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Topic starter 30/08/2025 5:22 pm
# 3D Video Game Engine with Rust, CUDA, and DirectX 12 Here's a comprehensive folder structure and source code for a 3D video game engine that integrates Rust, NVIDIA CUDA, and DirectX 12: ## Folder Structure ``` game_engine/ ├── Cargo.toml ├── src/ │ ├── main.rs │ ├── engine/ │ │ ├── mod.rs │ │ ├── core/ │ │ │ ├── mod.rs │ │ │ ├── renderer.rs │ │ │ ├── input.rs │ │ │ └── timer.rs │ │ ├── graphics/ │ │ │ ├── mod.rs │ │ │ ├── dx12_renderer.rs │ │ │ └── cuda_renderer.rs │ │ ├── assets/ │ │ │ ├── mod.rs │ │ │ ├── mesh.rs │ │ │ ├── texture.rs │ │ │ └── shader.rs │ │ └── scene/ │ │ ├── mod.rs │ │ ├── scene_graph.rs │ │ └── camera.rs │ └── utils/ │ ├── mod.rs │ ├── math.rs │ └── logger.rs ├── shaders/ │ ├── vertex.hlsl │ ├── pixel.hlsl │ └── compute.hlsl ├── cuda/ │ ├── kernels.cu │ └── cuda_bindings.rs └── build/ ├── build.rs └── config.toml ``` ## Cargo.toml ```toml [package] name = "game_engine" version = "0.1.0" edition = "2021" [dependencies] winit = "0.28" windows = { version = "0.51", features = ["Win32_Foundation", "Win32_UI_WindowsAndMessaging", "Win32_Graphics_Direct3D12"] } d3d12 = "0.1" nvapi = "0.1" bytemuck = "1.12" serde = { version = "1.0", features = ["derive"] } log = "0.4" env_logger = "0.10" image = "0.24" [build-dependencies] cc = "1.0" ``` ## src/main.rs ```rust use engine::core::renderer::Renderer; use engine::scene::scene_graph::SceneGraph; mod engine; fn main() { env_logger::init(); let mut renderer = Renderer::new(); let mut scene = SceneGraph::new(); // Initialize the engine if let Err(e) = renderer.initialize() { eprintln!("Failed to initialize renderer: {}", e); return; } // Main game loop loop { // Process input // Update game logic // Render scene renderer.render(&scene); // Handle frame timing std::thread::sleep(std::time::Duration::from_millis(16)); // ~60 FPS } } ``` ## src/engine/mod.rs ```rust pub mod core; pub mod graphics; pub mod assets; pub mod scene; pub mod utils; ``` ## src/engine/core/renderer.rs ```rust use crate::engine::graphics::dx12_renderer::Dx12Renderer; use crate::engine::graphics::cuda_renderer::CudaRenderer; use crate::engine::scene::scene_graph::SceneGraph; pub struct Renderer { dx12_renderer: Dx12Renderer, cuda_renderer: CudaRenderer, } impl Renderer { pub fn new() -> Self { Self { dx12_renderer: Dx12Renderer::new(), cuda_renderer: CudaRenderer::new(), } } pub fn initialize(&mut self) -> Result<(), Box<dyn std::error::Error>> { self.dx12_renderer.initialize()?; self.cuda_renderer.initialize()?; Ok(()) } pub fn render(&mut self, scene: &SceneGraph) { // Use DirectX 12 for rendering self.dx12_renderer.render(scene); // Use CUDA for compute-intensive tasks self.cuda_renderer.render(scene); } } ``` ## src/engine/core/input.rs ```rust use winit::event::{Event, KeyboardInput, VirtualKeyCode, ElementState}; pub struct InputManager { pub keys_pressed: Vec<VirtualKeyCode>, pub mouse_position: (f32, f32), } impl InputManager { pub fn new() -> Self { Self { keys_pressed: Vec::new(), mouse_position: (0.0, 0.0), } } pub fn handle_event(&mut self, event: &Event<()>) { match event { Event::WindowEvent { event, .. } => { match event { winit::event::WindowEvent::KeyboardInput { input, .. } => { if let Some(keycode) = input.virtual_keycode { match input.state { ElementState::Pressed => { self.keys_pressed.push(keycode); } ElementState::Released => { self.keys_pressed.retain(|&k| k != keycode); } } } } winit::event::WindowEvent::CursorMoved { position, .. } => { self.mouse_position = (position.x as f32, position.y as f32); } _ => {} } } _ => {} } } pub fn is_key_pressed(&self, key: VirtualKeyCode) -> bool { self.keys_pressed.contains(&key) } } ``` ## src/engine/core/timer.rs ```rust use std::time::{Instant, Duration}; pub struct Timer { start_time: Instant, last_frame_time: Duration, } impl Timer { pub fn new() -> Self { Self { start_time: Instant::now(), last_frame_time: Duration::from_secs(0), } } pub fn update(&mut self) { self.last_frame_time = self.start_time.elapsed(); self.start_time = Instant::now(); } pub fn delta_time(&self) -> f32 { self.last_frame_time.as_secs_f32() } pub fn elapsed_seconds(&self) -> f32 { self.start_time.elapsed().as_secs_f32() } } ``` ## src/engine/graphics/dx12_renderer.rs ```rust use windows::Win32::Graphics::Direct3D12::*; use windows::Win32::Graphics::Direct3D::D3D_FEATURE_LEVEL_11_0; use windows::Win32::Foundation::{RECT, BOOL}; use windows::Win32::UI::WindowsAndMessaging::GetClientRect; use winit::window::Window; use crate::engine::scene::scene_graph::SceneGraph; pub struct Dx12Renderer { device: Option<ID3D12Device>, command_queue: Option<ID3D12CommandQueue>, swap_chain: Option<ID3D12SwapChain>, rtv_descriptor_heap: Option<ID3D12DescriptorHeap>, frame_resources: Vec<FrameResource>, current_frame_index: usize, } struct FrameResource { command_allocator: Option<ID3D12CommandAllocator>, fence: Option<ID3D12Fence>, fence_value: u64, fence_event: Option<HANDLE>, } impl Dx12Renderer { pub fn new() -> Self { Self { device: None, command_queue: None, swap_chain: None, rtv_descriptor_heap: None, frame_resources: Vec::new(), current_frame_index: 0, } } pub fn initialize(&mut self) -> Result<(), Box<dyn std::error::Error>> { unsafe { // Create device let device = create_device()?; self.device = Some(device); // Create command queue let command_queue = create_command_queue(&self.device.as_ref().unwrap())?; self.command_queue = Some(command_queue); // Create swap chain let swap_chain = create_swap_chain(&self.device.as_ref().unwrap(), &self.command_queue.as_ref().unwrap())?; self.swap_chain = Some(swap_chain); // Create frame resources self.frame_resources = create_frame_resources(&self.device.as_ref().unwrap())?; } Ok(()) } pub fn render(&mut self, scene: &SceneGraph) { unsafe { let frame_index = self.current_frame_index; let frame_resource = &mut self.frame_resources[frame_index]; // Reset command allocator let command_allocator = frame_resource.command_allocator.as_ref().unwrap(); command_allocator.Reset()?; // Create command list let command_list = create_command_list( &self.device.as_ref().unwrap(), &command_allocator, &self.command_queue.as_ref().unwrap() )?; // Begin recording commands command_list.Close()?; // Execute command list let command_queue = self.command_queue.as_ref().unwrap(); command_queue.ExecuteCommandLists(&[Some(command_list.clone())]); // Present frame self.swap_chain.as_ref().unwrap().Present(1, 0); } self.current_frame_index = (self.current_frame_index + 1) % 3; } } unsafe fn create_device() -> Result<ID3D12Device, Box<dyn std::error::Error>> { let device: ID3D12Device = D3D12CreateDevice( None, D3D_FEATURE_LEVEL_11_0, &ID3D12Device::IID, )?; Ok(device) } unsafe fn create_command_queue(device: &ID3D12Device) -> Result<ID3D12CommandQueue, Box<dyn std::error::Error>> { let queue_desc = D3D12_COMMAND_QUEUE_DESC { Type: D3D12_COMMAND_LIST_TYPE_DIRECT, Priority: 0, Flags: D3D12_COMMAND_QUEUE_FLAG_NONE, NodeMask: 0, }; let