CN111340684B - Method and device for processing graphics in game - Google Patents
Method and device for processing graphics in game Download PDFInfo
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- CN111340684B CN111340684B CN202010089369.XA CN202010089369A CN111340684B CN 111340684 B CN111340684 B CN 111340684B CN 202010089369 A CN202010089369 A CN 202010089369A CN 111340684 B CN111340684 B CN 111340684B
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- 238000012545 processing Methods 0.000 title claims abstract description 22
- 238000009877 rendering Methods 0.000 claims abstract description 99
- 238000013507 mapping Methods 0.000 claims abstract description 47
- 230000000694 effects Effects 0.000 claims abstract description 26
- 230000004044 response Effects 0.000 claims description 4
- 230000000903 blocking effect Effects 0.000 abstract description 5
- 238000004364 calculation method Methods 0.000 abstract description 4
- 238000010586 diagram Methods 0.000 description 9
- 238000004590 computer program Methods 0.000 description 7
- 230000008569 process Effects 0.000 description 7
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- 238000011161 development Methods 0.000 description 2
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T11/00—2D [Two Dimensional] image generation
- G06T11/001—Texturing; Colouring; Generation of texture or colour
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T3/00—Geometric image transformations in the plane of the image
- G06T3/04—Context-preserving transformations, e.g. by using an importance map
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T7/00—Image analysis
- G06T7/70—Determining position or orientation of objects or cameras
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T7/00—Image analysis
- G06T7/90—Determination of colour characteristics
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Abstract
The embodiment of the invention provides a method and a device for processing graphics in a game, wherein the method comprises the following steps: creating a rendering surface corresponding to a game scene, wherein the game scene comprises at least one preset virtual object; obtaining a mapping corresponding to the preset virtual object, and drawing the mapping in the rendering surface; mixing the rendering surfaces to obtain shadow masks corresponding to the rendering surfaces; and drawing the shadow mask on the top layer of the game scene to present a corresponding light and shadow effect. Therefore, when the light and shadow effect of the game scene is required to be presented, the corresponding blocking calculation is required to be performed by simulating the propagation of the light in real time, so that the resource consumption and the memory occupation for presenting the light and shadow effect can be reduced.
Description
Technical Field
The invention relates to the technical field of games, in particular to a method for processing graphics in a game and a device for processing graphics in the game.
Background
With the development of games, the implementation of light and shadow is increasingly complex under the rapid development of 3D games. However, for some 2D games, an excessively realistic light shadow is not required, and due to the low limitations of the cell phone platform configuration, and the large number of map uses and renderings of the game scene, a shadow implementation with low performance consumption for the 2D game is required, and it is required to conform to the style of the game itself.
At present, in the prior art, the 2D dynamic shadow effect is realized by simply simulating the propagation of light through the schemes such as ray scanning and the like. However, on one hand, 2D dynamic shadows need to simulate light propagation to perform corresponding blocking calculation, consumption is high, and most of the schemes are aimed at 2D games from the top view, on the other hand, 2D dynamic shadows need to add related blocking marks and light source marks in a map through fine arts, and cost requirements are high.
Disclosure of Invention
In view of the foregoing, embodiments of the present invention have been developed to provide a method of in-game graphics processing and corresponding apparatus for in-game graphics processing that overcome, or at least partially solve, the foregoing problems.
In order to solve the above problems, an embodiment of the present invention discloses a method for graphics processing in a game, the method comprising:
creating a rendering surface corresponding to a game scene, wherein the game scene comprises at least one preset virtual object;
obtaining a mapping corresponding to the preset virtual object, and drawing the mapping in the rendering surface;
mixing the rendering surfaces to obtain shadow masks corresponding to the rendering surfaces;
and drawing the shadow mask on the top layer of the game scene to present a corresponding light and shadow effect.
