Crafter.Graphics/examples
Repository files (latest commit first)
Filename Latest commit message Latest commit date
Jorijn van der Graaf 6e94cc6209
fix(rt): split Sponza's combined image sampler into a heap texture and sampler
examples/Sponza no longer built natively (#164). Its closest-hit declared a
descriptor_heap sampler2D, which glslang has rejected since c8253623
("Reject descriptor_heap combined image samplers"), and main.cpp wrote it
through VkResourceDescriptorDataEXT::pCombinedImageSampler, which that union
no longer has: the descriptor heap has no combined image samplers. Both went
unnoticed because nothing builds the examples.

Sponza
- closesthit.glsl declares texture2D and sampler heap arrays and joins them
  where it samples, as ui-shared.glsl and HeapDynamicIndexHit do. The
  sampler slot is a second spec constant beside the image slot, so the
  shader assumes nothing about where the host put it, and a constant index
  keeps the example running on NVIDIA 610.43.02 (see its README). The
  comment no longer says the image slot is offset by bufferStartElement;
  only buffer slots are.
- main.cpp gives the heap a sampler slot, writes the albedo as a
  SAMPLED_IMAGE from a view create-info, and writes the sampler into the
  sampler heap from a VkSamplerCreateInfo with vkWriteSamplerDescriptorsEXT,
  as UIRenderer::RegisterSampler does. SamplerVulkan's VkSampler had no use
  left. The sampler keeps its linear filtering and repeat addressing and
  drops anisotropy, which a hit shader cannot use: it samples at LOD 0,
  without derivatives.

Docs
- README.md and examples/Sponza/README.md quote the new declarations, and
  the Sponza README says why the texture and the sampler are two
  descriptors. Its texture2DArray materials pattern declared a
  descriptor_heap sampler2DArray, which glslang rejects as well; it now
  joins a texture2DArray and a sampler.
- examples/SponzaBench/README.md drops its caveat that Sponza does not
  compile.

Tests
- ExampleShaders compiles every GLSL shader under examples/ with glslang as
  crafter-build does for the example (Vulkan rules, SPIR-V 1.4, shaders/ on
  the include path, and the descriptor-set build where the example
  registers one), so a glslang that starts rejecting one fails a test
  rather than an example build nobody runs. It fails on Sponza's old
  closest-hit and needs glslang only.

Closes #164.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 08:25:52 +01:00
..
CustomShader fix(webgpu): drop the removed UICustomBinding::_pad from the CustomShader example 2026-10-31 08:07:00 +01:00
Decompression SPDX license update 2026-07-22 18:09:06 +02:00
HDRBloom SPDX license update 2026-07-22 18:09:06 +02:00
HelloDom SPDX license update 2026-07-22 18:09:06 +02:00
HelloUI SPDX license update 2026-07-22 18:09:06 +02:00
HelloWindow SPDX license update 2026-07-22 18:09:06 +02:00
InputSystem SPDX license update 2026-07-22 18:09:06 +02:00
RayQueryPick SPDX license update 2026-07-22 18:09:06 +02:00
RTMultiShadow SPDX license update 2026-07-22 18:09:06 +02:00
RTStress SPDX license update 2026-07-22 18:09:06 +02:00
RTVolume feat(device): applications ask for the device features their shaders use 2026-10-31 06:40:02 +01:00
Sponza fix(rt): split Sponza's combined image sampler into a heap texture and sampler 2026-10-31 08:25:52 +01:00
SponzaBench fix(rt): split Sponza's combined image sampler into a heap texture and sampler 2026-10-31 08:25:52 +01:00
VulkanTriangle feat(device): applications ask for the device features their shaders use 2026-10-31 06:40:02 +01:00
LICENSE SPDX license update 2026-07-22 18:09:06 +02:00
README.md test(webgpu-rt): RTMultiShadow example exercising N shadow rays/pixel/bounce (#30) 2026-06-09 22:45:33 +00:00

Examples

Each example is a self-contained crafter-build project that depends on the parent Crafter.Graphics via LocalProject. To build and run any of them:

cd examples/<name>
crafter-build -r

Index

HelloWindow

Minimum viable program: open a window, run the event loop. No Vulkan rendering. Useful as a smoke test for Device::Initialize + Window + the platform backend.

VulkanTriangle

Ray-traced single triangle through vkCmdTraceRaysKHR. Shows the full ray-tracing setup: DescriptorHeapVulkan with image and buffer slots, PipelineRTVulkan from raygen / miss / closesthit SPIR-V, BLAS via Mesh::Build, TLAS via RenderingElement3D::BuildTLAS, direct vkWriteResourceDescriptorsEXT for swapchain views, RTPass on window.passes. Smallest test of the bindless ray-tracing path.

