CN113546411A - Rendering method and device of game model, terminal and storage medium - Google Patents
Rendering method and device of game model, terminal and storage medium Download PDFInfo
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
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- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
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Abstract
The embodiment of the invention discloses a rendering method, a rendering device, a terminal and a storage medium of a game model; the method comprises the steps of obtaining a target game model, a target material ball related to the target game model and a target basic texture mapping from preset game texture resources, wherein the target basic texture mapping is a four-side continuous tiled texture; obtaining a target map attribute corresponding to the target base texture map when on the target game model; rendering the target game model based on the target material ball, the target map attribute and the target basic texture map to obtain a rendered model of the target game model, wherein the map attribute of the target basic texture map in the rendered model is the target map attribute. The embodiment of the invention solves the problem that related resources are excessively consumed when a picture with higher precision is displayed in the prior art.
Description
Technical Field
The invention relates to the field of image processing, in particular to a rendering method, a rendering device, a rendering terminal and a rendering storage medium of a game model.
Background
Under the background of rapid development of computer technology, establishing a game model through modeling software becomes an essential step for manufacturing many products. For example, when a game is created, many three-dimensional models need to be created by modeling software, and a virtual scene of the game needs to be formed by combining the three-dimensional models.
At present, in order to express the reality and the detail of the game model, a great deal of support of texture mapping, such as color mapping (Diffuse Map), Normal mapping (Normal Map), mixed mapping and the like, is often required. If a plurality of textures exist on the game model, the pixel of one texture map can reach 1k to 2k, the size of the whole game bag body can reach about 20G, which is close to the size of a 3A game (high development cost game), and if a plurality of texture maps with the size of 2k are loaded, the memory of a game running terminal can be directly burst.
Generally, a game model in a game bag body needs to correspondingly store a texture map; however, as the number of game models of game virtual scenes increases, the number of required texture maps increases linearly, which eventually leads to a huge game bag body.
In order to reduce the size of the game bag body, the texture maps are compressed through a compression strategy in the prior art so as to reduce the size of the game bag body, and therefore the memory of the game running terminal can support the game bag body. However, compressing the texture map will affect the sharpness of the texture map and thus the accuracy of the picture. Therefore, the prior art has the problem of excessive consumption of related resources when a picture with higher precision is represented.
Disclosure of Invention
The embodiment of the invention provides a rendering method, a rendering device, a terminal and a storage medium of a game model, which solve the problem of excessive consumption of related resources when a higher-precision picture is represented in the prior art to a certain extent.
The embodiment of the invention provides a rendering method of a game model, which comprises the following steps:
in a first aspect, an embodiment of the present application provides a rendering method of a game model, including:
acquiring a target game model, a target material ball associated with the target game model and a target basic texture map from preset game texture resources, wherein the game texture resources comprise a game model, a material ball associated with the game model and a basic texture map associated with the game model, and the basic texture map is a four-side continuous tiled texture;
obtaining a target map attribute corresponding to the target base texture map when on the target game model;
rendering the target game model based on the target material ball, the target map attribute and the target basic texture map to obtain a rendered model of the target game model, wherein the map attribute of the target basic texture map in the rendered model is the target map attribute.
In some embodiments, the step of rendering the target game model based on the target material ball, the target map attribute, and the target base texture map to obtain a rendered model of the target game model includes:
rendering the target game model based on the target material ball, the target map attribute and the four-side continuous tiled texture to obtain a rendered model of the target game model, wherein the rendered model comprises a plurality of preset unit patterns.
In some embodiments, the rendering the target game model based on the target material ball, the target map attribute, and the target base texture map to obtain a rendered model of the target game model includes:
based on the target map attribute and the target material ball, adjusting the map attribute of the target basic texture map to obtain an adjusted target basic texture map;
and rendering the target game model based on the adjusted target basic texture map to obtain a rendered model of the target game model.
In some embodiments, the rendering the target game model based on the target material ball, the target map attribute, and the target base texture map to obtain a rendered model of the target game model includes:
rendering the target game model based on the target basic texture map to obtain a preliminary game model with a preliminary rendering effect;
and adjusting the mapping attribute of the target basic texture mapping on the preliminary game model based on the target material ball and the target mapping attribute to obtain the rendered model.
