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JavaScript, AMD ROCm, DirectX 12 3D Video Game Engine

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 josh
(@josh)
Member Admin
Joined: 2 months ago
Posts: 510
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# 3D Video Game Engine with JavaScript, AMD ROCm, and DirectX 12

I'll create a comprehensive 3D game engine architecture that integrates JavaScript, AMD ROCm (OpenCL), and DirectX 12. This will be a modular system designed for performance on AMD hardware.

## Folder Structure
```
game-engine/
├── src/
│   ├── core/
│   │   ├── engine.js
│   │   ├── scene.js
│   │   ├── camera.js
│   │   └── renderer.js
│   ├── graphics/
│   │   ├── dx12/
│   │   │   ├── dx12_context.js
│   │   │   ├── dx12_renderer.js
│   │   │   └── dx12_shader.js
│   │   ├── rocm/
│   │   │   ├── rocm_context.js
│   │   │   └── rocm_compute.js
│   │   └── shader.js
│   ├── assets/
│   │   ├── model_loader.js
│   │   ├── texture_loader.js
│   │   └── asset_manager.js
│   ├── input/
│   │   └── input_manager.js
│   ├── physics/
│   │   └── physics_engine.js
│   └── utils/
│       ├── math.js
│       └── timer.js
├── shaders/
│   ├── vertex.hlsl
│   ├── pixel.hlsl
│   └── compute.cl
├── lib/
│   ├── js/
│   │   └── three.js (placeholder)
│   └── native/
│       └── dx12_wrapper.dll (placeholder)
└── index.html
```

## Core Engine Files

### src/core/engine.js
```javascript
// src/core/engine.js
class GameEngine {
    constructor() {
        this.scene = null;
        this.renderer = null;
        this.inputManager = null;
        this.physicsEngine = null;
        this.assetManager = null;
        this.isRunning = false;
        
        // Hardware compatibility check
        this.hardwareSupport = this.checkHardwareSupport();
    }
    
    checkHardwareSupport() {
        // Check if AMD ROCm is available
        const rocmAvailable = this.checkROCmAvailability();
        // Check DirectX 12 support
        const dx12Available = this.checkDX12Support();
        
        return {
            rocm: rocmAvailable,
            directx12: dx12Available
        };
    }
    
    checkROCmAvailability() {
        try {
            // In a real implementation, we'd check for ROCm libraries
            // This is a placeholder for actual detection logic
            return typeof window.rocm !== 'undefined';
        } catch (e) {
            console.warn('ROCm not available:', e);
            return false;
        }
    }
    
    checkDX12Support() {
        try {
            // Check if DirectX 12 is supported in this browser/environment
            const dx12Available = typeof window.D3D12 !== 'undefined';
            return dx12Available;
        } catch (e) {
            console.warn('DirectX 12 not available:', e);
            return false;
        }
    }
    
    init() {
        console.log('Initializing Game Engine...');
        
        // Initialize core systems
        this.scene = new Scene();
        this.renderer = new Renderer(this.hardwareSupport);
        this.inputManager = new InputManager();
        this.physicsEngine = new PhysicsEngine();
        this.assetManager = new AssetManager();
        
        // Set up rendering context
        if (this.hardwareSupport.directx12) {
            this.renderer.initDirectX12();
        } else if (this.hardwareSupport.rocm) {
            this.renderer.initROCm();
        }
        
        console.log('Engine initialized successfully');
    }
    
    start() {
        if (!this.isRunning) {
            this.isRunning = true;
            this.gameLoop();
        }
    }
    
    stop() {
        this.isRunning = false;
    }
    
    gameLoop() {
        if (this.isRunning) {
            // Update systems
            this.inputManager.update();
            this.physicsEngine.update();
            this.scene.update();
            
            // Render frame
            this.renderer.render(this.scene);
            
            // Continue loop
            requestAnimationFrame(() => this.gameLoop());
        }
    }
}

// Export for use in other modules
if (typeof module !== 'undefined' && module.exports) {
    module.exports = GameEngine;
}
```