Optionally, the drawing the map corresponding to the preset virtual object in the rendering surface includes:
acquiring first position information of the preset virtual object in the game scene and a mapping relation between the rendering surface and a coordinate system of the game scene;
determining second position information of the map in the rendering surface according to the first position information and the mapping relation;
and drawing the map in the rendering surface according to the second position information.
Optionally, the performing a mixing process on the rendering surface to obtain a shadow mask corresponding to the rendering surface includes:
acquiring the transparency of the map;
and mixing the rendering surface and the map according to the transparency, and obtaining the shadow mask corresponding to the rendering surface.
Optionally, the game scene is a virtual room.
Optionally, before the step of drawing the shadow mask on the top layer of the game scene to present the corresponding shadow effect, the method includes:
and determining the game scene to be displayed in response to the switching of the game scene.
Optionally, the type of the preset virtual object is a light source type.
The embodiment of the invention also discloses a device for processing the graphics in the game, which comprises:
a rendering surface creation module for creating a rendering surface corresponding to a game scene, wherein the game scene comprises at least one preset virtual object;
the mapping drawing module is used for obtaining a mapping corresponding to the preset virtual object and drawing the mapping in the rendering surface;
the mixing module is used for carrying out mixing treatment on the rendering surface to obtain a shadow mask corresponding to the rendering surface;
and the shadow mask drawing module is used for drawing the shadow mask on the top layer of the game scene so as to present a corresponding light and shadow effect.
Optionally, the mapping module includes:
a first position obtaining sub-module, configured to obtain first position information of the preset virtual object in the game scene, and a mapping relationship between the rendering surface and a coordinate system of the game scene;
a second location determination sub-module for determining second location information of the map in the rendering surface according to the first location information and the mapping relationship;
and the mapping drawing sub-module is used for drawing the mapping in the rendering surface according to the second position information.
Optionally, the mixing module includes:
a transparency obtaining sub-module, configured to obtain transparency of the map;
and the mixing sub-module is used for mixing the rendering surface and the map according to the transparency to obtain the shadow mask corresponding to the rendering surface.
Optionally, the game scene is a virtual room.
Optionally, the apparatus further comprises:
and the game scene acquisition module is used for responding to the switching of the game scenes and determining the game scenes to be displayed.
Optionally, the type of the preset virtual object is a light source type.
The embodiment of the invention also discloses an electronic device, which comprises:
one or more processors; and
one or more machine-readable media having instructions stored thereon, which when executed by the one or more processors, cause the electronic device to perform the steps of one or more methods according to embodiments of the present invention.
Embodiments of the present invention also disclose a computer-readable storage medium having instructions stored thereon, which when executed by one or more processors, cause the processors to perform the steps of one or more methods according to embodiments of the present invention.
The embodiment of the invention has the following advantages:
in the embodiment of the invention, a rendering surface corresponding to a game scene is created, a map corresponding to a preset virtual object in the game scene is obtained, the map is drawn in the rendering surface, and the rendering surface is subjected to mixed processing to obtain a shadow mask corresponding to the rendering surface; and drawing a shadow mask on the top layer of the game scene to present a corresponding light and shadow effect. Therefore, when the light and shadow effect of the game scene is required to be presented, the corresponding blocking calculation is required to be performed by simulating the propagation of the light in real time, so that the resource consumption and the memory occupation for presenting the light and shadow effect can be reduced.
Drawings
FIG. 1 is a flow chart of steps of an embodiment of a method of in-game graphics processing of the present invention;
FIG. 2 is a schematic illustration of a shadow mask of the present invention;
FIG. 3 is a block diagram of an embodiment of an in-game graphics processing apparatus of the present invention.
Detailed Description
In order that the above-recited objects, features and advantages of the present invention will become more readily apparent, a more particular description of the invention will be rendered by reference to the appended drawings and appended detailed description.
Referring to FIG. 1, a flowchart illustrating steps of an embodiment of a method for in-game graphics processing of the present invention may include the steps of:
step 101, creating a rendering surface corresponding to a game scene, wherein the game scene comprises at least one preset virtual object;
the embodiment of the invention can be applied to terminal equipment, and the terminal equipment can comprise various mobile terminals, such as mobile phones, tablet computers, game machines, PDAs and the like. The operating system of the terminal device may include Android (Android), IOS, windows Phone, windows, etc., and may generally support the running of various game applications.