In some embodiments, one of said base texture maps comprises at least two base texture sub-maps, one base texture sub-map corresponding to one map attribute;
rendering the target game model based on the target base texture map to obtain a preliminary game model with a preliminary rendering effect, comprising:
rendering the target game model based on the basic texture subgraph of the target basic texture mapping to obtain a preliminary game model with a preliminary rendering effect;
the adjusting the mapping attribute of the target basic texture mapping on the preliminary game model based on the target material ball and the target mapping attribute to obtain the rendered model comprises:
and adjusting the map attribute of the basic texture subgraph on the preliminary game model to be the corresponding target map attribute based on the target material ball to obtain the rendered model.
In some embodiments, the at least two base texture sub-maps are taken from at least two of a color map, a highlight map, a gloss map, a height map, and a normal map of a preset unit pattern.
In some embodiments, the color map includes a mask layer for revealing a textured region in the color map and masking a non-textured region in the color map, the textured region being a region where a textured pattern in the target base texture map is located.
In some embodiments, the rendering the target game model based on the base texture sub-graph of the target base texture map to obtain a preliminary game model with a preliminary rendering effect includes:
determining a target basic texture sub-graph used in the target game model rendering from the basic texture sub-graphs of the target basic texture map;
rendering the target game model based on the target basic texture subgraph to obtain a preliminary game model with a preliminary rendering effect;
the step of adjusting the map attribute of the basic texture subgraph on the preliminary game model to the corresponding target map attribute based on the target material ball to obtain the rendered model comprises the following steps:
and adjusting the chartlet attribute of the target basic texture subgraph on the preliminary game model to be the corresponding target chartlet attribute based on the target material ball to obtain the rendered model.
In some embodiments, the target map properties include a first display parameter value of the color map, a second display parameter value of the highlight map, a third display parameter value of the gloss map, and a fourth display parameter value of the normal map;
the step of adjusting the map attribute of the target basic texture subgraph on the preliminary game model to the corresponding target map attribute based on the target material ball to obtain the rendered model comprises the following steps:
and based on the target material ball, adjusting the display parameter values of the color map of the target basic texture map on the primary game model to be the first display parameter value, the display parameter values of the highlight map to be the second display parameter value, the display parameter values of the glossiness map to be the third display parameter value and the display parameter values of the normal map to be the fourth display parameter value, and obtaining the rendered model.
In some embodiments, the target map properties include a first tile parameter value for the color map, a second tile parameter value for the highlight map, a third tile parameter value for the gloss map, and a fourth tile parameter value for the normal map;
the step of adjusting the map attribute of the target basic texture subgraph on the preliminary game model to the corresponding target map attribute based on the target material ball to obtain the rendered model comprises the following steps:
and based on the target material ball, adjusting the tiling parameter value of the color map of the target basic texture map on the primary game model to be the first tiling parameter value, the tiling parameter value of the highlight map to be the second tiling parameter value, the tiling parameter value of the glossiness map to be the third tiling parameter value and the tiling parameter value of the normal map to be the fourth tiling parameter value, and obtaining the rendered model.
In some embodiments, before obtaining the target game model from the preset game texture resource and the target material ball and the target base texture map associated with the target game model, the method further includes:
acquiring a preset unit pattern;
acquiring a basic texture subgraph corresponding to each chartlet attribute based on the preset unit pattern and the preset chartlet attribute;
obtaining a basic texture mapping corresponding to the preset unit pattern based on the basic texture subgraph;
and associating the basic texture mapping with a preset game model and adding the basic texture mapping into the game texture resource.
In some embodiments, before obtaining the target game model from the preset game texture resource and the target material ball and the target base texture map associated with the target game model, the method further includes:
acquiring a material ball corresponding to a preset map attribute;
and associating the material ball with a preset game model and adding the material ball into the game texture resource.
In a second aspect, an embodiment of the present application further provides a rendering apparatus for a game model, including:
the game texture resource comprises a game model, a material ball associated with the game model and a basic texture map associated with the game model, wherein the basic texture map is a four-side continuous tiled texture;
a second obtaining unit, configured to obtain a target map attribute corresponding to the target base texture map when on the target game model;
and the rendering unit is used for rendering the target game model based on the target material ball, the target map attribute and the target basic texture map to obtain a rendered model of the target game model, wherein the map attribute of the target basic texture map in the rendered model is the target map attribute.
