Crafter.Graphics/examples
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
..
CustomShader custom shader webgpu 2026-05-18 05:39:17 +02:00
Decompression compression example 2026-05-12 00:27:55 +02:00
HDRBloom test(webgpu): HDRBloom example exercising the HDR post-process primitives (#27) 2026-06-09 12:55:14 +00:00
HelloDom webgpu support 2026-05-18 04:58:52 +02:00
HelloUI custom shader webgpu 2026-05-18 05:39:17 +02:00
HelloWindow crafter-build V2 2026-04-30 01:29:17 +02:00
InputSystem new input system 2026-05-12 00:24:48 +02:00
RayQueryPick feat(webgpu): HDR post-process primitives — float textures, storage-texture bindings, RESOLVE→HDR target (#27) 2026-06-09 12:55:14 +00:00
RTMultiShadow test(webgpu-rt): RTMultiShadow example exercising N shadow rays/pixel/bounce (#30) 2026-06-09 22:45:33 +00:00
RTStress feat(webgpu): HDR post-process primitives — float textures, storage-texture bindings, RESOLVE→HDR target (#27) 2026-06-09 12:55:14 +00:00
RTVolume test(vulkan-rt): port RTVolume example to native Vulkan (#33) 2026-06-13 00:17:37 +00:00
Sponza feat(webgpu): HDR post-process primitives — float textures, storage-texture bindings, RESOLVE→HDR target (#27) 2026-06-09 12:55:14 +00:00
VulkanTriangle fix(vulkan-rt): merge TLAS push constant into existing block (#18) 2026-06-03 02:28:02 +00:00
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.