sevenx_engine 0.2.11

Engine de jogos 2D/3D completa com suporte Android, física, áudio, partículas, tilemap, UI, eventos e sistema 3D avançado com PBR.
Documentation
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// SevenX Engine - Advanced 3D Renderer
// Renderer 3D com PBR, Shadows, SSAO, HDR e Bloom

use crate::camera3d::Camera3D;
use crate::mesh3d::{Mesh3D, Vec3};
use crate::pbr::{Bloom, HDRProcessor, PBRLight, PBRMaterial, PBRShader, ShadowMap, SSAO};

/// Modo de renderização
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum RenderMode {
    Forward,    // Renderização forward tradicional
    Deferred,   // Deferred rendering (múltiplos passes)
}

/// Qualidade de renderização
#[derive(Debug, Clone, Copy, PartialEq, PartialOrd)]
pub enum RenderQuality {
    Low,        // Sem sombras, SSAO, bloom
    Medium,     // Sombras simples
    High,       // Sombras + SSAO
    Ultra,      // Tudo ativado + alta resolução
}

/// G-Buffer para deferred rendering
pub struct GBuffer {
    pub position: Vec<Vec3>,
    pub normal: Vec<Vec3>,
    pub albedo: Vec<[f32; 3]>,
    pub material: Vec<(f32, f32)>, // (metallic, roughness)
    pub depth: Vec<f32>,
}

impl GBuffer {
    pub fn new(width: u32, height: u32) -> Self {
        let size = (width * height) as usize;
        Self {
            position: vec![Vec3::new(0.0, 0.0, 0.0); size],
            normal: vec![Vec3::new(0.0, 1.0, 0.0); size],
            albedo: vec![[0.0, 0.0, 0.0]; size],
            material: vec![(0.0, 0.5); size],
            depth: vec![f32::INFINITY; size],
        }
    }

    pub fn clear(&mut self) {
        for depth in &mut self.depth {
            *depth = f32::INFINITY;
        }
    }
}

/// Renderer 3D Avançado
pub struct AdvancedRenderer3D {
    pub camera: Camera3D,
    pub width: u32,
    pub height: u32,
    
    // Buffers
    pub zbuffer: Vec<f32>,
    pub gbuffer: GBuffer,
    pub hdr_buffer: Vec<[f32; 3]>,
    pub bloom_buffer: Vec<[f32; 3]>,
    
    // Sistemas
    pub pbr_shader: PBRShader,
    pub shadow_map: ShadowMap,
    pub ssao: SSAO,
    pub hdr: HDRProcessor,
    pub bloom: Bloom,
    
    // Configurações
    pub render_mode: RenderMode,
    pub quality: RenderQuality,
    pub wireframe: bool,
    pub backface_culling: bool,
    
    // Estatísticas
    pub triangles_rendered: u32,
    pub triangles_culled: u32,
}

impl AdvancedRenderer3D {
    pub fn new(width: u32, height: u32) -> Self {
        let buffer_size = (width * height) as usize;
        
        Self {
            camera: Camera3D::new(width, height),
            width,
            height,
            zbuffer: vec![f32::INFINITY; buffer_size],
            gbuffer: GBuffer::new(width, height),
            hdr_buffer: vec![[0.0, 0.0, 0.0]; buffer_size],
            bloom_buffer: vec![[0.0, 0.0, 0.0]; buffer_size],
            pbr_shader: PBRShader::new(),
            shadow_map: ShadowMap::new(1024, 1024),
            ssao: SSAO::new(),
            hdr: HDRProcessor::new(),
            bloom: Bloom::new(),
            render_mode: RenderMode::Forward,
            quality: RenderQuality::High,
            wireframe: false,
            backface_culling: true,
            triangles_rendered: 0,
            triangles_culled: 0,
        }
    }