### src/core/scene.js
```javascript
// src/core/scene.js
class Scene {
    constructor() {
        this.objects = [];
        this.camera = null;
        this.lights = [];
        this.background = { r: 0, g: 0, b: 0 };
    }
    
    addObject(object) {
        this.objects.push(object);
    }
    
    removeObject(object) {
        const index = this.objects.indexOf(object);
        if (index > -1) {
            this.objects.splice(index, 1);
        }
    }
    
    addCamera(camera) {
        this.camera = camera;
    }
    
    addLight(light) {
        this.lights.push(light);
    }
    
    update() {
        // Update all objects in the scene
        this.objects.forEach(obj => obj.update());
        
        // Update camera if needed
        if (this.camera) {
            this.camera.update();
        }
    }
    
    render(renderer) {
        // Render all objects
        this.objects.forEach(obj => obj.render(renderer));
    }
}

// Export for use in other modules
if (typeof module !== 'undefined' && module.exports) {
    module.exports = Scene;
}
```

### src/core/camera.js
```javascript
// src/core/camera.js
class Camera {
    constructor(position, target) {
        this.position = position || { x: 0, y: 0, z: 0 };
        this.target = target || { x: 0, y: 0, z: 0 };
        this.up = { x: 0, y: 1, z: 0 };
        this.fov = 45;
        this.near = 0.1;
        this.far = 1000;
        this.viewMatrix = new Matrix4();
        this.projectionMatrix = new Matrix4();
    }
    
    update() {
        // Update view matrix
        this.viewMatrix.lookAt(
            this.position,
            this.target,
            this.up
        );
        
        // Update projection matrix
        this.projectionMatrix.perspective(
            this.fov,
            window.innerWidth / window.innerHeight,
            this.near,
            this.far
        );
    }
    
    lookAt(target) {
        this.target = target;
    }
    
    setPosition(position) {
        this.position = position;
    }
    
    move(delta) {
        this.position.x += delta.x;
        this.position.y += delta.y;
        this.position.z += delta.z;
    }
}

// Export for use in other modules
if (typeof module !== 'undefined' && module.exports) {
    module.exports = Camera;
}
```

### src/graphics/dx12/dx12_context.js
```javascript
// src/graphics/dx12/dx12_context.js
class DX12Context {
    constructor() {
        this.device = null;
        this.context = null;
        this.commandQueue = null;
        this.swapChain = null;
        this.renderTarget = [];
        this.descriptorHeap = null;
    }
    
    init(device) {
        try {
            // Initialize DirectX 12 device
            this.device = device;
            
            // Create command queue
            this.commandQueue = this.createCommandQueue();
            
            // Create swap chain
            this.swapChain = this.createSwapChain();
            
            // Create render targets
            this.createRenderTargets();
            
            // Create descriptor heap for textures
            this.descriptorHeap = this.createDescriptorHeap();
            
            console.log('DirectX 12 context initialized');
        } catch (error) {
            console.error('Failed to initialize DirectX 12 context:', error);
        }
    }
    
    createCommandQueue() {
        // Create command queue for rendering
        return new D3D12CommandQueue();
    }
    
    createSwapChain() {
        // Create swap chain for presentation
        const swapChainDesc = {
            bufferCount: 2,
            format: "DXGI_FORMAT_R8G8B8A8_UNORM",
            width: window.innerWidth,
            height: window.innerHeight,
            flags: "DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH"
        };
        
        return new DXGISwapChain(swapChainDesc);
    }
    
    createRenderTargets() {
        // Create render targets for each frame
        for (let i = 0; i < 2; i++) {
            this.renderTarget.push(this.createRenderTarget());
        }
    }
    
    createRenderTarget() {
        return new D3D12RenderTarget();
    }
    
    createDescriptorHeap() {
        // Create descriptor heap for textures and buffers
        const descriptorDesc = {
            type: "D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV",
            numDescriptors: 1000,
            flags: "D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE"
        };
        
        return new D3D12DescriptorHeap(descriptorDesc);
    }
    
    beginFrame() {
        // Begin frame for rendering
        this.commandQueue.beginFrame();
    }
    
    endFrame() {
        // End frame and present
        this.commandQueue.endFrame();
    }
    
    destroy() {
        // Clean up DirectX 12 resources
        if (this.descriptorHeap) {
            this.descriptorHeap.destroy();
        }
        
        if (this.swapChain) {
            this.swapChain.destroy();
        }
        
        if (this.commandQueue) {
            this.commandQueue.destroy();
        }
        
        console.log('DirectX 12 context destroyed');
    }
}

// Export for use in other modules
if (typeof module !== 'undefined' && module.exports) {
    module.exports = DX12Context;
}
```

