978 lines
32 KiB
Python
978 lines
32 KiB
Python
"""
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水体渲染器模块
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负责水体的高质量渲染和视觉效果
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"""
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import time
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from typing import Dict, Any, List, Optional, Tuple
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import math
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import numpy as np
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class WaterRenderer:
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"""
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水体渲染器
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负责水体的高质量渲染和视觉效果,包括反射、折射、泡沫等
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"""
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def __init__(self, plugin):
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"""
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初始化水体渲染器
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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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'quality_level': 'medium', # 'low', 'medium', 'high', 'ultra'
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'tessellation_factor': 4.0,
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'lod_enabled': True,
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'lod_distance': 100.0,
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'max_patch_size': 50.0,
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'render_distance': 500.0
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}
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# 着色器配置
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self.shader_config = {
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'water_shader': 'pbr', # 'standard', 'pbr', 'advanced'
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'lighting_model': 'cook_torrance', # 'blinn_phong', 'cook_torrance', 'ward'
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'normal_mapping': True,
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'detail_mapping': True,
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'reflection_enabled': True,
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'refraction_enabled': True,
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'caustics_enabled': True,
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'foam_enabled': True,
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'underwater_effects': True
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}
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# 材质属性
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self.material_properties = {
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'base_color': (0.0, 0.2, 0.5, 0.9), # RGBA
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'specular_color': (0.8, 0.8, 0.9),
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'roughness': 0.05,
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'metallic': 0.0,
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'reflectance': 0.95,
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'refractive_index': 1.333,
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'absorption_color': (0.0, 0.05, 0.15),
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'absorption_coefficient': 0.1
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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': (0.1, 0.1, 0.15),
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'diffuse_light': (0.9, 0.9, 0.95),
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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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'shadow_enabled': True,
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'shadow_quality': 'medium'
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}
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# 波浪渲染配置
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self.wave_render_config = {
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'normal_strength': 1.0,
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'fresnel_power': 5.0,
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'fresnel_bias': 0.2,
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'wave_scale': 1.0,
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'wave_speed': 1.0,
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'wave_detail': 0.5
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}
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# 反射配置
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self.reflection_config = {
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'reflection_quality': 'medium', # 'low', 'medium', 'high', 'screen'
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'planar_reflections': True,
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'sky_reflections': True,
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'reflection_distance': 200.0,
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'update_frequency': 30.0 # Hz
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}
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# 折射配置
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self.refraction_config = {
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'refraction_quality': 'medium', # 'low', 'medium', 'high'
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'chromatic_aberration': True,
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'chromatic_intensity': 0.02
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}
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# 泡沫配置
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self.foam_config = {
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'foam_enabled': True,
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'foam_threshold': 0.7,
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'foam_smoothness': 0.3,
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'foam_speed': 0.5,
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'foam_color': (0.95, 0.95, 0.95, 0.8)
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}
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# 焦散配置
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self.caustics_config = {
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'caustics_enabled': True,
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'caustics_intensity': 1.0,
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'caustics_scale': 5.0,
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'caustics_speed': 0.2,
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'caustics_color': (0.9, 0.8, 0.6)
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}
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# 水下效果配置
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self.underwater_config = {
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'underwater_fog': True,
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'fog_density': 0.05,
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'fog_color': (0.0, 0.1, 0.2),
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'god_rays_enabled': True,
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'god_rays_intensity': 0.5
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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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'patches_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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'patches_drawn': 0,
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'vertices_processed': 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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'anti_aliasing': 'fxaa', # 'none', 'fxaa', 'ssaa', 'msaa'
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'bloom_enabled': True,
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'bloom_intensity': 0.3,
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'depth_of_field': False,
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'dof_focus_distance': 50.0
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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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# 环境映射
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self.environment_mapping = {
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'skybox_enabled': True,
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'skybox_texture': None,
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'irradiance_map': None,
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'prefiltered_map': None
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}
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print("✓ 水体渲染器已创建")
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def initialize(self) -> bool:
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"""
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初始化水体渲染器
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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("✓ 水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"✗ 水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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启用水体渲染器
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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("✗ 水体渲染器未初始化")
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return False
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self.enabled = True
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print("✓ 水体渲染器已启用")
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return True
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except Exception as e:
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print(f"✗ 水体渲染器启用失败: {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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"""禁用水体渲染器"""
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try:
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self.enabled = False