In a third aspect, an embodiment of the present application further provides a terminal, including a memory storing a plurality of instructions; the processor loads instructions from the memory to execute the steps in any one of the rendering methods of the game model provided by the embodiments of the present application.
In a fourth aspect, the present application further provides a computer-readable storage medium, where the computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to perform the steps in any one of the rendering methods for a game model provided in the present application.
According to the method and the device, the game model, the material ball relevant to the game model and the basic texture map relevant to the game model are stored in the game texture resource, the target game model, the target material ball relevant to the target game model and the target basic texture map are obtained from the game texture resource, the target game model is rendered, and the map attribute of the target basic texture map in the rendered model is the target map attribute. On the first hand, because the target material ball is used in the rendering, the mapping attribute of the target basic texture mapping can be changed in real time, and the same basic texture mapping can be reused in different game models; on one hand, the problem that the game bag body cannot be supported by the game running terminal due to the fact that the game bag body is too large because different texture maps need to be stored respectively aiming at different game models, and therefore the game texture resources are too large can be avoided; on the other hand, the occupied space of the texture mapping is reduced without depending on compression of the texture mapping, so that the definition of the texture mapping is improved to a certain extent, and the picture precision is improved.
In the second aspect, because the base texture map is a four-side continuous tiled texture, the base texture map can be infinitely multiplexed without the definition problems of stretching, seams and the like through the real-time change of the map attribute of the target base texture map, and the picture precision is improved to a certain extent. Therefore, the method and the device can solve the problem that related resources are excessively consumed when a higher-precision picture is displayed in the prior art to a certain extent.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present invention, the drawings needed to be used in the description of the embodiments will be briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present invention, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
FIG. 1 is a schematic flow chart of a rendering method of a game model provided in an embodiment of the present application;
FIG. 2 is a schematic diagram illustrating a predetermined unit pattern provided in an embodiment of the present application;
FIG. 3 is a diagram illustrating a relationship between a target base texture map and a target base texture sub-map provided in an embodiment of the present application;
FIG. 4 is a schematic diagram illustrating adjustment of display parameter values provided in an embodiment of the present application;
FIG. 5 is a schematic diagram of the display effect of different tile parameter values provided in the embodiment of the present application;
FIG. 6 is a schematic diagram illustrating adjustment of tile parameter values provided in an embodiment of the present application;
FIG. 7 is a schematic structural diagram of a rendering apparatus of a game model according to an embodiment of the present application;
fig. 8 is a schematic structural diagram of a computer device provided in an embodiment of the present application.
Detailed Description
The technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
The embodiment of the invention provides a rendering method, a rendering device, a terminal and a storage medium of a game model.
The rendering device of the game model may be specifically integrated in an electronic device, and the electronic device may be a terminal, a server, or other devices. The terminal can be a mobile phone, a tablet Computer, an intelligent bluetooth device, a notebook Computer, or a Personal Computer (PC), and the like; the server may be a single server or a server cluster composed of a plurality of servers.
In some embodiments, the rendering apparatus of the game model may be integrated into a plurality of electronic devices, for example, the rendering apparatus of the game model may be integrated into a plurality of servers, and the rendering method of the game model of the present invention is implemented by the plurality of servers.
For example, in some embodiments, the rendering device of the game model may be integrated in a terminal and server cluster, thereby implementing a Cloud Gaming (Cloud Gaming); the server can render the picture by the rendering method of the game model provided by the scheme, and sends the rendered picture to the terminal through the network so as to play the rendered picture at the terminal, thereby reducing the consumption of computing resources of the terminal and improving the picture quality of the picture displayed by the terminal.
In some embodiments, the server may also be implemented in the form of a terminal, for example, a personal computer may be provided as the server to integrate the rendering device of the game model.
For example, the electronic device may be a mobile terminal, and the mobile terminal may obtain, through a network, a target game model, a target material ball associated with the target game model, and a target basic texture map from a preset game texture resource, where the game texture resource includes the game model, the material ball associated with the game model, and the basic texture map is a four-side continuous tile texture; obtaining a target map attribute corresponding to a target base texture map when the target base texture map is on a target game model; and rendering the target game model based on the target material ball, the target map attribute and the target basic texture map to obtain a rendered model of the target game model, wherein the map attribute of the target basic texture map in the rendered model is the target map attribute.
