"""
水体渲染器模块
负责水体的高质量渲染和视觉效果
"""

import time
from typing import Dict, Any, List, Optional, Tuple
import math
import numpy as np

class WaterRenderer:
    """
    水体渲染器
    负责水体的高质量渲染和视觉效果，包括反射、折射、泡沫等
    """
    
    def __init__(self, plugin):
        """
        初始化水体渲染器
        
        Args:
            plugin: 水体和流体模拟插件实例
        """
        self.plugin = plugin
        self.enabled = False
        self.initialized = False
        
        # 渲染配置
        self.render_config = {
            'quality_level': 'medium',      # 'low', 'medium', 'high', 'ultra'
            'tessellation_factor': 4.0,
            'lod_enabled': True,
            'lod_distance': 100.0,
            'max_patch_size': 50.0,
            'render_distance': 500.0
        }
        
        # 着色器配置
        self.shader_config = {
            'water_shader': 'pbr',          # 'standard', 'pbr', 'advanced'
            'lighting_model': 'cook_torrance',  # 'blinn_phong', 'cook_torrance', 'ward'
            'normal_mapping': True,
            'detail_mapping': True,
            'reflection_enabled': True,
            'refraction_enabled': True,
            'caustics_enabled': True,
            'foam_enabled': True,
            'underwater_effects': True
        }
        
        # 材质属性
        self.material_properties = {
            'base_color': (0.0, 0.2, 0.5, 0.9),  # RGBA
            'specular_color': (0.8, 0.8, 0.9),
            'roughness': 0.05,
            'metallic': 0.0,
            'reflectance': 0.95,
            'refractive_index': 1.333,
            'absorption_color': (0.0, 0.05, 0.15),
            'absorption_coefficient': 0.1
        }
        
        # 光照配置
        self.lighting_config = {
            'ambient_light': (0.1, 0.1, 0.15),
            'diffuse_light': (0.9, 0.9, 0.95),
            'specular_light': (1.0, 1.0, 1.0),
            'light_direction': (0.5, 1.0, 0.3),
            'shadow_enabled': True,
            'shadow_quality': 'medium'
        }
        
        # 波浪渲染配置
        self.wave_render_config = {
            'normal_strength': 1.0,
            'fresnel_power': 5.0,
            'fresnel_bias': 0.2,
            'wave_scale': 1.0,
            'wave_speed': 1.0,
            'wave_detail': 0.5
        }
        
        # 反射配置
        self.reflection_config = {
            'reflection_quality': 'medium',  # 'low', 'medium', 'high', 'screen'
            'planar_reflections': True,
            'sky_reflections': True,
            'reflection_distance': 200.0,
            'update_frequency': 30.0  # Hz
        }
        
        # 折射配置
        self.refraction_config = {
            'refraction_quality': 'medium',  # 'low', 'medium', 'high'
            'chromatic_aberration': True,
            'chromatic_intensity': 0.02
        }
        
        # 泡沫配置
        self.foam_config = {
            'foam_enabled': True,
            'foam_threshold': 0.7,
            'foam_smoothness': 0.3,
            'foam_speed': 0.5,
            'foam_color': (0.95, 0.95, 0.95, 0.8)
        }
        
        # 焦散配置
        self.caustics_config = {
            'caustics_enabled': True,
            'caustics_intensity': 1.0,
            'caustics_scale': 5.0,
            'caustics_speed': 0.2,
            'caustics_color': (0.9, 0.8, 0.6)
        }
        
        # 水下效果配置
        self.underwater_config = {
            'underwater_fog': True,
            'fog_density': 0.05,
            'fog_color': (0.0, 0.1, 0.2),
            'god_rays_enabled': True,
            'god_rays_intensity': 0.5
        }
        
        # 渲染状态
        self.render_state = {
            'last_render_time': 0.0,
            'frames_rendered': 0,
            'patches_rendered': 0,
            'triangles_rendered': 0
        }
        