Running a game application on the terminal device, and rendering a graphical user interface on a display of the terminal device, wherein content displayed by the graphical user interface at least partially comprises a local or whole game scene, and specific content contained in the game scene can be set by a developer or a player according to requirements and can comprise various scene elements, such as virtual vegetation, virtual building, NPC (non-player character), props capable of interacting with the game character and the like. .
In this embodiment, the game scene includes at least one preset virtual object, where the preset virtual object may be a preset lighting influencing factor object, including an object (e.g., a lamp, a candle, etc.) identified as a light source in the game scene. In addition, the preset virtual object may be a virtual character controlled by a player in a game scene, may be a virtual character of a designated type, may be a virtual character controlled by a teammate player, may be a virtual character controlled by a specific player, or may be specifically set by a game developer, and the embodiment is not limited thereto.
In an embodiment of the present invention, to achieve a shadow effect with low performance consumption, a rendering surface may be first created for a game scene, where the rendering surface may be a memory image for redirecting pixels output by a rendering pipeline into a picture buffer.
Specifically, the rendering surface has two necessary feature parameters, namely a size parameter and a pixel format parameter, where the pixel format parameter may include: RGB, RGBA, R8, G8, B8, A8, R32, G32, B32, a32, &. By setting the size parameter and the pixel format parameter, respectively, to complete creation of the rendering surface, as an example, the size parameter of the rendering surface may be set to 256×256 pixels, and the pixel format parameter is A8, wherein the rendering surface in the A8 format is in a single channel (gray scale) form.
102, obtaining a map corresponding to the preset virtual object, and drawing the map in the rendering surface;
in the embodiment of the invention, all preset virtual objects contained in a game scene can be determined first, then the maps corresponding to the preset virtual objects are respectively acquired, and the maps are drawn in a rendering surface. The preset virtual object corresponds to at least one associated map, and for a more complex preset virtual object, the corresponding virtual model may also correspond to a plurality of maps.
Specifically, a corresponding map may be made for each preset virtual object, where the map may be a single-channel illumination map, and the map may further have a transparency attribute, for example, the transparency attribute is 0.6, and the size of the map may be positively related to the illumination influence intensity of the preset virtual object. For example, when the preset virtual object is a lamp, the illumination influence intensity of the lamp is larger, and the dimension of the map corresponding to the lamp is larger; when the preset virtual object is a candle, the illumination influence intensity of the candle is smaller, and the size of the map corresponding to the candle is smaller. After the maps are made, a correspondence between the preset virtual objects and the maps may be established and stored. When the mapping needs to be obtained, the mapping corresponding to the preset virtual object can be found from the corresponding relation between the preset virtual object and the mapping, so that the mapping is obtained. Further, a target position of the map in the rendering surface may be determined according to a position of a preset virtual object in the game scene, thereby drawing the map at the target position in the rendering surface.
And 103, performing mixing treatment on the rendering surface to obtain a shadow mask corresponding to the rendering surface.
In the embodiment of the invention, the rendering surface can be subjected to mixing treatment so as to mix the rendering surface with the map and obtain the shadow mask corresponding to the rendering surface.
Specifically, a first color value of the rendering surface may be obtained, a second color value of the map corresponding to the preset virtual object may be obtained, and the first color value and the second color value may be weighted according to a preset weight, so as to mix the rendering surface and the map, and obtain a shadow mask corresponding to the rendering surface. The preset weight may be a preset weight for controlling a mixing manner of the rendering surface and the map. Fig. 2 shows a schematic diagram of a shadow mask of the present invention, in which white areas are mapped areas and black areas are non-mapped areas in fig. 2.
And 104, drawing the shadow mask on the top layer of the game scene to present a corresponding light and shadow effect.
