cmd, 0);
window.descriptorHeap = &heap;
window.FinishInit();
RTPass rtPass(&pipeline);
rtPass.handlesPtr = userHandles.data();
rtPass.handlesCount = static_cast<std::uint32_t>(userHandles.size());
rtPass.maxDepth = 1; // primary only
window.passes.push_back(&rtPass);
// ── Free camera framing the grid. ─────────────────────────────────
const float ext = float(kGrid - 1) * kSpacing;
struct CamState {
Vector<float, 3, 4> position;
float yaw;
float pitch;
} cam {
Vector<float, 3, 4>{ ext * 1.1f, ext * 0.8f, ext * 1.6f },
0.0f, 0.0f,
};
{
Vector<float, 3, 4> d { -cam.position.x, -cam.position.y, -cam.position.z };
const float len = std::sqrt(d.x*d.x + d.y*d.y + d.z*d.z);
cam.yaw = std::atan2(d.z, d.x);
cam.pitch = std::asin(d.y / len);
}
Input::Map inputMap;
Input::Action& moveAct = inputMap.AddAction("Move", Input::ActionType::Vector2);
Input::Action& lookAct = inputMap.AddAction("Look", Input::ActionType::Vector2);
moveAct.bindings = { Input::WASDBind{
Key(CrafterKeys::W), Key(CrafterKeys::S), Key(CrafterKeys::A), Key(CrafterKeys::D) } };
lookAct.bindings = { Input::MouseDeltaBind{ 1.0f } };
inputMap.Attach(window);
const float kMoveSpeed = ext * 0.8f + 1.0f;
const float kLookSens = 0.05f;
const float kDt = 1.0f / 60.0f;
EventListener<void> camTick(&window.onBeforeUpdate, [&]() {
inputMap.Tick();
cam.yaw += lookAct.vector2.x * kLookSens;
cam.pitch -= lookAct.vector2.y * kLookSens;
cam.pitch = std::clamp(cam.pitch, -1.55f, 1.55f);
const float cp = std::cos(cam.pitch), sp = std::sin(cam.pitch);
const float cy = std::cos(cam.yaw), sy = std::sin(cam.yaw);
Vector<float, 3, 4> forward { cp * cy, sp, cp * sy };
Vector<float, 3, 4> worldUp { 0.0f, 1.0f, 0.0f };
Vector<float, 3, 4> right { forward.y*worldUp.z - forward.z*worldUp.y,
forward.z*worldUp.x - forward.x*worldUp.z,
forward.x*worldUp.y - forward.y*worldUp.x };
const float rLen = std::sqrt(right.x*right.x + right.y*right.y + right.z*right.z);
right.x /= rLen; right.y /= rLen; right.z /= rLen;
Vector<float, 3, 4> up { right.y*forward.z - right.z*forward.y,
right.z*forward.x - right.x*forward.z,
right.x*forward.y - right.y*forward.x };
const float dx = moveAct.vector2.x * kMoveSpeed * kDt;
const float dy = moveAct.vector2.y * kMoveSpeed * kDt;
cam.position.x += right.x*dx + forward.x*dy;
cam.position.y += right.y*dx + forward.y*dy;
cam.position.z += right.z*dx + forward.z*dy;
CameraGPU& g = cameraBuf.value[0];
g.origin[0]=cam.position.x; g.origin[1]=cam.position.y; g.origin[2]=cam.position.z; g.pad0=0;
g.right[0]=right.x; g.right[1]=right.y; g.right[2]=right.z;
g.up[0]=up.x; g.up[1]=up.y; g.up[2]=up.z;
g.forward[0]=forward.x; g.forward[1]=forward.y; g.forward[2]=forward.z;
g.aspect = float(window.width) / float(window.height);
g.tanHalf = std::tan(70.0f * 3.14159265f / 360.0f);
g.pad1 = 0;
cameraBuf.FlushDevice();
});
window.Render();
window.StartUpdate();
window.StartSync();
return 0;
}
#endif