""" 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