    /// Define qualidade de renderização
    pub fn set_quality(&mut self, quality: RenderQuality) {
        self.quality = quality;
        
        match quality {
            RenderQuality::Low => {
                self.shadow_map.width = 512;
                self.shadow_map.height = 512;
                self.ssao.enabled = false;
                self.bloom.enabled = false;
                self.hdr.enabled = false;
            }
            RenderQuality::Medium => {
                self.shadow_map.width = 1024;
                self.shadow_map.height = 1024;
                self.ssao.enabled = false;
                self.bloom.enabled = false;
                self.hdr.enabled = true;
            }
            RenderQuality::High => {
                self.shadow_map.width = 2048;
                self.shadow_map.height = 2048;
                self.ssao.enabled = true;
                self.bloom.enabled = false;
                self.hdr.enabled = true;
            }
            RenderQuality::Ultra => {
                self.shadow_map.width = 4096;
                self.shadow_map.height = 4096;
                self.ssao.enabled = true;
                self.bloom.enabled = true;
                self.hdr.enabled = true;
            }
        }
    }

    /// Adiciona luz
    pub fn add_light(&mut self, light: PBRLight) {
        self.pbr_shader.add_light(light);
    }

    /// Limpa buffers
    pub fn clear(&mut self) {
        for z in &mut self.zbuffer {
            *z = f32::INFINITY;
        }
        
        for color in &mut self.hdr_buffer {
            *color = [0.0, 0.0, 0.0];
        }
        
        for color in &mut self.bloom_buffer {
            *color = [0.0, 0.0, 0.0];
        }
        
        if self.render_mode == RenderMode::Deferred {
            self.gbuffer.clear();
        }
        
        self.triangles_rendered = 0;
        self.triangles_culled = 0;
    }

    /// Renderiza mesh com material PBR
    pub fn render_mesh_pbr(
        &mut self,
        mesh: &Mesh3D,
        material: &PBRMaterial,
        frame: &mut [u8],
    ) {
        match self.render_mode {
            RenderMode::Forward => self.render_forward(mesh, material, frame),
            RenderMode::Deferred => self.render_deferred(mesh, material, frame),
        }
    }

    /// Renderização forward
    fn render_forward(&mut self, mesh: &Mesh3D, material: &PBRMaterial, frame: &mut [u8]) {
        for i in (0..mesh.indices.len()).step_by(3) {
            let idx0 = mesh.indices[i] as usize;
            let idx1 = mesh.indices[i + 1] as usize;
            let idx2 = mesh.indices[i + 2] as usize;

            if idx0 >= mesh.vertices.len()
                || idx1 >= mesh.vertices.len()
                || idx2 >= mesh.vertices.len()
            {
                continue;
            }

            let v0 = &mesh.vertices[idx0];
            let v1 = &mesh.vertices[idx1];
            let v2 = &mesh.vertices[idx2];

            // Transforma vértices
            let p0 = self.transform_vertex(&v0.position, mesh);
            let p1 = self.transform_vertex(&v1.position, mesh);
            let p2 = self.transform_vertex(&v2.position, mesh);

            // Backface culling
            if self.backface_culling {
                let edge1 = Vec3::new(p1.x - p0.x, p1.y - p0.y, p1.z - p0.z);
                let edge2 = Vec3::new(p2.x - p0.x, p2.y - p0.y, p2.z - p0.z);
                let normal = edge1.cross(&edge2);

                let to_camera = Vec3::new(
                    self.camera.position.x - p0.x,
                    self.camera.position.y - p0.y,
                    self.camera.position.z - p0.z,
                );

                if normal.dot(&to_camera) < 0.0 {
                    self.triangles_culled += 1;
                    continue;
                }
            }

            // Projeta para 2D
            if let (Some(s0), Some(s1), Some(s2)) = (
                self.camera.project(&p0, self.width, self.height),
                self.camera.project(&p1, self.width, self.height),
                self.camera.project(&p2, self.width, self.height),
            ) {
                self.triangles_rendered += 1;

                // Calcula normal do triângulo
                let edge1 = Vec3::new(p1.x - p0.x, p1.y - p0.y, p1.z - p0.z);
                let edge2 = Vec3::new(p2.x - p0.x, p2.y - p0.y, p2.z - p0.z);
                let normal = edge1.cross(&edge2).normalize();

                // Centro do triângulo
                let center = Vec3::new(
                    (p0.x + p1.x + p2.x) / 3.0,
                    (p0.y + p1.y + p2.y) / 3.0,
                    (p0.z + p1.z + p2.z) / 3.0,
                );

