""" 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)