776 lines
25 KiB
Python
776 lines
25 KiB
Python
"""
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流体渲染器模块
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负责流体的可视化渲染和效果处理
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"""
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import time
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from typing import Dict, Any, List, Optional
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import math
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import numpy as np
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class FluidRenderer:
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"""
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流体渲染器
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负责流体的可视化渲染和效果处理
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"""
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def __init__(self, plugin):
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"""
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初始化流体渲染器
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Args:
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plugin: 水体和流体模拟插件实例
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"""
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self.plugin = plugin
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self.enabled = False
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self.initialized = False
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# 渲染配置
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self.render_config = {
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'render_mode': 'volume', # 'volume', 'particles', 'surface'
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'quality_level': 'medium', # 'low', 'medium', 'high', 'ultra'
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'max_particles': 10000,
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'particle_size': 0.1,
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'render_distance': 100.0,
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'lod_enabled': True,
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'lod_distance': 50.0
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}
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# 着色器配置
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self.shader_config = {
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'fluid_shader': 'standard',
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'lighting_model': 'blinn_phong',
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'normal_mapping': True,
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'specular_mapping': True,
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'reflection_enabled': True,
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'refraction_enabled': True,
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'caustics_enabled': False,
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'foam_enabled': True
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}
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# 材质属性
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self.material_properties = {
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'color': (0.0, 0.3, 0.8, 0.7), # RGBA
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'specular_color': (1.0, 1.0, 1.0),
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'shininess': 64.0,
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'reflectivity': 0.8,
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'refractive_index': 1.333,
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'absorption_coefficient': 0.1,
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'scattering_coefficient': 0.5
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}
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# 光照配置
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self.lighting_config = {
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'ambient_light': (0.2, 0.2, 0.2),
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'diffuse_light': (0.8, 0.8, 0.8),
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'specular_light': (1.0, 1.0, 1.0),
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'light_direction': (0.5, 1.0, 0.3)
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}
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# 体积渲染配置
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self.volume_config = {
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'sampling_rate': 64,
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'step_size': 0.1,
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'density_scale': 1.0,
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'gradient_factor': 1.0,
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'shadow_enabled': True,
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'shadow_steps': 16
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}
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# 粒子渲染配置
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self.particle_config = {
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'sprite_type': 'quad', # 'quad', 'billboard', 'sphere'
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'blend_mode': 'additive', # 'alpha', 'additive', 'subtractive'
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'size_variation': 0.5,
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'velocity_scale': 1.0,
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'life_scale': True
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}
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# 渲染状态
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self.render_state = {
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'last_render_time': 0.0,
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'frames_rendered': 0,
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'particles_rendered': 0,
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'triangles_rendered': 0
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}
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# 性能统计
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self.performance_stats = {
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'render_calls': 0,
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'render_time_total': 0.0,
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'average_render_time': 0.0,
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'particles_drawn': 0,
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'volume_samples': 0
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}
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# 特效配置
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self.effect_config = {
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'motion_blur': False,
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'motion_blur_samples': 8,
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'anti_aliasing': 'fxaa', # 'none', 'fxaa', 'ssaa', 'msaa'
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'bloom_enabled': True,
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'bloom_intensity': 0.5,
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'depth_of_field': False,
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'dof_focus_distance': 10.0
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}
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# 相机和视图
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self.camera_state = {
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'position': (0.0, 0.0, 0.0),
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'view_matrix': None,
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'projection_matrix': None,
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'fov': 60.0
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}
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print("✓ 流体渲染器已创建")
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def initialize(self) -> bool:
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"""
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初始化流体渲染器
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Returns:
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是否初始化成功
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"""
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try:
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# 初始化渲染资源
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self._initialize_render_resources()
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self.initialized = True
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print("✓ 流体渲染器初始化完成")
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return True
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except Exception as e:
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print(f"✗ 流体渲染器初始化失败: {e}")
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import traceback
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traceback.print_exc()
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return False
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def enable(self) -> bool:
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"""
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启用流体渲染器
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Returns:
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是否启用成功
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"""
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try:
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if not self.initialized:
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print("✗ 流体渲染器未初始化")
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return False
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self.enabled = True
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print("✓ 流体渲染器已启用")
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return True
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except Exception as e:
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print(f"✗ 流体渲染器启用失败: {e}")
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import traceback
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traceback.print_exc()
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return False
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def disable(self):
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"""禁用流体渲染器"""
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try:
