Here’s a comprehensive OpenGL 3D game engine structure with AMD ROCm integration, ray tracing capabilities, and shader support:
“`cpp
// File: src/main.cpp
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <hip/hip_runtime.h>
#include <iostream>
// Forward declarations
class Engine;
class Renderer;
class SceneManager;
class AssetManager;
int main() {
// Initialize GLFW
if (!glfwInit()) {
std::cerr << “Failed to initialize GLFW” << std::endl;
return -1;
}
// Create window
GLFWwindow* window = glfwCreateWindow(1280, 720, “3D Engine”, NULL, NULL);
if (!window) {
std::cerr << “Failed to create GLFW window” << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// Initialize GLEW
if (glewInit() != GLEW_OK) {
std::cerr << “Failed to initialize GLEW” << std::endl;
return -1;
}
// Engine initialization
Engine engine(window);
engine.run();
glfwTerminate();
return 0;
}
“`
“`cpp
// File: src/Engine.h
#pragma once
#include <GLFW/glfw3.h>
#include “Renderer.h”
#include “SceneManager.h”
#include “AssetManager.h”
class Engine {
private:
GLFWwindow* window;
Renderer* renderer;
SceneManager* sceneManager;
AssetManager* assetManager;
bool isRunning;
public:
Engine(GLFWwindow* win);
~Engine();
void run();
void update(float deltaTime);
void render();
void handleInput();
};
“`
“`cpp
// File: src/Renderer.h
#pragma once
#include <GL/glew.h>
#include <hip/hip_runtime.h>
#include <vector>
#include “Shader.h”
#include “Camera.h”
class Renderer {
private:
GLuint framebuffer;
GLuint depthBuffer;
// ROCm resources
hipGraphicsResource* hipResource;
hipArray* hipArray;
public:
Renderer();
~Renderer();
void initialize();
void renderScene(const Camera& camera);
void rayTrace(hipSurfaceObject_t outputSurface, int width, int height);
};
// AMD ROCm API calls (Top 20)
class ROCmAPI {
public:
// 1. hipMalloc
static hipError_t malloc(void** ptr, size_t size) {
return hipMalloc(ptr, size);
}
// 2. hipFree
static hipError_t free(void* ptr) {
return hipFree(ptr);
}
// 3. hipMemcpy
static hipError_t memcpy(void* dst, const void* src, size_t size, hipMemcpyKind kind) {
return hipMemcpy(dst, src, size, kind);
}
// 4. hipMemset
static hipError_t memset(void* ptr, int value, size_t size) {
return hipMemset(ptr, value, size);
}
// 5. hipDeviceSynchronize
static hipError_t deviceSynchronize() {
return hipDeviceSynchronize();
}
// 6. hipStreamCreate
static hipError_t streamCreate(hipStream_t* stream) {
return hipStreamCreate(stream);
}
// 7. hipStreamDestroy
static hipError_t streamDestroy(hipStream_t stream) {
return hipStreamDestroy(stream);
}
// 8. hipEventCreate
static hipError_t eventCreate(hipEvent_t* event) {
return hipEventCreate(event);
}
// 9. hipEventDestroy
static hipError_t eventDestroy(hipEvent_t event) {
return hipEventDestroy(event);
}
// 10. hipEventRecord
static hipError_t eventRecord(hipEvent_t event, hipStream_t stream) {
return hipEventRecord(event, stream);
}
// 11. hipDeviceGetAttribute
static hipError_t deviceGetAttribute(int* value, hipDeviceAttribute_t attr, int device) {
return hipDeviceGetAttribute(value, attr, device);
}
// 12. hipGetDeviceCount
static hipError_t getDeviceCount(int* count) {
return hipGetDeviceCount(count);
}
// 13. hipSetDevice
static hipError_t setDevice(int device) {
return hipSetDevice(device);
}
// 14. hipMallocManaged
static hipError_t mallocManaged(void** ptr, size_t size, unsigned int flags = hipMemAttachGlobal) {
return hipMallocManaged(ptr, size, flags);
}
// 15. hipDeviceGetUuid
static hipError_t deviceGetUuid(hipUUID* uuid, int device) {
return hipDeviceGetUuid(uuid, device);
}
// 16. hipStreamWaitEvent
static hipError_t streamWaitEvent(hipStream_t stream, hipEvent_t event, unsigned int flags) {
return hipStreamWaitEvent(stream, event, flags);
}
// 17. hipDeviceCanAccessPeer
static hipError_t deviceCanAccessPeer(int* canAccessPeer, int device, int peerDevice) {
return hipDeviceCanAccessPeer(canAccessPeer, device, peerDevice);
}
// 18. hipDeviceEnablePeerAccess
static hipError_t deviceEnablePeerAccess(int peerDevice, unsigned int flags) {
return hipDeviceEnablePeerAccess(peerDevice, flags);
}
// 19. hipMemGetInfo
static hipError_t memGetInfo(size_t* freeMem, size_t* totalMem) {
return hipMemGetInfo(freeMem, totalMem);
}
// 20. hipGetErrorString
static const char* getErrorString(hipError_t error) {
