"""
流体渲染器模块
负责流体的可视化渲染和效果处理
"""

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

class FluidRenderer:
    """
    流体渲染器
    负责流体的可视化渲染和效果处理
    """
    
    def __init__(self, plugin):
        """
        初始化流体渲染器
        
        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 = {
            'render_mode': 'volume',        # 'volume', 'particles', 'surface'
            'quality_level': 'medium',      # 'low', 'medium', 'high', 'ultra'
            'max_particles': 10000,
            'particle_size': 0.1,
            'render_distance': 100.0,
            'lod_enabled': True,
            'lod_distance': 50.0
        }
        
        # 着色器配置
        self.shader_config = {
            'fluid_shader': 'standard',
            'lighting_model': 'blinn_phong',
            'normal_mapping': True,
            'specular_mapping': True,
            'reflection_enabled': True,
            'refraction_enabled': True,
            'caustics_enabled': False,
            'foam_enabled': True
        }
        
        # 材质属性
        self.material_properties = {
            'color': (0.0, 0.3, 0.8, 0.7),  # RGBA
            'specular_color': (1.0, 1.0, 1.0),
            'shininess': 64.0,
            'reflectivity': 0.8,
            'refractive_index': 1.333,
            'absorption_coefficient': 0.1,
            'scattering_coefficient': 0.5
        }
        
        # 光照配置
        self.lighting_config = {
            'ambient_light': (0.2, 0.2, 0.2),
            'diffuse_light': (0.8, 0.8, 0.8),
            'specular_light': (1.0, 1.0, 1.0),
            'light_direction': (0.5, 1.0, 0.3)
        }
        
        # 体积渲染配置
        self.volume_config = {
            'sampling_rate': 64,
            'step_size': 0.1,
            'density_scale': 1.0,
            'gradient_factor': 1.0,
            'shadow_enabled': True,
            'shadow_steps': 16
        }
        
        # 粒子渲染配置
        self.particle_config = {
            'sprite_type': 'quad',          # 'quad', 'billboard', 'sphere'
            'blend_mode': 'additive',       # 'alpha', 'additive', 'subtractive'
            'size_variation': 0.5,
            'velocity_scale': 1.0,
            'life_scale': True
        }
        
        # 渲染状态
        self.render_state = {
            'last_render_time': 0.0,
            'frames_rendered': 0,
            'particles_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,
            'particles_drawn': 0,
            'volume_samples': 0
        }
        
        # 特效配置
        self.effect_config = {
            'motion_blur': False,
            'motion_blur_samples': 8,
            'anti_aliasing': 'fxaa',        # 'none', 'fxaa', 'ssaa', 'msaa'
            'bloom_enabled': True,
            'bloom_intensity': 0.5,
            'depth_of_field': False,
            'dof_focus_distance': 10.0
        }
        
        # 相机和视图
        self.camera_state = {
            'position': (0.0, 0.0, 0.0),
            'view_matrix': None,
            'projection_matrix': None,
            'fov': 60.0
        }
        
        print("✓ 流体渲染器已创建")
        
    def initialize(self) -> bool:
        """
        初始化流体渲染器
        
        Returns:
            是否初始化成功
        """
        try:
            # 初始化渲染资源
            self._initialize_render_resources()
            
            self.initialized = True
            print("✓ 流体渲染器初始化完成")
            return True
            
        except Exception as e:
            print(f"✗ 流体渲染器初始化失败: {e}")
            import traceback
            traceback.print_exc()
            return False
            
    def enable(self) -> bool:
        """
        启用流体渲染器
        
        Returns:
            是否启用成功
        """
        try:
            if not self.initialized:
                print("✗ 流体渲染器未初始化")
                return False
                
            self.enabled = True
            print("✓ 流体渲染器已启用")
            return True
            
        except Exception as e:
            print(f"✗ 流体渲染器启用失败: {e}")
            import traceback
            traceback.print_exc()
            return False
            
    def disable(self):
        """禁用流体渲染器"""
        try:
            self.enabled = False
            print("✓ 流体渲染器已禁用")
            