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self.enabled = False
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print("✓ 流体渲染器已禁用")
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except Exception as e:
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print(f"✗ 流体渲染器禁用失败: {e}")
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import traceback
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traceback.print_exc()
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def finalize(self):
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"""清理流体渲染器资源"""
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try:
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self.disable()
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self._cleanup_render_resources()
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self.initialized = False
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print("✓ 流体渲染器资源已清理")
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except Exception as e:
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print(f"✗ 流体渲染器资源清理失败: {e}")
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import traceback
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traceback.print_exc()
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def update(self, dt: float):
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"""
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更新流体渲染器状态
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Args:
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dt: 时间增量
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"""
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try:
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if not self.enabled:
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return
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# 更新渲染状态
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self.render_state['last_render_time'] += dt
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self.render_state['frames_rendered'] += 1
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except Exception as e:
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print(f"✗ 流体渲染器更新失败: {e}")
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import traceback
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traceback.print_exc()
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def _initialize_render_resources(self):
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"""初始化渲染资源"""
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try:
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# 在实际实现中,这里会初始化着色器、纹理、缓冲区等
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print("✓ 渲染资源初始化完成")
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except Exception as e:
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print(f"✗ 渲染资源初始化失败: {e}")
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raise
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def _cleanup_render_resources(self):
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"""清理渲染资源"""
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try:
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# 在实际实现中,这里会释放着色器、纹理、缓冲区等资源
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print("✓ 渲染资源清理完成")
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except Exception as e:
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print(f"✗ 渲染资源清理失败: {e}")
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def render_fluid(self, fluid_data: Dict[str, Any], camera_position: tuple):
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"""
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渲染流体
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Args:
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fluid_data: 流体数据字典
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camera_position: 相机位置
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"""
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try:
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start_time = time.time()
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# 更新相机状态
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self.camera_state['position'] = camera_position
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# 根据渲染模式选择渲染方法
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render_mode = self.render_config['render_mode']
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if render_mode == 'volume':
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self._render_volume_fluid(fluid_data)
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elif render_mode == 'particles':
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self._render_particle_fluid(fluid_data)
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elif render_mode == 'surface':
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self._render_surface_fluid(fluid_data)
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else:
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# 默认使用体积渲染
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self._render_volume_fluid(fluid_data)
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# 更新性能统计
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render_time = time.time() - start_time
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self.performance_stats['render_calls'] += 1
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self.performance_stats['render_time_total'] += render_time
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if self.performance_stats['render_calls'] > 0:
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self.performance_stats['average_render_time'] = (
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self.performance_stats['render_time_total'] /
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self.performance_stats['render_calls']
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)
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# 更新渲染状态
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self.render_state['frames_rendered'] += 1
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except Exception as e:
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print(f"✗ 流体渲染失败: {e}")
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import traceback
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traceback.print_exc()
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def _render_volume_fluid(self, fluid_data: Dict[str, Any]):
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"""
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体积渲染流体
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Args:
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fluid_data: 流体数据
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"""
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try:
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# 获取流体场数据
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velocity_field = fluid_data.get('velocity_field')
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density_field = fluid_data.get('density_field')
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temperature_field = fluid_data.get('temperature_field')
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if not density_field:
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return
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# 获取体积渲染配置
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sampling_rate = self.volume_config['sampling_rate']
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step_size = self.volume_config['step_size']
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density_scale = self.volume_config['density_scale']
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# 在实际实现中,这里会:
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# 1. 设置体积着色器参数
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# 2. 绑定体积纹理
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# 3. 执行光线行进算法
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# 4. 应用光照和材质属性
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# 5. 渲染到屏幕
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# 更新统计信息
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self.performance_stats['volume_samples'] += sampling_rate
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print("✓ 体积流体渲染完成")
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except Exception as e:
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print(f"✗ 体积流体渲染失败: {e}")
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def _render_particle_fluid(self, fluid_data: Dict[str, Any]):
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"""
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粒子渲染流体
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Args:
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fluid_data: 流体数据
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"""
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try:
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# 获取粒子数据
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particles = fluid_data.get('particles', [])
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if not particles:
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return
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# 获取粒子渲染配置
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sprite_type = self.particle_config['sprite_type']
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blend_mode = self.particle_config['blend_mode']
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particle_size = self.render_config['particle_size']
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# 在实际实现中,这里会:
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# 1. 设置粒子着色器参数
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# 2. 准备粒子顶点数据
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# 3. 应用材质属性
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# 4. 执行粒子渲染
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# 更新统计信息
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particles_count = len(particles)
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self.performance_stats['particles_drawn'] += particles_count
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self.render_state['particles_rendered'] += particles_count
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print(f"✓ 粒子流体渲染完成 ({particles_count} 粒子)")
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except Exception as e:
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print(f"✗ 粒子流体渲染失败: {e}")