In the embodiment of the invention, when the light and shadow effect in the game scene is required to be presented, the shadow mask can be drawn on the top layer of the game scene so as to present the corresponding light and shadow effect.
Because the shadow mask comprises the mapping corresponding to the preset virtual object, the shadow mask can be directly drawn to realize the light and shadow effect, and the corresponding blocking calculation required to simulate the transmission of light rays is avoided, so that the resource consumption for realizing the light and shadow effect is reduced.
In a preferred embodiment of the present invention, the step 102 may comprise the following sub-steps:
acquiring first position information of the preset virtual object in the game scene and a mapping relation between the rendering surface and a coordinate system of the game scene; determining second position information of the map in the rendering surface according to the first position information and the mapping relation; and drawing the map in the rendering surface according to the second position information.
Specifically, after the rendering surface is created, a coordinate system of the rendering surface may be created, for example, taking the upper left corner of the rendering surface as an origin, taking the right left corner as an X-axis positive direction, taking the right left corner as a Y-axis positive direction, and then determining a mapping relationship between the created coordinate system of the rendering surface and the coordinate system of the game scene. By acquiring first position information of a preset virtual object in a game scene and a mapping relation between a rendering surface and a coordinate system of the game scene, second position information of the map in the rendering surface can be determined according to the first position information and the mapping relation, so that the map is drawn in the rendering surface according to the second position information.
In a preferred embodiment of the present invention, the step 103 may comprise the following sub-steps:
acquiring the transparency of the map; and mixing the rendering surface and the map according to the transparency, and obtaining the shadow mask corresponding to the rendering surface.
In the embodiment of the invention, the transparency of the map can be obtained, the rendering surface and the map are mixed according to the transparency of the map, and the shadow mask corresponding to the rendering surface is obtained.
Specifically, when the rendering surface is subjected to the mixing process, a mixing mode for specifying a color value ratio at the time of mixing the illumination map and the rendering surface may be set. For example, a blend mode of (DST_ALPHA, ZERO) may be set, indicating that the ALPHA transparency of the source color is used as a weighting weight, and the ALPHA of the target color is not used at all, where the source color is the color value of the map and the target color is the color value of the rendering surface.
In a preferred embodiment of the invention, the game scene may be a virtual room. The virtual room is a building having a room structure simulating reality in a game, and may have entities such as a door, a window, and a lamp.
In a preferred embodiment of the invention, the following sub-steps may be included before said step 104:
and determining the game scene to be displayed in response to the switching of the game scene.
Specifically, when a player controls a virtual character to enter one game scene from another, corresponding to a trigger operation that a switching of one game scene occurs, the game application may determine the game scene to be displayed in response to the switching of the game scene. The game scene to be displayed may be a game scene in which the virtual character newly enters. As an example, when the currently displayed game scene is the virtual room a, switching between game scenes may be triggered by a door opening/closing control of the virtual room, and if the door of the virtual room a is opened, it may be determined that the game scene to be displayed is the virtual room B or an outdoor scene, and the embodiment is not limited thereto.
In the embodiment of the invention, the corresponding shadow masks can be respectively manufactured in advance for each game scene, when the light and shadow effect needs to be displayed, the shadow masks corresponding to the game scenes to be displayed are directly obtained, and the shadow masks are drawn on the top layer of the game scenes to be displayed so as to display the corresponding light and shadow effect, so that the resource consumption for realizing the light and shadow effect can be further reduced.
In a preferred embodiment of the present invention, the type of the preset virtual object may be a light source type. The light source type refers to an entity preset to emit light in the game, for example, a natural light source such as sun and moon, or an illumination light source triggered by a game character in a scene, for example, a desk lamp, a pendant lamp, or a flashlight, etc., and may be specifically set by a developer or a player according to requirements, and the embodiment is not limited thereto.