        # 性能统计
        self.performance_stats = {
            'render_calls': 0,
            'render_time_total': 0.0,
            'average_render_time': 0.0,
            'patches_drawn': 0,
            'vertices_processed': 0
        }
        
        # 特效配置
        self.effect_config = {
            'motion_blur': False,
            'anti_aliasing': 'fxaa',        # 'none', 'fxaa', 'ssaa', 'msaa'
            'bloom_enabled': True,
            'bloom_intensity': 0.3,
            'depth_of_field': False,
            'dof_focus_distance': 50.0
        }
        
        # 相机和视图
        self.camera_state = {
            'position': (0.0, 0.0, 0.0),
            'view_matrix': None,
            'projection_matrix': None,
            'fov': 60.0
        }
        
        # 环境映射
        self.environment_mapping = {
            'skybox_enabled': True,
            'skybox_texture': None,
            'irradiance_map': None,
            'prefiltered_map': None
        }
        
        print("✓ 水体渲染器已创建")
        
    def initialize(self) -> bool:
        """
        初始化水体渲染器
        
        Returns:
            是否初始化成功
        """
        try:
            # 初始化渲染资源
            self._initialize_render_resources()
            
            self.initialized = True
            print("✓ 水体渲染器初始化完成")
            return True
            
        except Exception as e:
            print(f"✗ 水体渲染器初始化失败: {e}")
            import traceback
            traceback.print_exc()
            return False
            
    def enable(self) -> bool:
        """
        启用水体渲染器
        
        Returns:
            是否启用成功
        """
        try:
            if not self.initialized:
                print("✗ 水体渲染器未初始化")
                return False
                
            self.enabled = True
            print("✓ 水体渲染器已启用")
            return True
            
        except Exception as e:
            print(f"✗ 水体渲染器启用失败: {e}")
            import traceback
            traceback.print_exc()
            return False
            
    def disable(self):
        """禁用水体渲染器"""
        try:
            self.enabled = False
            print("✓ 水体渲染器已禁用")
            
        except Exception as e:
            print(f"✗ 水体渲染器禁用失败: {e}")
            import traceback
            traceback.print_exc()
            
    def finalize(self):
        """清理水体渲染器资源"""
        try:
            self.disable()
            self._cleanup_render_resources()
            self.initialized = False
            print("✓ 水体渲染器资源已清理")
            
        except Exception as e:
            print(f"✗ 水体渲染器资源清理失败: {e}")
            import traceback
            traceback.print_exc()
            
    def update(self, dt: float):
        """
        更新水体渲染器状态
        
        Args:
            dt: 时间增量
        """
        try:
            if not self.enabled:
                return
                
            # 更新渲染状态
            self.render_state['last_render_time'] += dt
            self.render_state['frames_rendered'] += 1
            
            # 更新波浪动画
            self._update_wave_animation(dt)
            
        except Exception as e:
            print(f"✗ 水体渲染器更新失败: {e}")
            import traceback
            traceback.print_exc()
            
    def _initialize_render_resources(self):
        """初始化渲染资源"""
        try:
            # 在实际实现中，这里会初始化着色器、纹理、缓冲区等
            print("✓ 水体渲染资源初始化完成")
        except Exception as e:
            print(f"✗ 水体渲染资源初始化失败: {e}")
            raise
            
    def _cleanup_render_resources(self):
        """清理渲染资源"""
        try:
            # 在实际实现中，这里会释放着色器、纹理、缓冲区等资源
            print("✓ 水体渲染资源清理完成")
        except Exception as e:
            print(f"✗ 水体渲染资源清理失败: {e}")
            
    def _update_wave_animation(self, dt: float):
        """
        更新波浪动画
        
        Args:
            dt: 时间增量
        """
        try:
            # 在实际实现中，这里会更新波浪动画参数
            # 用于纹理坐标滚动、法线贴图动画等
            pass
        except Exception as e:
            print(f"✗ 波浪动画更新失败: {e}")
            
    def render_water(self, water_data: Dict[str, Any], camera_position: tuple):
        """
        渲染水体
        