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def _render_surface_fluid(self, fluid_data: Dict[str, Any]):
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"""
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表面渲染流体
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Args:
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fluid_data: 流体数据
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"""
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try:
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# 获取表面网格数据
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vertices = fluid_data.get('vertices', [])
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normals = fluid_data.get('normals', [])
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indices = fluid_data.get('indices', [])
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if not vertices or not indices:
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return
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# 在实际实现中,这里会:
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# 1. 设置表面着色器参数
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# 2. 上传网格数据到GPU
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# 3. 应用材质和光照
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# 4. 执行网格渲染
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# 更新统计信息
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triangle_count = len(indices) // 3
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self.render_state['triangles_rendered'] += triangle_count
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print(f"✓ 表面流体渲染完成 ({triangle_count} 三角形)")
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except Exception as e:
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print(f"✗ 表面流体渲染失败: {e}")
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def set_render_config(self, config: Dict[str, Any]):
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"""
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设置渲染配置
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Args:
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config: 渲染配置字典
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"""
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try:
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self.render_config.update(config)
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print(f"✓ 渲染配置已更新: {self.render_config}")
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except Exception as e:
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print(f"✗ 渲染配置设置失败: {e}")
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def get_render_config(self) -> Dict[str, Any]:
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"""
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获取渲染配置
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Returns:
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渲染配置字典
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"""
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return self.render_config.copy()
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def set_shader_config(self, config: Dict[str, Any]):
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"""
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设置着色器配置
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Args:
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config: 着色器配置字典
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"""
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try:
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self.shader_config.update(config)
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print(f"✓ 着色器配置已更新: {self.shader_config}")
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except Exception as e:
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print(f"✗ 着色器配置设置失败: {e}")
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def get_shader_config(self) -> Dict[str, Any]:
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"""
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获取着色器配置
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Returns:
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着色器配置字典
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"""
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return self.shader_config.copy()
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def set_material_properties(self, properties: Dict[str, Any]):
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"""
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设置材质属性
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Args:
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properties: 材质属性字典
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"""
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try:
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self.material_properties.update(properties)
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print(f"✓ 材质属性已更新: {self.material_properties}")
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except Exception as e:
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print(f"✗ 材质属性设置失败: {e}")
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def get_material_properties(self) -> Dict[str, Any]:
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"""
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获取材质属性
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Returns:
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材质属性字典
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"""
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return self.material_properties.copy()
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def set_lighting_config(self, config: Dict[str, Any]):
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"""
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设置光照配置
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Args:
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config: 光照配置字典
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"""
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try:
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self.lighting_config.update(config)
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print(f"✓ 光照配置已更新: {self.lighting_config}")
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except Exception as e:
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print(f"✗ 光照配置设置失败: {e}")
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def get_lighting_config(self) -> Dict[str, Any]:
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"""
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获取光照配置
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Returns:
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光照配置字典
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"""
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return self.lighting_config.copy()
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def set_volume_config(self, config: Dict[str, Any]):
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"""
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设置体积渲染配置
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Args:
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config: 体积渲染配置字典
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"""
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try:
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self.volume_config.update(config)
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print(f"✓ 体积渲染配置已更新: {self.volume_config}")
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except Exception as e:
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print(f"✗ 体积渲染配置设置失败: {e}")
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def get_volume_config(self) -> Dict[str, Any]:
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"""
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获取体积渲染配置
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Returns:
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体积渲染配置字典
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"""
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return self.volume_config.copy()
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def set_particle_config(self, config: Dict[str, Any]):
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"""
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设置粒子渲染配置
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Args:
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config: 粒子渲染配置字典
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"""
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try:
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self.particle_config.update(config)
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print(f"✓ 粒子渲染配置已更新: {self.particle_config}")
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except Exception as e:
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print(f"✗ 粒子渲染配置设置失败: {e}")
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def get_particle_config(self) -> Dict[str, Any]:
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"""
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获取粒子渲染配置
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Returns:
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粒子渲染配置字典
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"""
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return self.particle_config.copy()
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def set_effect_config(self, config: Dict[str, Any]):
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"""
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设置特效配置
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Args:
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config: 特效配置字典
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"""
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try:
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self.effect_config.update(config)
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print(f"✓ 特效配置已更新: {self.effect_config}")
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except Exception as e:
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print(f"✗ 特效配置设置失败: {e}")
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def get_effect_config(self) -> Dict[str, Any]:
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"""
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||
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) |