In the embodiment of the invention, for the preset virtual object of the light source type, a bright luminous effect needs to be presented in a dark environment, and for other virtual objects of a non-light source type in a game scene, a dark or shadow effect is presented in the dark environment. In order to quickly realize the light source effect, a map of a preset virtual object of the light source type can be acquired to make a shadow mask, so that the situation that the preset virtual object of the light source type needs to be rendered in real time when the light source effect needs to be presented is avoided.
It should be noted that, for simplicity of description, the method embodiments are shown as a series of acts, but it should be understood by those skilled in the art that the embodiments are not limited by the order of acts, as some steps may occur in other orders or concurrently in accordance with the embodiments. Further, those skilled in the art will appreciate that the embodiments described in the specification are presently preferred embodiments, and that the acts are not necessarily required by the embodiments of the invention.
Referring to FIG. 3, a block diagram illustrating an embodiment of an in-game graphics processing apparatus of the present invention may include the following modules:
a rendering surface creation module 301, configured to create a rendering surface corresponding to a game scene, where the game scene includes at least one preset virtual object;
the mapping drawing module 302 is configured to obtain a mapping corresponding to the preset virtual object, and draw the mapping in the rendering surface;
a mixing module 303, configured to perform a mixing process on the rendering surface, so as to obtain a shadow mask corresponding to the rendering surface;
and a shadow mask drawing module 304, configured to draw the shadow mask on a top layer of the game scene, so as to present a corresponding light effect.
In a preferred embodiment of the present invention, the mapping module 302 may include the following sub-modules:
a first position obtaining sub-module, configured to obtain first position information of the preset virtual object in the game scene, and a mapping relationship between the rendering surface and a coordinate system of the game scene;
a second location determination sub-module for determining second location information of the map in the rendering surface according to the first location information and the mapping relationship;
and the mapping drawing sub-module is used for drawing the mapping in the rendering surface according to the second position information.
In a preferred embodiment of the present invention, the mixing module 303 may include the following sub-modules:
a transparency obtaining sub-module, configured to obtain transparency of the map;
and the mixing sub-module is used for mixing the rendering surface and the map according to the transparency to obtain the shadow mask corresponding to the rendering surface.
In a preferred embodiment of the invention, the game scene is a virtual room.
In a preferred embodiment of the invention, the apparatus may further comprise the following modules:
and the game scene acquisition module is used for responding to the switching of the game scenes and determining the game scenes to be displayed.
In a preferred embodiment of the present invention, the type of the preset virtual object is a light source type.
For the device embodiments, since they are substantially similar to the method embodiments, the description is relatively simple, and reference is made to the description of the method embodiments for relevant points.
The embodiment of the invention also provides electronic equipment, which comprises:
one or more processors; and
one or more machine readable media having instructions stored thereon, which when executed by the one or more processors, cause the electronic device to perform the steps of the methods described by the embodiments of the present invention.
Embodiments of the present invention also provide a computer-readable storage medium having instructions stored thereon, which when executed by one or more processors, cause the processors to perform the steps of the methods described in the embodiments of the present invention.
In this specification, each embodiment is described in a progressive manner, and each embodiment is mainly described by differences from other embodiments, and identical and similar parts between the embodiments are all enough to be referred to each other.
It will be apparent to those skilled in the art that embodiments of the present invention may be provided as a method, apparatus, or computer program product. Accordingly, embodiments of the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, embodiments of the invention may take the form of a computer program product on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, etc.) having computer-usable program code embodied therein.
Embodiments of the present invention are described with reference to flowchart illustrations and/or block diagrams of methods, terminal devices (systems), and computer program products according to embodiments of the invention. It will be understood that each flow and/or block of the flowchart illustrations and/or block diagrams, and combinations of flows and/or blocks in the flowchart illustrations and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing terminal device to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing terminal device, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing apparatus to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be loaded onto a computer or other programmable data processing apparatus to cause a series of operational steps to be performed on the computer or other programmable apparatus to produce a computer implemented process such that the instructions which execute on the computer or other programmable apparatus provide steps for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
While preferred embodiments of the present invention have been described, additional variations and modifications in those embodiments may occur to those skilled in the art once they learn of the basic inventive concepts. It is therefore intended that the following claims be interpreted as including the preferred embodiment and all such alterations and modifications as fall within the scope of the embodiments of the invention.
