private void BuildGeometry(SceneMeshData SceneData, SceneMeshEntity[] sceneMesh, bool hasAreaLights = false, IEnumerable<SceneLightsource> areaLights = null) { topObject = new GeometryGroup(Session.OptixContext); Session.OptixContext["scene_sphere_radius"].Set(SceneData.BoundingSphereRadius); Session.OptixContext["scene_sphere_center"].SetFloat3(SceneData.BoundingSphereCenter); var vDesc = new BufferDesc { Width = (uint)SceneData.Positions.Count, Format = Format.Float3, Type = BufferType.Input }; var nDesc = new BufferDesc { Width = (uint)SceneData.Normals.Count, Format = Format.Float3, Type = BufferType.Input }; var tcDesc = new BufferDesc { Width = (uint)SceneData.TexCoords.Count, Format = Format.Float2, Type = BufferType.Input }; var vBuffer = new Buffer(Session.OptixContext, vDesc); var nBuffer = new Buffer(Session.OptixContext, nDesc); var tcBuffer = new Buffer(Session.OptixContext, tcDesc); vBuffer.SetData(SceneData.Positions.ToArray()); nBuffer.SetData(SceneData.Normals.ToArray()); tcBuffer.SetData(SceneData.TexCoords.ToArray()); var lightTriangleIndexes = new Dictionary<string, List<int>>(StringComparer.InvariantCultureIgnoreCase); var instances = new List<GeometryInstance>(); var triLights = new List<TriangleLight>(); int idx = 0; foreach (var group in sceneMesh) { //empty group if (group.VertexIndexes.Count == 0 && group.NormalIndexes.Count == 0 && group.TextureIndexes.Count == 0) continue; var center = new Vector3(); foreach (var vi in group.VertexIndexes) { center += SceneData.Positions[vi.X]; center += SceneData.Positions[vi.Y]; center += SceneData.Positions[vi.Z]; center /= 3.0f; } //ValidateGroup( group ); //var mat = this.ResolveMaterial(group.Material); bool normalsUseVIndices = GenerateNormals && group.NormalIndexes.Count == 0 && SceneData.Normals.Count > 0; if (normalsUseVIndices) Debug.Assert(SceneData.Normals.Count == SceneData.Positions.Count); int numNormIndices = normalsUseVIndices ? group.VertexIndexes.Count : group.NormalIndexes.Count; var viDesc = new BufferDesc() { Width = (uint)group.VertexIndexes.Count, Format = Format.Int3, Type = BufferType.Input }; var niDesc = new BufferDesc() { Width = (uint)numNormIndices, Format = Format.Int3, Type = BufferType.Input }; var tiDesc = new BufferDesc() { Width = (uint)group.TextureIndexes.Count, Format = Format.Int3, Type = BufferType.Input }; var viBuffer = new Buffer(Session.OptixContext, viDesc); var niBuffer = new Buffer(Session.OptixContext, niDesc); var tiBuffer = new Buffer(Session.OptixContext, tiDesc); viBuffer.SetData(group.VertexIndexes.ToArray()); niBuffer.SetData(normalsUseVIndices ? group.VertexIndexes.ToArray() : group.NormalIndexes.ToArray()); tiBuffer.SetData(group.TextureIndexes.ToArray()); var geometry = new Geometry(Session.OptixContext); string intersect_program = "mesh_intersect"; string isect_script = IntersectionScript; //if (!string.IsNullOrWhiteSpace(group.mtrl) && matTypes.ContainsKey(group.mtrl)) //{ // if (matTypes[group.mtrl].Equals("Volume")) // { // intersect_program = "volume_mesh_intersect"; // isect_script = GetScript("triangle_mesh_iterative.ptx"); // } //} geometry.IntersectionProgram = new Program(Session.OptixContext, isect_script, intersect_program); geometry.BoundingBoxProgram = new Program(Session.OptixContext, isect_script, "mesh_bounds"); geometry.PrimitiveCount = (uint)group.VertexIndexes.Count; geometry["vertex_buffer"].Set(vBuffer); geometry["normal_buffer"].Set(nBuffer); geometry["texcoord_buffer"].Set(tcBuffer); geometry["vindex_buffer"].Set(viBuffer); geometry["nindex_buffer"].Set(niBuffer); geometry["tindex_buffer"].Set(tiBuffer); var instance = new GeometryInstance(Session.OptixContext); instance.Geometry = geometry; instance["geometric_center"].SetFloat3(center); //instance.AddMaterial(mat); group.EngineEntity = geometry; if (group.Material != null) { int lindex; if (hasAreaLights && MeshIsLight(group.Name, out lindex)) { instance.AddMaterial(this.GetLightMaterial(group.Material, lindex)); } else { var mtrl = ResolveMaterial(group.Material); if (mtrl != null) { group.Material.EngineEntity = mtrl; instance.AddMaterial(mtrl); SetDefaultMaterialProperties(instance, mtrl, group.Material); } else { Tracer.WriteLine("Mesh {0} missed material {1}", group.Name, group.Material.Name); } } } else { Tracer.WriteLine("!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ----Mesh {0} missed material {1}", group.Name, group.Material); Console.ReadLine(); } //if (!string.IsNullOrWhiteSpace(LightNameTemplate)) //{ // Regex lightReg = new Regex(LightNameTemplate, RegexOptions.IgnoreCase); // if (lightReg.IsMatch(group.Name)) // { // var lt = new Lightsource() // { // Type = LightSourceTypes.Area, // Emission = Scene.LightGain, // Name = group.Name, // }; // lt[Lightsource.AreaMeshName] = group.Name; // Scene.Lights = Scene.Lights.Union(new[] { lt }).ToArray(); // } //} if (hasAreaLights) { var light = areaLights.FirstOrDefault( lt => lt.Name.Equals(group.Name, StringComparison.InvariantCultureIgnoreCase)); // SetDefaultLightProperties(instance, light); if (light != null) { var ti = new List<int>(); lightTriangleIndexes.Add(group.Name, ti); for (int index = 0; index < group.VertexIndexes.Count; index++) { var vIndex = group.VertexIndexes[index]; var v1 = SceneData.Positions[vIndex.X]; var v2 = SceneData.Positions[vIndex.Y]; var v3 = SceneData.Positions[vIndex.Z]; var e1 = v2 - v3; var e2 = v1 - v3; Vector3 n = Vector3.Cross(ref e1, ref e2);//SceneGraph.LightOrientation * if (group.NormalIndexes.Any()) { n = (SceneData.Normals[group.NormalIndexes[index].X]);//Scene.LightOrientation * } n.Normalize(); ti.Add(idx + 1); triLights.Add(new TriangleLight() { color = light.Color, //Emission * emissionScale, v1 = v1, v2 = v2, v3 = v3, normal = n, idx = idx++ }); } } } instances.Add(instance); } var Builder = AccelBuilder.Sbvh; var Traverser = AccelTraverser.Bvh; //create an acceleration structure for the geometry var accel = new Acceleration(Session.OptixContext, Builder, Traverser); if (Builder == AccelBuilder.Sbvh || Builder == AccelBuilder.TriangleKdTree) { accel.VertexBufferName = "vertex_buffer"; accel.IndexBufferName = "vindex_buffer"; } //now attach the instance and accel to the geometry group topObject.Acceleration = accel; topObject.AddChildren(instances); topObject.Acceleration.MarkAsDirty(); BuildCache.Add("LightTrianglesIndexes", lightTriangleIndexes); BuildCache.Add("LightTriangles", triLights); }