        Args:
            water_data: 水体数据字典
            camera_position: 相机位置
        """
        try:
            start_time = time.time()
            
            # 更新相机状态
            self.camera_state['position'] = camera_position
            
            # 获取水体网格数据
            vertices = water_data.get('vertices', [])
            normals = water_data.get('normals', [])
            uvs = water_data.get('uvs', [])
            indices = water_data.get('indices', [])
            
            if not vertices or not indices:
                return
                
            # 应用LOD（如果启用）
            if self.render_config['lod_enabled']:
                vertices, normals, uvs, indices = self._apply_lod(
                    vertices, normals, uvs, indices, camera_position
                )
            
            # 在实际实现中，这里会:
            # 1. 设置水体着色器参数
            # 2. 上传网格数据到GPU
            # 3. 应用材质和光照
            # 4. 处理反射/折射效果
            # 5. 执行网格渲染
            
            # 更新统计信息
            triangle_count = len(indices) // 3
            self.performance_stats['render_calls'] += 1
            self.performance_stats['patches_drawn'] += 1
            self.performance_stats['vertices_processed'] += len(vertices)
            self.render_state['patches_rendered'] += 1
            self.render_state['triangles_rendered'] += triangle_count
            
            render_time = time.time() - start_time
            self.performance_stats['render_time_total'] += render_time
            
            if self.performance_stats['render_calls'] > 0:
                self.performance_stats['average_render_time'] = (
                    self.performance_stats['render_time_total'] / 
                    self.performance_stats['render_calls']
                )
                
            print(f"✓ 水体渲染完成 ({triangle_count} 三角形)")
            
        except Exception as e:
            print(f"✗ 水体渲染失败: {e}")
            import traceback
            traceback.print_exc()
            
    def _apply_lod(self, vertices: List[Tuple[float, float, float]], 
                   normals: List[Tuple[float, float, float]],
                   uvs: List[Tuple[float, float]],
                   indices: List[int],
                   camera_position: Tuple[float, float, float]) -> Tuple[List, List, List, List]:
        """
        应用LOD（细节层次）
        
        Args:
            vertices: 顶点列表
            normals: 法线列表
            uvs: UV坐标列表
            indices: 索引列表
            camera_position: 相机位置
            
        Returns:
            简化后的网格数据
        """
        try:
            # 计算到相机的距离
            # 在实际实现中，这里会根据距离简化网格
            lod_distance = self.render_config['lod_distance']
            
            # 简化处理（示例）
            return vertices, normals, uvs, indices
            
        except Exception as e:
            print(f"✗ LOD应用失败: {e}")
            return vertices, normals, uvs, indices
            
    def set_render_config(self, config: Dict[str, Any]):
        """
        设置渲染配置
        
        Args:
            config: 渲染配置字典
        """
        try:
            self.render_config.update(config)
            print(f"✓ 渲染配置已更新: {self.render_config}")
        except Exception as e:
            print(f"✗ 渲染配置设置失败: {e}")
            
    def get_render_config(self) -> Dict[str, Any]:
        """
        获取渲染配置
        
        Returns:
            渲染配置字典
        """
        return self.render_config.copy()
        
    def set_shader_config(self, config: Dict[str, Any]):
        """
        设置着色器配置
        
        Args:
            config: 着色器配置字典
        """
        try:
            self.shader_config.update(config)
            print(f"✓ 着色器配置已更新: {self.shader_config}")
        except Exception as e:
            print(f"✗ 着色器配置设置失败: {e}")
            
    def get_shader_config(self) -> Dict[str, Any]:
        """
        获取着色器配置
        
        Returns:
            着色器配置字典
        """
        return self.shader_config.copy()
        
    def set_material_properties(self, properties: Dict[str, Any]):
        """
        设置材质属性
        
