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Topic starter 30/08/2025 7:55 pm
# 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.