Finally, it is further noted that relational terms such as first and second, and the like are used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Moreover, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or terminal that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or terminal. Without further limitation, an element defined by the phrase "comprising one … …" does not exclude the presence of other like elements in a process, method, article or terminal device comprising the element.
The above description of a method for processing graphics in a game and a device for processing graphics in a game provided by the present invention have detailed descriptions, and specific examples are applied herein to illustrate the principles and embodiments of the present invention, and the description of the above examples is only used to help understand the method and core idea of the present invention; meanwhile, as those skilled in the art will have variations in the specific embodiments and application scope in accordance with the ideas of the present invention, the present description should not be construed as limiting the present invention in view of the above.
Claims (8)
1. A method of in-game graphics processing, the method comprising:
creating a rendering surface corresponding to a game scene, wherein the game scene comprises at least one preset virtual object, and the type of the preset virtual object is a light source type;
obtaining a mapping corresponding to the preset virtual object, and drawing the mapping in the rendering surface, wherein the mapping has transparency attribute;
mixing the rendering surfaces to obtain shadow masks corresponding to the rendering surfaces;
drawing the shadow mask on the top layer of the game scene to present a corresponding light and shadow effect;
wherein the mixing of the rendering surface comprises:
acquiring a first color value of the rendering surface and a second color value of a map corresponding to the preset virtual object;
and weighting the first color value and the second color value according to preset weights, wherein the preset weights are determined based on the transparency of the map.
2. The method of claim 1, wherein the drawing the map corresponding to the preset virtual object in the rendering surface comprises:
acquiring first position information of the preset virtual object in the game scene and a mapping relation between the rendering surface and a coordinate system of the game scene;
determining second position information of the map in the rendering surface according to the first position information and the mapping relation;
and drawing the map in the rendering surface according to the second position information.
3. The method of claim 1, wherein the game scene is a virtual room.
4. The method of claim 1, comprising, prior to the step of drawing the shadow mask on top of the game scene to present the corresponding shadow effect:
and determining the game scene to be displayed in response to the switching of the game scene.
5. An apparatus for in-game graphics processing, the apparatus comprising:
a rendering surface creation module, configured to create a rendering surface corresponding to a game scene, where the game scene includes at least one preset virtual object, and a type of the preset virtual object is a light source type;
the mapping drawing module is used for obtaining a mapping corresponding to the preset virtual object and drawing the mapping in the rendering surface, and the mapping has transparency attribute;
the mixing module is used for carrying out mixing treatment on the rendering surface to obtain a shadow mask corresponding to the rendering surface;
the shadow mask drawing module is used for drawing the shadow mask on the top layer of the game scene so as to present a corresponding shadow effect;
the mixing module is used for acquiring a first color value of the rendering surface and acquiring a second color value of a mapping corresponding to the preset virtual object; and weighting the first color value and the second color value according to preset weights, wherein the preset weights are determined based on the transparency of the map.
6. The apparatus of claim 5, wherein the mapping module comprises:
a first position obtaining sub-module, configured to obtain first position information of the preset virtual object in the game scene, and a mapping relationship between the rendering surface and a coordinate system of the game scene;
a second location determination sub-module for determining second location information of the map in the rendering surface according to the first location information and the mapping relationship;
and the mapping drawing sub-module is used for drawing the mapping in the rendering surface according to the second position information.
7. An electronic device, comprising:
one or more processors; and
one or more machine readable media having instructions stored thereon, which when executed by the one or more processors, cause the electronic device to perform the steps of the method of any of claims 1-4.
8. A computer-readable storage medium having instructions stored thereon, which when executed by one or more processors, cause the processors to perform the steps of the method of any of claims 1-4.
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