HelloUI

Compute-shader UI demo using all three UI tiers:

  • Tier 3 components: DrawButton, DrawSlider, DrawProgressBar, composed via Rect::SubRect for resize-safe layout.
  • Tier 2 standard shaders: DispatchQuads for the background and components, DispatchCircles for a cursor-tracking dot, DispatchText for the button label (with the FontAtlas wired up to UIRenderer).
  • Tier 1 is available too — any custom ComputeShader registered on the same heap can be dispatched alongside the standard ones.

Hit-testing and animation are user code (see the EventListener subscriptions on window.onMouseMove / onMouseLeftClick); the library does not track widgets or focus.

Drop a TTF in this directory as font.ttf before running (the example loads it via Font("font.ttf")).

InputSystem

Guided tour of Crafter::Input: name actions ("Jump", "Move", "Fire", "Look", "Zoom"), bind them to keys / mouse / gamepad (with composite bindings for WASD-as-Vector2 and analog sticks), and consume them as events. Demonstrates:

  • The compile-time Key(CrafterKeys::Space) helper that folds to a per-platform raw scancode — bindings stay cross-platform-readable in source while runtime data stores raw codes only.
  • All four action types (Button, Axis1D, Vector2) with multiple bindings per action (any-of semantics).
  • Map::StartRebind — press R, then press any input to remap "Jump" at runtime. Captured input is filtered out for that frame.
  • BindingToString / BindingFromString round-trip — print the default bindings as the on-disk format.
  • Gamepad hot-plug events: plug a controller in mid-run and the bindings start firing immediately.

Console-driven (no UI rendering needed); focus the window and watch stdout.

CustomShader

Tier 1 demo: a user-authored compute shader (inverse-circle.comp.glsl) running alongside the shipped drawQuads. The custom shader inverts RGB under each item-circle — exactly the kind of effect attempt #2's closed shader couldn't express. Shows:

  • Defining your own item POD struct in C++ + matching std430 struct in GLSL.
  • #include "../../shaders/ui-shared.glsl" for the bindless heap declarations + UIDispatchHeader push-constant contract.
  • ComputeShader::Load for the .spv, UIRenderer::RegisterBuffer for your SSBO, FillHeader to populate the standard prefix, and UIRenderer::Dispatch to launch — the same pattern the standard shaders use under the hood.
  • The inter-dispatch SHADER_WRITE → SHADER_READ|WRITE barrier is inserted automatically, so the custom shader sees the colored stripes drawn by the prior DispatchQuads and reads/writes the swapchain image safely.

RayQueryPick

Regression test for the WebGPU software ray-query shim. Builds a 512-instance TLAS and shoots one ray through a rayQuery=true PlainComputeShader, reading the committed hit back to the host and checking it against the analytically-known answer. Guards against the hardcoded-leaf-start TLAS-traversal bug (issue #25) that made every rayQuery pick miss for realistic instance counts. WebGPU/DOM only.

HDRBloom

Cross-backend-shaped HDR bloom on the WebGPU backend (issue #27). The RT pipeline's RESOLVE writes linear radiance into a user rgba16float texture (StorageImage2D, PipelineRTWebGPU::Init(..., RGBA16Float)), two PlainComputeShader passes threshold + blur it through float storage targets (UICustomBindingKind::StorageTexture), and a UI custom shader composites scene + bloom with a Reinhard tonemap onto the canvas. Exercises the three primitives an HDR post-process chain needs: float textures, write-only storage-texture bindings, and pre-tonemap radiance out of the wavefront. The threshold/blur passes run from onBeforeUpdate so each gets its own queue submit — the storage-write → sampled-read barrier WebGPU only provides between submits (or between passes), never within a single compute pass. WebGPU/DOM only; the same chain is wireable on Vulkan today via an offscreen HDR heap image + a composite RenderPass (the present path records passes generically and barriers between them).

RTMultiShadow

Multi-light shadowing through the wavefront RT pipeline (issue #30). Five pillars on a checkered ground, four colored point lights; the closest-hit emits one shadow ray per light from the same invocation, so up to four rays per pixel resolve in a single SHADE pass. Exercises both halves of the >1-ray-per-pixel-per-bounce widening: the atomic rtAccumulate (per-channel f32 CAS — concurrent same-pixel adds don't race) and RTPass::raysPerPixel (scales the ray/hit/payload buffers so the per-light emits aren't capacity-dropped). Any regression shows up as flickering dark noise or a missing shadow color in the overlap regions. WebGPU/DOM only.