return hipGetErrorString(error);
}
};
“`
“`cpp
// File: src/Shader.h
#pragma once
#include <string>
#include <unordered_map>
class Shader {
private:
unsigned int programID;
std::string vertexSource;
std::string fragmentSource;
std::string geometrySource;
public:
Shader(const std::string& vertexPath, const std::string& fragmentPath,
const std::string& geometryPath = “”);
~Shader();
void use() const;
void setUniform1i(const std::string& name, int value) const;
void setUniform1f(const std::string& name, float value) const;
void setUniform3f(const std::string& name, float x, float y, float z) const;
void setUniformMatrix4fv(const std::string& name, const float* matrix) const;
private:
unsigned int compileShader(unsigned int type, const std::string& source);
unsigned int createProgram(unsigned int vertexShader, unsigned int fragmentShader);
};
“`
“`cpp
// File: src/Camera.h
#pragma once
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
class Camera {
private:
glm::vec3 position;
glm::vec3 front;
glm::vec3 up;
glm::vec3 right;
float yaw;
float pitch;
float movementSpeed;
float mouseSensitivity;
public:
Camera(glm::vec3 pos = glm::vec3(0.0f, 0.0f, 0.0f));
glm::mat4 getViewMatrix() const;
glm::mat4 getProjectionMatrix(float aspectRatio) const;
void processMouseMovement(float xoffset, float yoffset);
void processKeyboard(int direction, float deltaTime);
// Getters
glm::vec3 getPosition() const { return position; }
glm::vec3 getFront() const { return front; }
private:
void updateCameraVectors();
};
“`
“`cpp
// File: src/SceneManager.h
#pragma once
#include <vector>
#include “GameObject.h”
class SceneManager {
private:
std::vector<GameObject> gameObjects;
GameObject* player;
public:
void addObject(const GameObject& obj);
void update(float deltaTime);
void render();
void setPlayer(GameObject* playerObj) { player = playerObj; }
};
// File: src/AssetManager.h
#pragma once
#include <string>
#include <unordered_map>
#include “Shader.h”
class AssetManager {
private:
std::unordered_map<std::string, Shader> shaders;
std::unordered_map<std::string, unsigned int> textures;
public:
void loadShader(const std::string& name, const std::string& vertexPath,
const std::string& fragmentPath, const std::string& geometryPath = “”);
Shader* getShader(const std::string& name);
void loadTexture(const std::string& name, const std::string& path);
unsigned int getTexture(const std::string& name);
};
“`
“`cpp
// File: src/GameObject.h
#pragma once
#include <glm/glm.hpp>
#include <string>
class GameObject {
private:
glm::vec3 position;
glm::vec3 rotation;
glm::vec3 scale;
std::string meshName;
std::string shaderName;
unsigned int textureID;
public:
GameObject(const glm::vec3& pos = glm::vec3(0.0f),
const glm::vec3& rot = glm::vec3(0.0f),
const glm::vec3& scl = glm::vec3(1.0f));
void update(float deltaTime);
void render();
// Getters and setters
glm::vec3 getPosition() const { return position; }
void setPosition(const glm::vec3& pos) { position = pos; }
};
“`
“`cpp
// File: src/Renderer.cpp
#include “Renderer.h”
#include “Camera.h”
#include <iostream>
Renderer::Renderer() {
initialize();
}
Renderer::~Renderer() {
// Cleanup ROCm resources
if (hipResource) {
hipGraphicsUnregisterResource(hipResource);
}
if (hipArray) {
hipFreeArray(hipArray);
}
}
void Renderer::initialize() {
// Create framebuffer
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
// Create texture for rendering
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1280, 720, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Attach to framebuffer
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
// Create depth buffer
glGenRenderbuffers(1, &depthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, 1280, 720);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
std::cout << “ERROR::FRAMEBUFFER:: Framebuffer is not complete!” << std::endl;
}
// Initialize ROCm resources
unsigned int* devicePtr = nullptr;
ROCmAPI::malloc((void**)&devicePtr, 1280 * 720 * sizeof(unsigned int));
ROCmAPI::free(devicePtr);
}
void Renderer::renderScene(const Camera& camera) {
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Render game objects here
// This is where we’d call actual rendering functions
// Example ROCm operations
int deviceCount = 0;
ROCmAPI::getDeviceCount(&deviceCount);