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print("✓ 水体渲染器已禁用")
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except Exception as e:
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print(f"✗ 水体渲染器禁用失败: {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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"""清理水体渲染器资源"""
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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("✓ 水体渲染器资源已清理")
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except Exception as e:
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print(f"✗ 水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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更新水体渲染器状态
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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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# 更新波浪动画
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self._update_wave_animation(dt)
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except Exception as e:
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print(f"✗ 水体渲染器更新失败: {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("✓ 水体渲染资源初始化完成")
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except Exception as e:
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print(f"✗ 水体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("✓ 水体渲染资源清理完成")
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except Exception as e:
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print(f"✗ 水体渲染资源清理失败: {e}")
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def _update_wave_animation(self, dt: float):
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"""
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更新波浪动画
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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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# 在实际实现中,这里会更新波浪动画参数
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# 用于纹理坐标滚动、法线贴图动画等
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pass
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except Exception as e:
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print(f"✗ 波浪动画更新失败: {e}")
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def render_water(self, water_data: Dict[str, Any], camera_position: tuple):
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"""
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渲染水体
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Args:
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water_data: 水体数据字典
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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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# 获取水体网格数据
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vertices = water_data.get('vertices', [])
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normals = water_data.get('normals', [])
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uvs = water_data.get('uvs', [])
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indices = water_data.get('indices', [])
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if not vertices or not indices:
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return
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# 应用LOD(如果启用)
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if self.render_config['lod_enabled']:
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vertices, normals, uvs, indices = self._apply_lod(
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vertices, normals, uvs, indices, camera_position
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)
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# 在实际实现中,这里会:
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# 1. 设置水体着色器参数
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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. 处理反射/折射效果
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# 5. 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.performance_stats['render_calls'] += 1
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self.performance_stats['patches_drawn'] += 1
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self.performance_stats['vertices_processed'] += len(vertices)
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self.render_state['patches_rendered'] += 1
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self.render_state['triangles_rendered'] += triangle_count
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render_time = time.time() - start_time
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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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print(f"✓ 水体渲染完成 ({triangle_count} 三角形)")
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except Exception as e:
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print(f"✗ 水体渲染失败: {e}")
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import traceback
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traceback.print_exc()
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def _apply_lod(self, vertices: List[Tuple[float, float, float]],
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normals: List[Tuple[float, float, float]],
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uvs: List[Tuple[float, float]],
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indices: List[int],
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camera_position: Tuple[float, float, float]) -> Tuple[List, List, List, List]:
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"""
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应用LOD(细节层次)
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Args:
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vertices: 顶点列表
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normals: 法线列表
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uvs: UV坐标列表
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indices: 索引列表
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camera_position: 相机位置
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Returns:
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简化后的网格数据
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"""
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try:
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# 计算到相机的距离
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# 在实际实现中,这里会根据距离简化网格
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lod_distance = self.render_config['lod_distance']
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# 简化处理(示例)
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return vertices, normals, uvs, indices
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except Exception as e:
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print(f"✗ LOD应用失败: {e}")
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return vertices, normals, uvs, indices
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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_wave_render_config(self, config: Dict[str, Any]):
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"""
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设置波浪渲染配置
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Args:
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config: 波浪渲染配置字典
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"""
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try:
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self.wave_render_config.update(config)
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print(f"✓ 波浪渲染配置已更新: {self.wave_render_config}")
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except Exception as e:
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print(f"✗ 波浪渲染配置设置失败: {e}")
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def get_wave_render_config(self) -> Dict[str, Any]:
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"""
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获取波浪渲染配置
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Returns:
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波浪渲染配置字典
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"""
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return self.wave_render_config.copy()
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def set_reflection_config(self, config: Dict[str, Any]):
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"""
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设置反射配置
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Args:
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config: 反射配置字典
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"""
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try:
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self.reflection_config.update(config)
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print(f"✓ 反射配置已更新: {self.reflection_config}")
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except Exception as e:
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print(f"✗ 反射配置设置失败: {e}")
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def get_reflection_config(self) -> Dict[str, Any]:
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"""
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获取反射配置
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Returns:
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反射配置字典
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"""
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return self.reflection_config.copy()
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def set_refraction_config(self, config: Dict[str, Any]):
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"""
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设置折射配置
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Args:
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config: 折射配置字典
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"""
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try:
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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 |