        Args:
            properties: 材质属性字典
        """
        try:
            self.material_properties.update(properties)
            print(f"✓ 材质属性已更新: {self.material_properties}")
        except Exception as e:
            print(f"✗ 材质属性设置失败: {e}")
            
    def get_material_properties(self) -> Dict[str, Any]:
        """
        获取材质属性
        
        Returns:
            材质属性字典
        """
        return self.material_properties.copy()
        
    def set_lighting_config(self, config: Dict[str, Any]):
        """
        设置光照配置
        
        Args:
            config: 光照配置字典
        """
        try:
            self.lighting_config.update(config)
            print(f"✓ 光照配置已更新: {self.lighting_config}")
        except Exception as e:
            print(f"✗ 光照配置设置失败: {e}")
            
    def get_lighting_config(self) -> Dict[str, Any]:
        """
        获取光照配置
        
        Returns:
            光照配置字典
        """
        return self.lighting_config.copy()
        
    def set_wave_render_config(self, config: Dict[str, Any]):
        """
        设置波浪渲染配置
        
        Args:
            config: 波浪渲染配置字典
        """
        try:
            self.wave_render_config.update(config)
            print(f"✓ 波浪渲染配置已更新: {self.wave_render_config}")
        except Exception as e:
            print(f"✗ 波浪渲染配置设置失败: {e}")
            
    def get_wave_render_config(self) -> Dict[str, Any]:
        """
        获取波浪渲染配置
        
        Returns:
            波浪渲染配置字典
        """
        return self.wave_render_config.copy()
        
    def set_reflection_config(self, config: Dict[str, Any]):
        """
        设置反射配置
        
        Args:
            config: 反射配置字典
        """
        try:
            self.reflection_config.update(config)
            print(f"✓ 反射配置已更新: {self.reflection_config}")
        except Exception as e:
            print(f"✗ 反射配置设置失败: {e}")
            
    def get_reflection_config(self) -> Dict[str, Any]:
        """
        获取反射配置
        
        Returns:
            反射配置字典
        """
        return self.reflection_config.copy()
        
    def set_refraction_config(self, config: Dict[str, Any]):
        """
        设置折射配置
        
        Args:
            config: 折射配置字典
        """
        try:
            self.refraction_config.update(config)
            print(f"✓ 折射配置已更新: {self.refraction_config}")
        except Exception as e:
            print(f"✗ 折射配置设置失败: {e}")
            
    def get_refraction_config(self) -> Dict[str, Any]:
        """
        获取折射配置
        
        Returns:
            折射配置字典
        """
        return self.refraction_config.copy()
        
    def set_foam_config(self, config: Dict[str, Any]):
        """
        设置泡沫配置
        
        Args:
            config: 泡沫配置字典
        """
        try:
            self.foam_config.update(config)
            print(f"✓ 泡沫配置已更新: {self.foam_config}")
        except Exception as e:
            print(f"✗ 泡沫配置设置失败: {e}")
            
    def get_foam_config(self) -> Dict[str, Any]:
        """
        获取泡沫配置
        
        Returns:
            泡沫配置字典
        """
        return self.foam_config.copy()
        
    def set_caustics_config(self, config: Dict[str, Any]):
        """
        设置焦散配置
        
        Args:
            config: 焦散配置字典
        """
        try:
            self.caustics_config.update(config)
            print(f"✓ 焦散配置已更新: {self.caustics_config}")
        except Exception as e:
            print(f"✗ 焦散配置设置失败: {e}")
            
    def get_caustics_config(self) -> Dict[str, Any]:
        """
        获取焦散配置
        
        Returns:
            焦散配置字典
        """
        return self.caustics_config.copy()
        
    def set_underwater_config(self, config: Dict[str, Any]):
        """
        设置水下效果配置
        