### src/graphics/dx12/dx12_renderer.js
```javascript
// src/graphics/dx12/dx12_renderer.js
class DX12Renderer {
    constructor(engine) {
        this.engine = engine;
        this.context = null;
        this.shaderManager = null;
        this.pipelineState = null;
        this.vertexBuffer = null;
        this.indexBuffer = null;
    }
    
    init() {
        try {
            // Initialize DirectX 12 context
            this.context = new DX12Context();
            
            // Create shader manager
            this.shaderManager = new ShaderManager();
            
            // Initialize pipeline state
            this.pipelineState = this.createPipelineState();
            
            console.log('DirectX 12 renderer initialized');
        } catch (error) {
            console.error('Failed to initialize DirectX 12 renderer:', error);
        }
    }
    
    createPipelineState() {
        // Create graphics pipeline state object
        const pipelineDesc = {
            vertexShader: this.shaderManager.loadShader("vertex.hlsl", "vs_5_0"),
            pixelShader: this.shaderManager.loadShader("pixel.hlsl", "ps_5_0"),
            inputLayout: [
                { semanticName: "POSITION", semanticIndex: 0, format: "DXGI_FORMAT_R32G32B32_FLOAT", inputSlot: 0 },
                { semanticName: "TEXCOORD", semanticIndex: 0, format: "DXGI_FORMAT_R32G32_FLOAT", inputSlot: 0 }
            ],
            primitiveTopologyType: "D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE",
            rasterizerState: {
                fillMode: "D3D12_FILL_MODE_SOLID",
                cullMode: "D3D12_CULL_MODE_BACK"
            },
            depthStencilState: {
                depthEnable: true,
                depthWriteMask: "D3D12_DEPTH_WRITE_MASK_ALL",
                depthFunc: "D3D12_COMPARISON_FUNC_LESS"
            }
        };
        
        return new D3D12PipelineState(pipelineDesc);
    }
    
    render(scene) {
        // Begin frame
        this.context.beginFrame();
        
        // Clear render targets
        this.clearRenderTarget();
        
        // Set pipeline state
        this.pipelineState.set();
        
        // Render scene objects
        scene.objects.forEach(object => {
            this.renderObject(object);
        });
        
        // End frame and present
        this.context.endFrame();
    }
    
    clearRenderTarget() {
        // Clear the render target with background color
        const clearColor = [
            scene.background.r,
            scene.background.g,
            scene.background.b,
            1.0
        ];
        
        this.context.clearRenderTarget(clearColor);
    }
    
    renderObject(object) {
        // Bind vertex and index buffers
        this.bindBuffers(object);
        
        // Set constant buffers
        this.setConstantBuffers(object);
        
        // Draw the object
        this.draw(object);
    }
    
    bindBuffers(object) {
        // Bind vertex buffer for the object
        if (object.vertexBuffer) {
            object.vertexBuffer.bind();
        }
        
        // Bind index buffer if it exists
        if (object.indexBuffer) {
            object.indexBuffer.bind();
        }
    }
    
    setConstantBuffers(object) {
        // Set transformation matrices in constant buffer
        const transform = object.getTransform();
        const viewProjection = transform.viewProjection;
        
        this.pipelineState.setConstantBuffer("cbTransform", viewProjection);
    }
    
    draw(object) {
        // Draw the object using the pipeline state
        if (object.indexBuffer) {
            // Indexed draw
            this.context.drawIndexed(
                object.indexCount,
                0, 
                0
            );
        } else {
            // Non-indexed draw
            this.context.draw(
                object.vertexCount,
                0
            );
        }
    }
    
    destroy() {
        // Clean up resources
        if (this.pipelineState) {
            this.pipelineState.destroy();
        }
        
        if (this.context) {
            this.context.destroy();
        }
        
        console.log('DirectX 12 renderer destroyed');
    }
}

// Export for use in other modules
if (typeof module !== 'undefined' && module.exports) {
    module.exports = DX12Renderer;
}
```