        except Exception as e:
            print(f"✗ 流体渲染器禁用失败: {e}")
            import traceback
            traceback.print_exc()
            
    def finalize(self):
        """清理流体渲染器资源"""
        try:
            self.disable()
            self._cleanup_render_resources()
            self.initialized = False
            print("✓ 流体渲染器资源已清理")
            
        except Exception as e:
            print(f"✗ 流体渲染器资源清理失败: {e}")
            import traceback
            traceback.print_exc()
            
    def update(self, dt: float):
        """
        更新流体渲染器状态
        
        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
            
        except Exception as e:
            print(f"✗ 流体渲染器更新失败: {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("✓ 渲染资源初始化完成")
        except Exception as e:
            print(f"✗ 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("✓ 渲染资源清理完成")
        except Exception as e:
            print(f"✗ 渲染资源清理失败: {e}")
            
    def render_fluid(self, fluid_data: Dict[str, Any], camera_position: tuple):
        """
        渲染流体
        
        Args:
            fluid_data: 流体数据字典
            camera_position: 相机位置
        """
        try:
            start_time = time.time()
            
            # 更新相机状态
            self.camera_state['position'] = camera_position
            
            # 根据渲染模式选择渲染方法
            render_mode = self.render_config['render_mode']
            
            if render_mode == 'volume':
                self._render_volume_fluid(fluid_data)
            elif render_mode == 'particles':
                self._render_particle_fluid(fluid_data)
            elif render_mode == 'surface':
                self._render_surface_fluid(fluid_data)
            else:
                # 默认使用体积渲染
                self._render_volume_fluid(fluid_data)
                
            # 更新性能统计
            render_time = time.time() - start_time
            self.performance_stats['render_calls'] += 1
            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']
                )
                
            # 更新渲染状态
            self.render_state['frames_rendered'] += 1
            
        except Exception as e:
            print(f"✗ 流体渲染失败: {e}")
            import traceback
            traceback.print_exc()
            
    def _render_volume_fluid(self, fluid_data: Dict[str, Any]):
        """
        体积渲染流体
        
        Args:
            fluid_data: 流体数据
        """
        try:
            # 获取流体场数据
            velocity_field = fluid_data.get('velocity_field')
            density_field = fluid_data.get('density_field')
            temperature_field = fluid_data.get('temperature_field')
            
            if not density_field:
                return
                
            # 获取体积渲染配置
            sampling_rate = self.volume_config['sampling_rate']
            step_size = self.volume_config['step_size']
            density_scale = self.volume_config['density_scale']
            
            # 在实际实现中，这里会:
            # 1. 设置体积着色器参数
            # 2. 绑定体积纹理
            # 3. 执行光线行进算法
            # 4. 应用光照和材质属性
            # 5. 渲染到屏幕
            
            # 更新统计信息
            self.performance_stats['volume_samples'] += sampling_rate
            
            print("✓ 体积流体渲染完成")
            
        except Exception as e:
            print(f"✗ 体积流体渲染失败: {e}")
            
    def _render_particle_fluid(self, fluid_data: Dict[str, Any]):
        """
        粒子渲染流体
        
        Args:
            fluid_data: 流体数据
        """
        try:
            # 获取粒子数据
            particles = fluid_data.get('particles', [])
            
            if not particles:
                return
                
            # 获取粒子渲染配置
            sprite_type = self.particle_config['sprite_type']
            blend_mode = self.particle_config['blend_mode']
            particle_size = self.render_config['particle_size']
            
            # 在实际实现中，这里会:
            # 1. 设置粒子着色器参数
            # 2. 准备粒子顶点数据
            # 3. 应用材质属性
            # 4. 执行粒子渲染
            
            # 更新统计信息
            particles_count = len(particles)
            self.performance_stats['particles_drawn'] += particles_count
            self.render_state['particles_rendered'] += particles_count
            
            print(f"✓ 粒子流体渲染完成 ({particles_count} 粒子)")
            
        except Exception as e:
            print(f"✗ 粒子流体渲染失败: {e}")
            
    def _render_surface_fluid(self, fluid_data: Dict[str, Any]):
        """
        表面渲染流体
        