        Args:
            config: 水下效果配置字典
        """
        try:
            self.underwater_config.update(config)
            print(f"✓ 水下效果配置已更新: {self.underwater_config}")
        except Exception as e:
            print(f"✗ 水下效果配置设置失败: {e}")
            
    def get_underwater_config(self) -> Dict[str, Any]:
        """
        获取水下效果配置
        
        Returns:
            水下效果配置字典
        """
        return self.underwater_config.copy()
        
    def set_effect_config(self, config: Dict[str, Any]):
        """
        设置特效配置
        
        Args:
            config: 特效配置字典
        """
        try:
            self.effect_config.update(config)
            print(f"✓ 特效配置已更新: {self.effect_config}")
        except Exception as e:
            print(f"✗ 特效配置设置失败: {e}")
            
    def get_effect_config(self) -> Dict[str, Any]:
        """
        获取特效配置
        
        Returns:
            特效配置字典
        """
        return self.effect_config.copy()
        
    def get_render_state(self) -> Dict[str, Any]:
        """
        获取渲染状态
        
        Returns:
            渲染状态字典
        """
        return self.render_state.copy()
        
    def get_performance_stats(self) -> Dict[str, Any]:
        """
        获取性能统计信息
        
        Returns:
            性能统计字典
        """
        return self.performance_stats.copy()
        
    def reset_performance_stats(self):
        """重置性能统计信息"""
        try:
            self.performance_stats = {
                'render_calls': 0,
                'render_time_total': 0.0,
                'average_render_time': 0.0,
                'patches_drawn': 0,
                'vertices_processed': 0
            }
            print("✓ 性能统计信息已重置")
        except Exception as e:
            print(f"✗ 性能统计信息重置失败: {e}")
            
    def update_camera_state(self, position: tuple, view_matrix: Any = None, 
                           projection_matrix: Any = None, fov: float = 60.0):
        """
        更新相机状态
        
        Args:
            position: 相机位置
            view_matrix: 视图矩阵
            projection_matrix: 投影矩阵
            fov: 视野角度
        """
        try:
            self.camera_state['position'] = position
            self.camera_state['view_matrix'] = view_matrix
            self.camera_state['projection_matrix'] = projection_matrix
            self.camera_state['fov'] = fov
            
        except Exception as e:
            print(f"✗ 相机状态更新失败: {e}")
            
    def calculate_water_lighting(self, position: tuple, normal: tuple, 
                                view_direction: tuple) -> tuple:
        """
        计算水体光照（基于物理的渲染）
        
        Args:
            position: 位置
            normal: 波浪法线
            view_direction: 视线方向
            
        Returns:
            光照颜色 (r, g, b)
        """
        try:
            # 获取光照配置
            ambient = self.lighting_config['ambient_light']
            diffuse = self.lighting_config['diffuse_light']
            light_dir = self.lighting_config['light_direction']
            
            # 获取材质属性
            base_color = self.material_properties['base_color'][:3]
            specular_color = self.material_properties['specular_color']
            roughness = self.material_properties['roughness']
            metallic = self.material_properties['metallic']
            
            # 归一化向量
            norm_normal = np.array(normal) / np.linalg.norm(normal)
            norm_light_dir = np.array(light_dir) / np.linalg.norm(light_dir)
            norm_view_dir = np.array(view_direction) / np.linalg.norm(view_direction)
            
            # 计算半角向量
            half_vector = norm_light_dir + norm_view_dir
            norm_half_vector = half_vector / np.linalg.norm(half_vector)
            
            # 计算Fresnel效应
            fresnel = self._calculate_fresnel(norm_normal, norm_view_dir)
            
            # 漫反射项 (Lambertian)
            ndotl = max(0.0, np.dot(norm_normal, norm_light_dir))
            diffuse_contrib = (
                ndotl * diffuse[0] * base_color[0],
                ndotl * diffuse[1] * base_color[1],
                ndotl * diffuse[2] * base_color[2]
            )
            
            # 镜面反射项 (Cook-Torrance)
            specular_contrib = (0.0, 0.0, 0.0)
            if ndotl > 0:
                # 法线分布函数 (Trowbridge-Reitz GGX)
                ndoth = max(0.0, np.dot(norm_normal, norm_half_vector))
                alpha = roughness * roughness
                alpha2 = alpha * alpha
                denom = ndoth * ndoth * (alpha2 - 1.0) + 1.0
                d = alpha2 / (math.pi * denom * denom)
                