                // View direction
                let view_dir = Vec3::new(
                    self.camera.position.x - center.x,
                    self.camera.position.y - center.y,
                    self.camera.position.z - center.z,
                )
                .normalize();

                // Calcula iluminação PBR
                let mut lit_color = self.pbr_shader.shade(material, &center, &normal, &view_dir);

                // Shadow mapping
                if self.quality >= RenderQuality::Medium {
                    if self.shadow_map.is_in_shadow(&center) {
                        lit_color[0] *= 0.3;
                        lit_color[1] *= 0.3;
                        lit_color[2] *= 0.3;
                    }
                }

                // SSAO
                if self.quality >= RenderQuality::High {
                    let ao = self.ssao.calculate_occlusion(
                        &center,
                        &normal,
                        &self.zbuffer,
                        self.width,
                        self.height,
                    );
                    lit_color[0] *= ao;
                    lit_color[1] *= ao;
                    lit_color[2] *= ao;
                }

                // Calcular índice do buffer com verificação de overflow
                let x = s0.0 as u32;
                let y = s0.1 as u32;
                
                // Verificar se está dentro dos limites
                if x >= self.width || y >= self.height {
                    continue;
                }
                
                let buffer_idx = (y as usize * self.width as usize + x as usize);
                
                // Armazena em HDR buffer
                if buffer_idx < self.hdr_buffer.len() {
                    self.hdr_buffer[buffer_idx] = lit_color;
                }

                // Bloom
                if self.bloom.enabled && buffer_idx < self.bloom_buffer.len() {
                    let bloom_color = self.bloom.extract_bright(lit_color);
                    self.bloom_buffer[buffer_idx] = bloom_color;
                }

                // Tone mapping e output
                let final_color = if self.bloom.enabled && buffer_idx < self.bloom_buffer.len() {
                    self.bloom.apply(lit_color, self.bloom_buffer[buffer_idx])
                } else {
                    lit_color
                };

                let tone_mapped = self.hdr.tone_map_aces(final_color);

                let color = [
                    (tone_mapped[0] * 255.0) as u8,
                    (tone_mapped[1] * 255.0) as u8,
                    (tone_mapped[2] * 255.0) as u8,
                    255,
                ];

                if self.wireframe {
                    self.draw_line(frame, s0.0, s0.1, s1.0, s1.1, color);
                    self.draw_line(frame, s1.0, s1.1, s2.0, s2.1, color);
                    self.draw_line(frame, s2.0, s2.1, s0.0, s0.1, color);
                } else {
                    self.draw_triangle(frame, s0, s1, s2, color);
                }
            }
        }
    }

    /// Renderização deferred (placeholder)
    fn render_deferred(&mut self, mesh: &Mesh3D, material: &PBRMaterial, frame: &mut [u8]) {
        // Geometry pass - preenche G-Buffer
        // Lighting pass - calcula iluminação usando G-Buffer
        // Por enquanto, usa forward
        self.render_forward(mesh, material, frame);
    }

    fn transform_vertex(&self, vertex: &Vec3, mesh: &Mesh3D) -> Vec3 {
        let mut v = Vec3::new(
            vertex.x * mesh.scale.x,
            vertex.y * mesh.scale.y,
            vertex.z * mesh.scale.z,
        );

        // Rotação
        let cos_x = mesh.rotation.x.cos();
        let sin_x = mesh.rotation.x.sin();
        let cos_y = mesh.rotation.y.cos();
        let sin_y = mesh.rotation.y.sin();
        let cos_z = mesh.rotation.z.cos();
        let sin_z = mesh.rotation.z.sin();

        // Y
        let temp_x = v.x * cos_y + v.z * sin_y;
        let temp_z = -v.x * sin_y + v.z * cos_y;
        v.x = temp_x;
        v.z = temp_z;

        // X
        let temp_y = v.y * cos_x - v.z * sin_x;
        let temp_z = v.y * sin_x + v.z * cos_x;
        v.y = temp_y;
        v.z = temp_z;

        // Z
        let temp_x = v.x * cos_z - v.y * sin_z;
        let temp_y = v.x * sin_z + v.y * cos_z;
        v.x = temp_x;
        v.y = temp_y;