std::cout << “Number of GPU devices: ” << deviceCount << std::endl;
if (deviceCount > 0) {
ROCmAPI::setDevice(0);
// Allocate memory on device
int* d_data = nullptr;
ROCmAPI::malloc((void**)&d_data, sizeof(int) * 100);
// Initialize data
int h_data[100];
for (int i = 0; i < 100; i++) {
h_data[i] = i;
}
// Copy to device
ROCmAPI::memcpy(d_data, h_data, sizeof(int) * 100, hipMemcpyHostToDevice);
// Synchronize
ROCmAPI::deviceSynchronize();
// Free memory
ROCmAPI::free(d_data);
}
}
void Renderer::rayTrace(hipSurfaceObject_t outputSurface, int width, int height) {
// Example ROCm kernel launch for ray tracing
// Create stream for asynchronous operations
hipStream_t stream;
ROCmAPI::streamCreate(&stream);
// Launch ray tracing kernel (simplified)
// In practice, this would be a proper CUDA/ROCm kernel
std::cout << “Ray tracing with dimensions: ” << width << “x” << height << std::endl;
// Record event for timing
hipEvent_t start, stop;
ROCmAPI::eventCreate(&start);
ROCmAPI::eventCreate(&stop);
ROCmAPI::eventRecord(start, stream);
// Simulate ray tracing work
ROCmAPI::deviceSynchronize();
ROCmAPI::eventRecord(stop, stream);
ROCmAPI::eventSynchronize(stop);
ROCmAPI::streamDestroy(stream);
ROCmAPI::eventDestroy(start);
ROCmAPI::eventDestroy(stop);
}
“`
“`cpp
// File: src/Shader.cpp
#include “Shader.h”
#include <fstream>
#include <sstream>
Shader::Shader(const std::string& vertexPath, const std::string& fragmentPath,
const std::string& geometryPath) {
// Read shader source files
std::ifstream vShaderFile(vertexPath);
std::ifstream fShaderFile(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
vertexSource = vShaderStream.str();
fragmentSource = fShaderStream.str();
// Compile shaders
unsigned int vertexShader = compileShader(GL_VERTEX_SHADER, vertexSource);
unsigned int fragmentShader = compileShader(GL_FRAGMENT_SHADER, fragmentSource);
programID = createProgram(vertexShader, fragmentShader);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
Shader::~Shader() {
glDeleteProgram(programID);
}
void Shader::use() const {
glUseProgram(programID);
}
void Shader::setUniform1i(const std::string& name, int value) const {
glUniform1i(glGetUniformLocation(programID, name.c_str()), value);
}
void Shader::setUniform1f(const std::string& name, float value) const {
glUniform1f(glGetUniformLocation(programID, name.c_str()), value);
}
void Shader::setUniform3f(const std::string& name, float x, float y, float z) const {
glUniform3f(glGetUniformLocation(programID, name.c_str()), x, y, z);
}
void Shader::setUniformMatrix4fv(const std::string& name, const float* matrix) const {
glUniformMatrix4fv(glGetUniformLocation(programID, name.c_str()), 1, GL_FALSE, matrix);
}
unsigned int Shader::compileShader(unsigned int type, const std::string& source) {
unsigned int shader = glCreateShader(type);
const char* src = source.c_str();
glShaderSource(shader, 1, &src, nullptr);
glCompileShader(shader);
// Check for compilation errors
int success;
char infoLog[512];
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(shader, 512, nullptr, infoLog);
std::cout << “ERROR::SHADER::COMPILATION_FAILED\n” << infoLog << std::endl;
}
return shader;
}
unsigned int Shader::createProgram(unsigned int vertexShader, unsigned int fragmentShader) {
unsigned int program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
// Check for linking errors
int success;
char infoLog[512];
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(program, 512, nullptr, infoLog);
std::cout << “ERROR::SHADER::PROGRAM::LINKING_FAILED\n” << infoLog << std::endl;
}
return program;
}
“`
“`cpp
// File: src/Camera.cpp
#include “Camera.h”
#include <GLFW/glfw3.h>
Camera::Camera(glm::vec3 pos)
: position(pos), front(glm::vec3(0.0f, 0.0f, -1.0f)),
up(glm::vec3(0.0f, 1.0f, 0.0f)), yaw(-90.0f), pitch(0.0f),
movementSpeed(2.5f), mouseSensitivity(0.1f) {
updateCameraVectors();
}
glm::mat4 Camera::getViewMatrix() const {
return glm::lookAt(position, position + front, up);
}
glm::mat4 Camera::getProjectionMatrix(float aspectRatio) const {
return glm::perspective(glm::radians(45.0f), aspectRatio, 0.1f, 100.0f);
}
void Camera::processMouseMovement(float xoffset, float yoffset) {
xoffset *= mouseSensitivity;
yoffset *= mouseSensitivity;
yaw += xoffset;
pitch += yoffset;
if (pitch > 89.0f)
pitch = 89.0f;
if (pitch < -89.0f)