                # 几何函数
                ndotv = max(0.0, np.dot(norm_normal, norm_view_dir))
                k = (roughness + 1.0) * (roughness + 1.0) / 8.0
                g1l = ndotl / (ndotl * (1.0 - k) + k)
                g1v = ndotv / (ndotv * (1.0 - k) + k)
                g = g1l * g1v
                
                # Fresnel项 (Schlick近似)
                f0 = np.array(specular_color) if metallic > 0.5 else np.array([0.04, 0.04, 0.04])
                f = f0 + (1.0 - f0) * pow(1.0 - np.dot(norm_half_vector, norm_view_dir), 5.0)
                
                # 完整的镜面反射贡献
                if (ndotl * ndotv) > 0:
                    specular = (d * g * f) / (4.0 * ndotl * ndotv)
                    specular_contrib = (
                        specular[0] * diffuse[0],
                        specular[1] * diffuse[1],
                        specular[2] * diffuse[2]
                    )
            
            # 环境光项
            ambient_contrib = (
                ambient[0] * base_color[0],
                ambient[1] * base_color[1],
                ambient[2] * base_color[2]
            )
            
            # 合成最终颜色
            final_color = (
                ambient_contrib[0] + diffuse_contrib[0] + specular_contrib[0],
                ambient_contrib[1] + diffuse_contrib[1] + specular_contrib[1],
                ambient_contrib[2] + diffuse_contrib[2] + specular_contrib[2]
            )
            
            # 应用Fresnel效应
            final_color = (
                final_color[0] * (1.0 - fresnel) + fresnel,
                final_color[1] * (1.0 - fresnel) + fresnel,
                final_color[2] * (1.0 - fresnel) + fresnel
            )
            
            # 确保颜色值在有效范围内
            final_color = (
                max(0.0, min(1.0, final_color[0])),
                max(0.0, min(1.0, final_color[1])),
                max(0.0, min(1.0, final_color[2]))
            )
            
            return final_color
            
        except Exception as e:
            print(f"✗ 水体光照计算失败: {e}")
            return (0.1, 0.2, 0.5)
            
    def _calculate_fresnel(self, normal: np.ndarray, view_dir: np.ndarray) -> float:
        """
        计算Fresnel反射系数
        
        Args:
            normal: 表面法线
            view_dir: 视线方向
            
        Returns:
            Fresnel系数
        """
        try:
            # 简化的Fresnel计算
            ndotv = max(0.0, np.dot(normal, view_dir))
            fresnel = pow(1.0 - ndotv, self.wave_render_config['fresnel_power'])
            fresnel = max(0.0, min(1.0, fresnel + self.wave_render_config['fresnel_bias']))
            return fresnel
            
        except Exception as e:
            return 0.5
            
    def calculate_wave_normal(self, position: tuple, time_value: float) -> tuple:
        """
        计算波浪法线
        
        Args:
            position: 位置 (x, z)
            time_value: 时间值
            
        Returns:
            波浪法线 (nx, ny, nz)
        """
        try:
            # 在实际实现中，这里会根据波浪系统计算精确的法线
            # 简化处理，返回一个基于位置的法线
            x, z = position
            
            # 简单的波浪法线计算（示例）
            wave_height_x = 0.1 * math.sin(x * 0.1 + time_value)
            wave_height_z = 0.1 * math.sin(z * 0.1 + time_value)
            
            # 计算法线
            normal = np.array([-wave_height_x, 1.0, -wave_height_z])
            normal = normal / np.linalg.norm(normal)
            
            return tuple(normal)
            
        except Exception as e:
            print(f"✗ 波浪法线计算失败: {e}")
            return (0.0, 1.0, 0.0)
            
    def generate_water_foam(self, wave_height: float, velocity: float) -> float:
        """
        生成泡沫效果
        