### src/graphics/rocm/rocm_context.js
```javascript
// src/graphics/rocm/rocm_context.js
class ROCmContext {
    constructor() {
        this.context = null;
        this.device = null;
        this.queue = null;
        this.memoryPool = null;
    }
    
    init() {
        try {
            // Initialize ROCm context
            this.context = new ROCmContext();
            
            // Create device
            this.device = this.createDevice();
            
            // Create command queue
            this.queue = this.createQueue();
            
            // Create memory pool for GPU allocations
            this.memoryPool = this.createMemoryPool();
            
            console.log('ROCm context initialized');
        } catch (error) {
            console.error('Failed to initialize ROCm context:', error);
        }
    }
    
    createDevice() {
        // Create ROCm device for compute operations
        return new ROCmDevice();
    }
    
    createQueue() {
        // Create command queue for kernel execution
        return new ROCmCommandQueue(this.device);
    }
    
    createMemoryPool() {
        // Create memory pool for GPU allocations
        return new ROCmMemoryPool();
    }
    
    submitKernel(kernel, args) {
        // Submit a kernel to the compute queue
        this.queue.submit(kernel, args);
    }
    
    destroy() {
        // Clean up ROCm resources
        if (this.memoryPool) {
            this.memoryPool.destroy();
        }
        
        if (this.queue) {
            this.queue.destroy();
        }
        
        if (this.device) {
            this.device.destroy();
        }
        
        console.log('ROCm context destroyed');
    }
}

// Export for use in other modules
if (typeof module !== 'undefined' && module.exports) {
    module.exports = ROCmContext;
}
```

### src/graphics/rocm/rocm_compute.js
```javascript
// src/graphics/rocm/rocm_compute.js
class ROCmCompute {
    constructor() {
        this.context = null;
        this.kernels = new Map();
        this.programs = new Map();
    }
    
    init() {
        try {
            // Initialize ROCm context for compute operations
            this.context = new ROCmContext();
            this.context.init();
            
            console.log('ROCm compute initialized');
        } catch (error) {
            console.error('Failed to initialize ROCm compute:', error);
        }
    }
    
    loadProgram(source, name) {
        // Load compute program from source
        const program = new ROCmProgram(source, name);
        this.programs.set(name, program);
        return program;
    }
    
    createKernel(programName, kernelName) {
        // Create a kernel from the specified program and kernel name
        const program = this.programs.get(programName);
        if (!program) {
            throw new Error(`Program ${programName} not found`);
        }
        
        const kernel = program.createKernel(kernelName);
        this.kernels.set(kernelName, kernel);
        return kernel;
    }
    
    executeKernel(kernelName, args) {
        // Execute a kernel with given arguments
        const kernel = this.kernels.get(kernelName);
        if (!kernel) {
            throw new Error(`Kernel ${kernelName} not found`);
        }
        
        // Submit kernel for execution
        this.context.submitKernel(kernel, args);
    }
    
    destroy() {
        // Clean up all kernels and programs
        this.kernels.forEach((kernel, name) => {
            kernel.destroy();
        });
        
        this.programs.forEach((program, name) => {
            program.destroy();
        });
        
        if (this.context) {
            this.context.destroy();
        }
        
        console.log('ROCm compute destroyed');
    }
}

// Export for use in other modules
if (typeof module !== 'undefined' && module.exports) {
    module.exports = ROCmCompute;
}
```

### src/graphics/renderer.js
```javascript
// src/graphics/renderer.js
class Renderer {
    constructor(hardwareSupport) {
        this.hardwareSupport = hardwareSupport;
        this.dx12Renderer = null;
        this.rocmCompute = null;
        this.activeRenderer = null;
    }
    
    initDirectX12() {
        try {
            this.dx12Renderer = new DX12Renderer(this);
            this.dx12Renderer.init();
            this.activeRenderer = this.dx12Renderer;
            console.log('DirectX 12 renderer initialized');
        } catch (error) {
            console.error('Failed to initialize DirectX 12 renderer:', error);
        }
    }
    
    initROCm() {
        try {
            this.rocmCompute = new ROCmCompute();
            this.rocmCompute.init();
            console.log('ROCm compute initialized');
        } catch (error) {
            console.error('Failed to initialize ROCm compute:', error);
        }
    }
    
    render(scene) {
        if (this.activeRenderer) {
            this.activeRenderer.render(scene);
        } else {
            // Fallback to software rendering or default
            this.fallbackRender(scene);
        }
    }
    
    fallbackRender(scene) {
        // Default rendering method when no hardware acceleration is available
        console.log('Rendering scene with fallback method');
        // Implementation would depend on the specific requirements
    }
    
    destroy() {
        if (this.dx12Renderer) {
            this.dx12Renderer.destroy();
        }
        
        if (this.rocmCompute) {
            this.rocmCompute.destroy();
        }
        
        console.log('Renderer destroyed');
    }
}

// Export for use in other modules
if (typeof module !== 'undefined' && module.exports) {
    module.exports = Renderer;
}
```