In the following, a rendering method of a game model provided in an embodiment of the present application is described, where an execution main body of the rendering method of the game model in the embodiment of the present application may be a rendering device of the game model provided in the embodiment of the present application, or an electronic device such as a terminal and a server that integrates the rendering device of the game model, and for simplicity and convenience of description, the execution main body will be omitted in subsequent embodiments of the method, and the rendering method of the game model includes: acquiring a target game model, a target material ball associated with the target game model and a target basic texture mapping from preset game texture resources, wherein the game texture resources comprise the game model, the material ball associated with the game model and the basic texture mapping associated with the game model, and the basic texture mapping is a four-side continuous tiled texture; obtaining a target map attribute corresponding to a target base texture map when the target base texture map is on a target game model; and rendering the target game model based on the target material ball, the target map attribute and the target basic texture map to obtain a rendered model of the target game model, wherein the map attribute of the target basic texture map in the rendered model is the target map attribute.
Referring to fig. 1, fig. 1 is a schematic flow chart of a rendering method of a game model provided in an embodiment of the present application. It should be noted that, although a logical order is shown in the flow chart, in some cases, the steps shown or described may be performed in an order different than that shown or described herein. The rendering method of the game model comprises the steps of 101-103, wherein:
101. and acquiring a target game model, a target material ball associated with the target game model and a target basic texture mapping from preset game texture resources.
The game texture resources comprise a game model, a material ball associated with the game model and a basic texture mapping associated with the game model, and the basic texture mapping is a four-side continuous tiled texture.
The game texture resource refers to a resource library for storing a basic texture map, a game model and a material ball, such as a game bag body.
The game model is a model of a virtual article, and the virtual article is a model which can be provided with a texture map at will, such as clothes, cloth, walls, tables and chairs and the like. The game model can be a three-dimensional model which can be designed through three-dimensional software and can also be obtained by establishing a three-dimensional geometric structure through a two-dimensional image.
The target game model refers to a game model to be rendered.
Specifically, when a rendering instruction for the target game model is detected, the target game model, and a target material ball and a target base texture map associated with the target game model are obtained from a preset game texture resource.
Wherein the rendering instructions are instructions for mapping the target base texture map to the target game model surface. The rendering instruction may be automatically triggered when the game display game screen is executed, or may be triggered in a game engine such as Unity.
Rendering refers to processing a visual effect on a game model after the game model is manufactured, for example, by setting light, material, texture, color, environment, and the like of the game model, the game model can present a corresponding visual effect in a game scene.
The chartlet is a link in the 3D movie animation and game production process, namely: the process of overlaying a material plan made of plane software such as ps (photoshop) on a three-dimensional model established by 3D making software such as Maya and 3DMax is called mapping.
In the embodiment of the application, the target game model can be rendered in a map mode. By mapping the texture map to the surface of the target game model and setting the map attributes of the texture map mapped to the target game model, the setting of light, material, texture, color, environment, etc. of the target game model can be achieved.
A texture map is typically a two-dimensional image that discretizes the image into a number of pixels, called texels, which are ultimately mapped to pixels on a screen.
Wherein, the basic texture map is a texture map for controlling the appearance of the game model. The basic texture mapping is a texture mapping which can be used for mapping to the surface of a game model by adjusting mapping attributes through material balls, and particularly is a four-side continuous tiled texture. The base texture map may be created by an artist, or may be a default texture map in a game model editor. Because the four-side continuous tiled texture can be repeated infinitely, no seam appears at the left, the right, the upper and the lower, the method is very suitable for making repeated resources in games.
The target base texture map is a base texture map associated with the target game model for mapping to a surface of the target game model.
The texture ball is an editor for setting or adjusting the mapping properties of the basic texture mapping on the game model.
The target material ball is a material ball associated with the target game model for setting or adjusting the mapping properties of the target base texture map on the target game model.