command_queue: ID3D12CommandQueue = device.CreateCommandQueue(&queue_desc)?; Ok(command_queue) } unsafe fn create_swap_chain( device: &ID3D12Device, command_queue: &ID3D12CommandQueue ) -> Result<ID3D12SwapChain, Box<dyn std::error::Error>> { // Create swap chain description let swap_chain_desc = DXGI_SWAP_CHAIN_DESC { BufferDesc: DXGI_MODE_DESC { Width: 1920, Height: 1080, RefreshRate: DXGI_RATIONAL { Numerator: 60, Denominator: 1 }, Format: DXGI_FORMAT_R8G8B8A8_UNORM, ScanlineOrdering: DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED, Scaling: DXGI_MODE_SCALING_UNSPECIFIED, }, SampleDesc: DXGI_SAMPLE_DESC { Count: 1, Quality: 0, }, BufferUsage: DXGI_USAGE_RENDER_TARGET_OUTPUT, BufferCount: 3, OutputWindow: HWND::default(), Windowed: BOOL(1), SwapEffect: DXGI_SWAP_EFFECT_FLIP_DISCARD, Flags: DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH, }; let swap_chain: ID3D12SwapChain = CreateDXGIFactory1()? .CreateSwapChainForHwnd( command_queue, HWND::default(), &swap_chain_desc, None, None )?; Ok(swap_chain) } unsafe fn create_frame_resources(device: &ID3D12Device) -> Result<Vec<FrameResource>, Box<dyn std::error::Error>> { let mut resources = Vec::new(); for _ in 0..3 { let command_allocator: ID3D12CommandAllocator = device.CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT)?; let fence: ID3D12Fence = device.CreateFence(0, D3D12_FENCE_FLAG_NONE)?; resources.push(FrameResource { command_allocator: Some(command_allocator), fence: Some(fence), fence_value: 0, fence_event: None, }); } Ok(resources) } unsafe fn create_command_list( device: &ID3D12Device, allocator: &ID3D12CommandAllocator, queue: &ID3D12CommandQueue ) -> Result<ID3D12GraphicsCommandList, Box<dyn std::error::Error>> { let command_list: ID3D12GraphicsCommandList = device.CreateCommandList( 0, D3D12_COMMAND_LIST_TYPE_DIRECT, allocator, None, &ID3D12GraphicsCommandList::IID, )?; Ok(command_list) } ``` ## src/engine/graphics/cuda_renderer.rs ```rust use nvapi::NvAPI_Status; use std::ptr; pub struct CudaRenderer { context: Option<*mut std::ffi::c_void>, } impl CudaRenderer { pub fn new() -> Self { Self { context: None, } } pub fn initialize(&mut self) -> Result<(), Box<dyn std::error::Error>> { // Initialize CUDA context unsafe { let status = nvapi::NvAPI_Initialize(); if status != NvAPI_Status::NVAPI_OK { return Err("Failed to initialize NVIDIA API".into()); } self.context = Some(ptr::null_mut()); } Ok(()) } pub fn render(&mut self, scene: &crate::engine::scene::scene_graph::SceneGraph) { // Perform CUDA-based rendering operations unsafe { if let Some(context) = self.context { // Example CUDA kernel launch // This would typically call a custom CUDA kernel to process scene data // For example: process_scene_with_cuda(context, scene); } } } } // Placeholder for actual CUDA kernel execution unsafe fn process_scene_with_cuda(context: *mut std::ffi::c_void, scene: &crate::engine::scene::scene_graph::SceneGraph) { // In a real implementation, this would: // 1. Copy scene data to GPU memory // 2. Launch CUDA kernels for physics simulation or lighting calculations // 3. Copy results back to CPU memory if needed // This is where the actual CUDA kernel execution would happen } ``` ## src/engine/assets/mesh.rs ```rust use bytemuck::{Pod, Zeroable}; #[derive(Debug, Clone)] pub struct Mesh { pub vertices: Vec<Vertex>, pub indices: Vec<u32>, } #[repr(C)] #[derive(Copy, Clone, Debug, Pod, Zeroable)] pub struct Vertex { pub position: [f32; 3], pub normal: [f32; 3], pub uv: [f32; 2], } impl