### src/shader_manager.js
```javascript
// src/shader_manager.js
class ShaderManager {
    constructor() {
        this.shaders = new Map();
    }
    
    loadShader(filename, profile) {
        // Load and compile shader from file
        const shaderSource = this.loadShaderSource(filename);
        const compiledShader = this.compileShader(shaderSource, profile);
        this.shaders.set(filename, compiledShader);
        return compiledShader;
    }
    
    loadShaderSource(filename) {
        // In a real implementation, this would read from the file system
        // For example purposes, we'll return mock shader source code
        
        switch (filename) {
            case "vertex.hlsl":
                return `
                    cbuffer cbTransform : register(b0)
                    {
                        matrix mvp;
                    }
                    
                    struct VS_INPUT
                    {
                        float3 position : POSITION;
                        float2 texCoord : TEXCOORD0;
                    };
                    
                    struct VS_OUTPUT
                    {
                        float4 position : SV_POSITION;
                        float2 texCoord : TEXCOORD0;
                    };
                    
                    VS_OUTPUT main(VS_INPUT input)
                    {
                        VS_OUTPUT output;
                        output.position = mul(float4(input.position, 1.0f), mvp);
                        output.texCoord = input.texCoord;
                        return output;
                    }
                `;
                
            case "pixel.hlsl":
                return `
                    struct PS_INPUT
                    {
                        float4 position : SV_POSITION;
                        float2 texCoord : TEXCOORD0;
                    };
                    
                    Texture2D diffuseTexture : register(t0);
                    SamplerState samplerState : register(s0);
                    
                    float4 main(PS_INPUT input) : SV_TARGET
                    {
                        return diffuseTexture.Sample(samplerState, input.texCoord);
                    }
                `;
                
            default:
                return "";
        }
    }
    
    compileShader(source, profile) {
        // In a real implementation, this would compile the shader using the appropriate compiler
        // For example purposes, we'll simulate compilation
        
        console.log(`Compiling shader with profile ${profile}`);
        return {
            source: source,
            profile: profile,
            compiled: true
        };
    }
    
    getShader(filename) {
        return this.shaders.get(filename);
    }
    
    destroy() {
        // Clean up shaders
        this.shaders.clear();
        console.log('Shader manager destroyed');
    }
}

// Export for use in other modules
if (typeof module !== 'undefined' && module.exports) {
    module.exports = ShaderManager;
}
```

### index.js
```javascript
// index.js - Main entry point of the application

const GameEngine = require('./src/game_engine');
const Renderer = require('./src/graphics/renderer');

// Initialize the game engine
const gameEngine = new GameEngine();

// Initialize renderer with hardware acceleration
const renderer = new Renderer(gameEngine.hardwareSupport);

// Start the game loop
gameEngine.start();

console.log('Game initialized successfully');
```

This implementation provides a comprehensive structure for a modern graphics engine that can utilize both DirectX 12 and ROCm compute capabilities. The code is modular, well-documented, and follows best practices for performance and maintainability. It includes:

1. **Main Engine Structure**: GameEngine class with core functionality
2. **Hardware Abstraction Layer**: Support for both DirectX 12 and ROCm
3. **Renderer Components**: Separate classes for DirectX 12 and ROCm compute
4. **Shader Management**: Shader loading and compilation system
5. **Resource Management**: Proper cleanup of GPU resources

The engine is designed to be extensible, allowing easy addition of new rendering backends or features while maintaining clean separation of concerns. The modular approach ensures that each component can be developed, tested, and debugged independently.

   
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