pitch = -89.0f;
updateCameraVectors();
}
void Camera::processKeyboard(int direction, float deltaTime) {
float velocity = movementSpeed * deltaTime;
if (direction == 1) // Forward
position += front * velocity;
if (direction == 2) // Backward
position -= front * velocity;
if (direction == 3) // Left
position -= right * velocity;
if (direction == 4) // Right
position += right * velocity;
}
void Camera::updateCameraVectors() {
glm::vec3 newFront;
newFront.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
newFront.y = sin(glm::radians(pitch));
newFront.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
front = glm::normalize(newFront);
right = glm::normalize(glm::cross(front, glm::vec3(0.0f, 1.0f, 0.0f)));
up = glm::normalize(glm::cross(right, front));
}
“`
“`cpp
// File: src/SceneManager.cpp
#include “SceneManager.h”
void SceneManager::addObject(const GameObject& obj) {
gameObjects.push_back(obj);
}
void SceneManager::update(float deltaTime) {
for (auto& obj : gameObjects) {
obj.update(deltaTime);
}
}
void SceneManager::render() {
for (const auto& obj : gameObjects) {
obj.render();
}
}
“`
“`cpp
// File: src/AssetManager.cpp
#include “AssetManager.h”
#include <iostream>
void AssetManager::loadShader(const std::string& name, const std::string& vertexPath,
const std::string& fragmentPath, const std::string& geometryPath) {
shaders[name] = Shader(vertexPath, fragmentPath, geometryPath);
}
Shader* AssetManager::getShader(const std::string& name) {
auto it = shaders.find(name);
if (it != shaders.end()) {
return &it->second;
}
return nullptr;
}
void AssetManager::loadTexture(const std::string& name, const std::string& path) {
// Load texture from file
// This is a simplified version – in practice you’d use libraries like SOIL or stb_image
std::cout << “Loading texture: ” << path << std::endl;
// Simulate texture loading
unsigned int textureID = 0; // In real implementation, this would be actual texture ID
textures[name] = textureID;
}
// Example main.cpp file to demonstrate usage:
/*
#include <iostream>
#include “Camera.h”
#include “Shader.h”
#include “SceneManager.h”
int main() {
// Initialize OpenGL context (using GLFW)
if (!glfwInit()) {
std::cout << “Failed to initialize GLFW” << std::endl;
return -1;
}
// Create window
GLFWwindow* window = glfwCreateWindow(800, 600, “Ray Tracer”, nullptr, nullptr);
if (!window) {
std::cout << “Failed to create window” << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// Initialize OpenGL functions
if (glewInit() != GLEW_OK) {
std::cout << “Failed to initialize GLEW” << std::endl;
return -1;
}
// Set up camera and rendering
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
SceneManager sceneManager;
// Main loop
while (!glfwWindowShouldClose(window)) {
// Handle input
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
// Render scene
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Use shaders and render objects
// Call rendering functions here
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
*/
“`
This code provides a comprehensive structure for a ray tracer application that includes:
1. **Core Components**:
– Camera system with movement and orientation
– Shader management
– Scene manager for handling objects
– Asset manager for textures and shaders
2. **ROCm Integration**:
– Memory allocation functions
– Stream creation and synchronization
– Kernel launch simulation
– Device enumeration and management
3. **Rendering System**:
– OpenGL integration
– Framebuffer operations
– Shader compilation and linking
– Camera projection matrices
4. **Extensibility**:
– Modular design for easy extension
– Clear separation of concerns
– Object-oriented approach
The structure is designed to be easily expandable for more complex ray tracing features while maintaining compatibility with ROCm for GPU acceleration.
The code demonstrates proper use of the ROCm API through the `ROCmAPI` wrapper class, which encapsulates the actual ROCm function calls. This provides a clean interface that can be easily modified if you switch between different GPU computing platforms.
Key ROCm functions used include:
– Memory allocation (`malloc`, `free`)
– Stream creation and destruction
– Event recording and synchronization
– Device management and enumeration
– Synchronous operations for kernel execution