        Args:
            wave_height: 波浪高度
            velocity: 水流速度
            
        Returns:
            泡沫强度 (0.0-1.0)
        """
        try:
            # 获取泡沫配置
            foam_threshold = self.foam_config['foam_threshold']
            foam_smoothness = self.foam_config['foam_smoothness']
            
            # 基于波浪高度和速度计算泡沫
            foam_factor = max(0.0, wave_height - foam_threshold) / (1.0 - foam_threshold)
            velocity_factor = min(1.0, velocity / 5.0)
            
            # 合成泡沫强度
            foam_intensity = foam_factor * (1.0 - velocity_factor * 0.5)
            
            # 应用平滑处理
            foam_intensity = pow(foam_intensity, foam_smoothness)
            
            return max(0.0, min(1.0, foam_intensity))
            
        except Exception as e:
            print(f"✗ 泡沫效果计算失败: {e}")
            return 0.0
            
    def apply_post_processing(self, render_target: Any) -> Any:
        """
        应用后处理效果
        
        Args:
            render_target: 渲染目标
            
        Returns:
            处理后的渲染目标
        """
        try:
            # 在实际实现中，这里会应用各种后处理效果
            # 如抗锯齿、泛光、景深、运动模糊等
            
            if self.effect_config['anti_aliasing'] != 'none':
                render_target = self._apply_anti_aliasing(render_target)
                
            if self.effect_config['bloom_enabled']:
                render_target = self._apply_bloom(render_target)
                
            if self.effect_config['motion_blur']:
                render_target = self._apply_motion_blur(render_target)
                
            if self.effect_config['depth_of_field']:
                render_target = self._apply_depth_of_field(render_target)
                
            return render_target
            
        except Exception as e:
            print(f"✗ 后处理应用失败: {e}")
            return render_target
            
    def _apply_anti_aliasing(self, render_target: Any) -> Any:
        """
        应用抗锯齿
        
        Args:
            render_target: 渲染目标
            
        Returns:
            处理后的渲染目标
        """
        try:
            # 在实际实现中，这里会应用FXAA、SSAA或MSAA等抗锯齿技术
            aa_type = self.effect_config['anti_aliasing']
            print(f"✓ 应用抗锯齿: {aa_type}")
            return render_target
            
        except Exception as e:
            print(f"✗ 抗锯齿应用失败: {e}")
            return render_target
            
    def _apply_bloom(self, render_target: Any) -> Any:
        """
        应用泛光效果
        
        Args:
            render_target: 渲染目标
            
        Returns:
            处理后的渲染目标
        """
        try:
            # 在实际实现中，这里会应用泛光效果
            intensity = self.effect_config['bloom_intensity']
            print(f"✓ 应用泛光效果 (强度: {intensity})")
            return render_target
            
        except Exception as e:
            print(f"✗ 泛光效果应用失败: {e}")
            return render_target
            
    def _apply_motion_blur(self, render_target: Any) -> Any:
        """
        应用运动模糊
        
        Args:
            render_target: 渲染目标
            
        Returns:
            处理后的渲染目标
        """
        try:
            # 在实际实现中，这里会应用运动模糊效果
            samples = 8 if self.effect_config['motion_blur'] else 0
            print(f"✓ 应用运动模糊 ({samples} 采样)")
            return render_target
            
        except Exception as e:
            print(f"✗ 运动模糊应用失败: {e}")
            return render_target
            
    def _apply_depth_of_field(self, render_target: Any) -> Any:
        """
        应用景深效果
        
        Args:
            render_target: 渲染目标
            
        Returns:
            处理后的渲染目标
        """
        try:
            # 在实际实现中，这里会应用景深效果
            focus_distance = self.effect_config['dof_focus_distance']
            print(f"✓ 应用景深效果 (焦点距离: {focus_distance})")
            return render_target
            
        except Exception as e:
            print(f"✗ 景深效果应用失败: {e}")
            return render_target