        // Translação
        v.x += mesh.position.x;
        v.y += mesh.position.y;
        v.z += mesh.position.z;

        v
    }

    fn draw_line(
        &self,
        frame: &mut [u8],
        x0: i32,
        y0: i32,
        x1: i32,
        y1: i32,
        color: [u8; 4],
    ) {
        let dx = (x1 - x0).abs();
        let dy = (y1 - y0).abs();
        let sx = if x0 < x1 { 1 } else { -1 };
        let sy = if y0 < y1 { 1 } else { -1 };
        let mut err = dx - dy;
        let mut x = x0;
        let mut y = y0;

        loop {
            if x >= 0 && x < self.width as i32 && y >= 0 && y < self.height as i32 {
                let idx = ((y as u32 * self.width + x as u32) * 4) as usize;
                if idx + 3 < frame.len() {
                    frame[idx] = color[0];
                    frame[idx + 1] = color[1];
                    frame[idx + 2] = color[2];
                    frame[idx + 3] = color[3];
                }
            }

            if x == x1 && y == y1 {
                break;
            }

            let e2 = 2 * err;
            if e2 > -dy {
                err -= dy;
                x += sx;
            }
            if e2 < dx {
                err += dx;
                y += sy;
            }
        }
    }

    fn draw_triangle(
        &mut self,
        frame: &mut [u8],
        p0: (i32, i32, f32),
        p1: (i32, i32, f32),
        p2: (i32, i32, f32),
        color: [u8; 4],
    ) {
        // Verificar limites com segurança
        let min_x = p0.0.min(p1.0).min(p2.0).max(0);
        let max_x = p0.0.max(p1.0).max(p2.0).min(self.width as i32 - 1);
        let min_y = p0.1.min(p1.1).min(p2.1).max(0);
        let max_y = p0.1.max(p1.1).max(p2.1).min(self.height as i32 - 1);

        for y in min_y..=max_y {
            for x in min_x..=max_x {
                // Verificar se está dentro dos limites
                if x < 0 || y < 0 || x >= self.width as i32 || y >= self.height as i32 {
                    continue;
                }
                
                if self.point_in_triangle(x, y, p0, p1, p2) {
                    // Calcular índice com verificação de overflow
                    let x_u = x as usize;
                    let y_u = y as usize;
                    let width_u = self.width as usize;
                    
                    // Verificar overflow antes de multiplicar
                    if let Some(row_offset) = y_u.checked_mul(width_u) {
                        if let Some(pixel_idx) = row_offset.checked_add(x_u) {
                            if let Some(idx) = pixel_idx.checked_mul(4) {
                                if idx + 3 < frame.len() {
                                    frame[idx] = color[0];
                                    frame[idx + 1] = color[1];
                                    frame[idx + 2] = color[2];
                                    frame[idx + 3] = 255;
                                }
                            }
                        }
                    }
                }
            }
        }
    }

    fn point_in_triangle(
        &self,
        px: i32,
        py: i32,
        p0: (i32, i32, f32),
        p1: (i32, i32, f32),
        p2: (i32, i32, f32),
    ) -> bool {
        let sign = |p1: (i32, i32), p2: (i32, i32), p3: (i32, i32)| -> i32 {
            (p1.0 - p3.0) * (p2.1 - p3.1) - (p2.0 - p3.0) * (p1.1 - p3.1)
        };

        let d1 = sign((px, py), (p0.0, p0.1), (p1.0, p1.1));
        let d2 = sign((px, py), (p1.0, p1.1), (p2.0, p2.1));
        let d3 = sign((px, py), (p2.0, p2.1), (p0.0, p0.1));

        let has_neg = (d1 < 0) || (d2 < 0) || (d3 < 0);
        let has_pos = (d1 > 0) || (d2 > 0) || (d3 > 0);

        !(has_neg && has_pos)
    }

    /// Remove luz
    pub fn remove_light(&mut self, index: usize) {
        if index < self.pbr_shader.lights.len() {
            self.pbr_shader.lights.remove(index);
        }
    }

    /// Limpa todas as luzes
    pub fn clear_lights(&mut self) {
        self.pbr_shader.lights.clear();
    }