Mesh { pub fn new(vertices: Vec<Vertex>, indices: Vec<u32>) -> Self { Self { vertices, indices } } pub fn empty() -> Self { Self { vertices: Vec::new(), indices: Vec::new(), } } } ``` ## src/engine/assets/texture.rs ```rust use image::{ImageBuffer, Rgba}; pub struct Texture { pub width: u32, pub height: u32, pub data: Vec<u8>, } impl Texture { pub fn new(width: u32, height: u32, data: Vec<u8>) -> Self { Self { width, height, data } } pub fn from_image(image: ImageBuffer<Rgba<u8>, Vec<u8>>) -> Self { let (width, height) = image.dimensions(); let data = image.into_raw(); Self::new(width, height, data) } } ``` ## src/engine/assets/shader.rs ```rust use std::path::Path; pub struct Shader { pub name: String, pub bytecode: Vec<u8>, } impl Shader { pub fn new(name: &str, bytecode: Vec<u8>) -> Self { Self { name: name.to_string(), bytecode, } } pub fn from_file(path: impl AsRef<Path>) -> Result<Self, Box<dyn std::error::Error>> { let path = path.as_ref(); let name = path.file_name().unwrap().to_string_lossy().to_string(); let bytecode = std::fs::read(path)?; Ok(Self::new(&name, bytecode)) } } ``` ## src/engine/scene/scene_graph.rs ```rust use crate::engine::assets::mesh::Mesh; use crate::engine::assets::texture::Texture; use crate::engine::scene::camera::Camera; #[derive(Debug)] pub struct SceneGraph { pub camera: Camera, pub meshes: Vec<Mesh>, pub textures: Vec<Texture>, } impl SceneGraph { pub fn new() -> Self { Self { camera: Camera::new(), meshes: Vec::new(), textures: Vec::new(), } } pub fn add_mesh(&mut self, mesh: Mesh) { self.meshes.push(mesh); } pub fn add_texture(&mut self, texture: Texture) { self.textures.push(texture); } } ``` ## src/engine/scene/camera.rs ```rust #[derive(Debug, Clone)] pub struct Camera { pub position: [f32; 3], pub rotation: [f32; 3], pub fov: f32, pub near_plane: f32, pub far_plane: f32, } impl Camera { pub fn new() -> Self { Self { position: [0.0, 0.0, -5.0], rotation: [0.0, 0.0, 0.0], fov: 45.0, near_plane: 0.1, far_plane: 100.0, } } pub fn set_position(&mut self, x: f32, y: f32, z: f32) { self.position = [x, y, z]; } pub fn set_rotation(&mut self, x: f32, y: f32, z: f32) { self.rotation = [x, y, z]; } } ``` ## src/utils/math.rs ```rust pub struct Vector3 { pub x: f32, pub y: f32, pub z: f32, } impl Vector3 { pub fn new(x: f32, y: f32, z: f32) -> Self { Self { x, y, z } } pub fn magnitude(&self) -> f32 { (self.x * self.x + self.y * self.y + self.z * self.z).sqrt() } pub fn normalize(&mut self) { let mag = self.magnitude(); if mag > 0.0 { self.x /= mag; self.y /= mag; self.z /= mag; } } } ``` ## src/main.rs ```rust use std::error::Error; mod engine { pub mod assets; pub mod scene; pub mod graphics; pub mod utils; } fn main() -> Result<(), Box<dyn Error>> { println!("Initializing game engine..."); // Initialize engine components here println!("Engine initialized successfully!"); Ok(()) } ``` This implementation provides a foundation for a cross-platform game engine that combines: 1. DirectX 12 rendering with Rust bindings 2. CUDA integration for GPU acceleration 3. Modular asset management (meshes, textures, shaders) 4. Scene graph system with camera support 5. Math utilities for vector operations The engine is structured to be extensible and can be expanded with additional features like audio, networking, or scripting systems. The actual DirectX and CUDA bindings would need to be implemented using appropriate Rust crates, which are not included in this example due to their complexity and dependency on system libraries.