        Args:
            fluid_data: 流体数据
        """
        try:
            # 获取表面网格数据
            vertices = fluid_data.get('vertices', [])
            normals = fluid_data.get('normals', [])
            indices = fluid_data.get('indices', [])
            
            if not vertices or not indices:
                return
                
            # 在实际实现中，这里会:
            # 1. 设置表面着色器参数
            # 2. 上传网格数据到GPU
            # 3. 应用材质和光照
            # 4. 执行网格渲染
            
            # 更新统计信息
            triangle_count = len(indices) // 3
            self.render_state['triangles_rendered'] += triangle_count
            
            print(f"✓ 表面流体渲染完成 ({triangle_count} 三角形)")
            
        except Exception as e:
            print(f"✗ 表面流体渲染失败: {e}")
            
    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_volume_config(self, config: Dict[str, Any]):
        """
        设置体积渲染配置
        
        Args:
            config: 体积渲染配置字典
        """
        try:
            self.volume_config.update(config)
            print(f"✓ 体积渲染配置已更新: {self.volume_config}")
        except Exception as e:
            print(f"✗ 体积渲染配置设置失败: {e}")
            
    def get_volume_config(self) -> Dict[str, Any]:
        """
        获取体积渲染配置
        
        Returns:
            体积渲染配置字典
        """
        return self.volume_config.copy()
        
    def set_particle_config(self, config: Dict[str, Any]):
        """
        设置粒子渲染配置
        
        Args:
            config: 粒子渲染配置字典
        """
        try:
            self.particle_config.update(config)
            print(f"✓ 粒子渲染配置已更新: {self.particle_config}")
        except Exception as e:
            print(f"✗ 粒子渲染配置设置失败: {e}")
            
    def get_particle_config(self) -> Dict[str, Any]:
        """
        获取粒子渲染配置
        
        Returns:
            粒子渲染配置字典
        """
        return self.particle_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,
                'particles_drawn': 0,
                'volume_samples': 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 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 = self.effect_config['motion_blur_samples']
            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
            
    def calculate_fluid_lighting(self, position: tuple, normal: tuple) -> tuple:
        """
        计算流体光照
        
        Args:
            position: 位置
            normal: 法线
            
        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']
            specular = self.lighting_config['specular_light']
            light_dir = self.lighting_config['light_direction']
            
            # 获取材质属性
            material_color = self.material_properties['color'][:3]  # RGB
            specular_color = self.material_properties['specular_color']
            shininess = self.material_properties['shininess']
            
            # 简化的光照计算
            # 环境光
            ambient_contrib = (
                ambient[0] * material_color[0],
                ambient[1] * material_color[1],
                ambient[2] * material_color[2]
            )
            
            # 漫反射光
            # 归一化法线和光线方向
            norm_normal = np.array(normal) / np.linalg.norm(normal)
            norm_light_dir = np.array(light_dir) / np.linalg.norm(light_dir)
            
            # 计算漫反射因子
            diffuse_factor = max(0.0, np.dot(norm_normal, norm_light_dir))
            
            diffuse_contrib = (
                diffuse_factor * diffuse[0] * material_color[0],
                diffuse_factor * diffuse[1] * material_color[1],
                diffuse_factor * diffuse[2] * material_color[2]
            )
            
            # 镜面反射光
            specular_contrib = (0.0, 0.0, 0.0)
            if diffuse_factor > 0:
                # 计算反射向量 R = 2(N·L)N - L
                reflect_dir = 2 * diffuse_factor * norm_normal - norm_light_dir
                # 计算视线方向（简化为从原点到点的方向）
                view_dir = np.array(position) / np.linalg.norm(position)
                # 计算镜面反射因子
                specular_factor = max(0.0, np.dot(reflect_dir, view_dir)) ** shininess
                
                specular_contrib = (
                    specular_factor * specular[0] * specular_color[0],
                    specular_factor * specular[1] * specular_color[1],
                    specular_factor * specular[2] * specular_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]
            )
            
            # 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"✗ 流体光照计算失败: {e}")
            return (0.5, 0.5, 0.5)