    /// Define luz ambiente
    pub fn set_ambient_light(&mut self, r: f32, g: f32, b: f32) {
        self.pbr_shader.set_ambient(r, g, b);
    }

    /// Redimensiona buffers
    pub fn resize(&mut self, width: u32, height: u32) {
        self.width = width;
        self.height = height;
        
        let buffer_size = (width * height) as usize;
        self.zbuffer = vec![f32::INFINITY; buffer_size];
        self.hdr_buffer = vec![[0.0, 0.0, 0.0]; buffer_size];
        self.bloom_buffer = vec![[0.0, 0.0, 0.0]; buffer_size];
        self.gbuffer = GBuffer::new(width, height);
        self.camera = Camera3D::new(width, height);
    }

    /// Renderiza múltiplas meshes de uma vez (batch rendering)
    pub fn render_batch_pbr(
        &mut self,
        meshes: &[(Mesh3D, PBRMaterial)],
        frame: &mut [u8],
    ) {
        for (mesh, material) in meshes {
            self.render_mesh_pbr(mesh, material, frame);
        }
    }

    /// Renderiza mesh com cor sólida (sem PBR)
    pub fn render_mesh_simple(
        &mut self,
        mesh: &Mesh3D,
        color: [u8; 4],
        frame: &mut [u8],
    ) {
        for i in (0..mesh.indices.len()).step_by(3) {
            let idx0 = mesh.indices[i] as usize;
            let idx1 = mesh.indices[i + 1] as usize;
            let idx2 = mesh.indices[i + 2] as usize;

            if idx0 >= mesh.vertices.len()
                || idx1 >= mesh.vertices.len()
                || idx2 >= mesh.vertices.len()
            {
                continue;
            }

            let v0 = &mesh.vertices[idx0];
            let v1 = &mesh.vertices[idx1];
            let v2 = &mesh.vertices[idx2];

            let p0 = self.transform_vertex(&v0.position, mesh);
            let p1 = self.transform_vertex(&v1.position, mesh);
            let p2 = self.transform_vertex(&v2.position, mesh);

            if self.backface_culling {
                let edge1 = Vec3::new(p1.x - p0.x, p1.y - p0.y, p1.z - p0.z);
                let edge2 = Vec3::new(p2.x - p0.x, p2.y - p0.y, p2.z - p0.z);
                let normal = edge1.cross(&edge2);

                let to_camera = Vec3::new(
                    self.camera.position.x - p0.x,
                    self.camera.position.y - p0.y,
                    self.camera.position.z - p0.z,
                );

                if normal.dot(&to_camera) < 0.0 {
                    self.triangles_culled += 1;
                    continue;
                }
            }

            if let (Some(s0), Some(s1), Some(s2)) = (
                self.camera.project(&p0, self.width, self.height),
                self.camera.project(&p1, self.width, self.height),
                self.camera.project(&p2, self.width, self.height),
            ) {
                self.triangles_rendered += 1;

                if self.wireframe {
                    self.draw_line(frame, s0.0, s0.1, s1.0, s1.1, color);
                    self.draw_line(frame, s1.0, s1.1, s2.0, s2.1, color);
                    self.draw_line(frame, s2.0, s2.1, s0.0, s0.1, color);
                } else {
                    self.draw_triangle(frame, s0, s1, s2, color);
                }
            }
        }
    }

    /// Retorna estatísticas de renderização
    pub fn get_stats(&self) -> RenderStats {
        RenderStats {
            triangles_rendered: self.triangles_rendered,
            triangles_culled: self.triangles_culled,
            lights_count: self.pbr_shader.lights.len() as u32,
            shadow_map_size: self.shadow_map.width,
            quality: self.quality,
            ssao_samples: if self.ssao.enabled { self.ssao.samples } else { 0 },
            bloom_passes: if self.bloom.enabled { 3 } else { 0 },
        }
    }
}

/// Estatísticas de renderização
#[derive(Debug, Clone)]
pub struct RenderStats {
    pub triangles_rendered: u32,
    pub triangles_culled: u32,
    pub lights_count: u32,
    pub shadow_map_size: u32,
    pub quality: RenderQuality,
    pub ssao_samples: u32,
    pub bloom_passes: u32,
}