In the embodiment of the application, the game texture resource stores a game model, a material ball associated with the game model and a basic texture map associated with the game model. In the game texture resource, each game model can be correspondingly associated with one basic texture mapping or a plurality of basic texture mappings; each game model can be correspondingly associated with one material ball or a plurality of material balls; each material ball may be associated with one game model, or may be associated with a plurality of game models (i.e., a material ball is shared by a plurality of game models). Illustratively, as shown in the game texture resource in table 1, each game model is associated with one base texture map, each game model is associated with one material ball, and each material ball is associated with one game model.
TABLE 1
102. And acquiring the target map attribute corresponding to the target basic texture map when the target texture map is on the target game model.
Wherein the target map attribute is an attribute parameter value for setting the target base texture map. Such as display parameter values, tile parameter values, etc. for the target base texture map.
The display parameter values of the target base texture map are used to adjust the shade of the color of the target base texture map on the target game model or whether to display the target base texture map.
The tile parameter values of the target base texture map are used to adjust the number of tiles of the target base texture map on the target game model.
In step 102, there are various ways to obtain the attributes of the target map, which exemplarily include:
(1) the rendering instruction in step 101 carries the target map attribute, and the target map attribute may be determined directly based on the rendering instruction.
(2) The target game model and the target map attribute are stored in the game texture resource in an associated manner, and when a rendering instruction of the target game model is detected in step 101, the target map attribute stored in the associated manner with the target game model can be acquired from the game texture resource from the identification information of the target game model carried in the rendering instruction.
103. And rendering the target game model based on the target material ball, the target map attribute and the target basic texture map to obtain a rendered model of the target game model.
And the map attribute of the target basic texture map in the rendered model is the target map attribute. The rendered model is a model obtained by mapping the target base texture map to the surface of the target game model.
Step 103 is mainly to render the target game model by means of mapping, that is, mainly to map the texture map to the surface of the target game model. For ease of understanding, the following example describes the process of rendering the target game model by mapping: carrying out UV expansion on the target game model to obtain a UV expansion result; and mapping the target basic texture mapping to a corresponding position according to the UV expansion result to obtain a mapped target game model as a rendered model.
The UV is short for U, V texture mapping coordinates and can also be called texture mapping coordinates, the UV can define the position of each point in the two-dimensional image, and in the game model, the UV can accurately correspond each point on the image to the surface of the game model, so that the game model can present corresponding visual effects; UV unfolding refers to converting the game model surface into a planar representation.
In the embodiment of the application, the game model, the material ball associated with the game model and the basic texture map associated with the game model are stored in the game texture resource, the target game model, the target material ball associated with the target game model and the target basic texture map are obtained from the game texture resource, the target game model is rendered, and the map attribute of the target basic texture map in the rendered model is the target map attribute. On the first hand, because the target material ball is used in the rendering, the mapping attribute of the target basic texture mapping can be changed in real time, and the same basic texture mapping can be reused in different game models; on one hand, the problem that the game bag body cannot be supported by the game running terminal due to the fact that the game bag body is too large because different texture maps need to be stored respectively aiming at different game models, and therefore the game texture resources are too large can be avoided; on the other hand, the occupied space of the texture mapping is reduced without depending on compression of the texture mapping, so that the definition of the texture mapping is improved to a certain extent, and the picture precision is improved.
In the second aspect, because the base texture map is a four-side continuous tiled texture, the base texture map can be infinitely multiplexed without the definition problems of stretching, seams and the like through the real-time change of the map attribute of the target base texture map, and the picture precision is improved to a certain extent. Therefore, the embodiment of the application can solve the problem that related resources are excessively consumed when a higher-precision picture is displayed in the prior art to a certain extent.
In step 103, there are various rendering manners of the target game model through a map manner, which exemplarily includes:
1) the map attributes of the target base texture map are adjusted first, and then the adjusted target base texture map is mapped to the target game model. In this case, step 103 may specifically include the following steps 1031A to 1032A:
1031A, adjusting the chartlet attribute of the target basic texture chartlet based on the target chartlet attribute and the target material ball to obtain the adjusted target basic texture chartlet.
The process of adjusting the map attribute of the target base texture map in step 1031A is similar to the process of adjusting the map attribute of the target base texture map on the preliminary game model in step 1032B, and reference may be specifically made to step 1032B and its extended description, and details are not repeated here for simplifying the description. For example, reference may be made to the process of adjusting the mapping properties of the target base texture map when the base texture map is a single texture map or a set of texture maps. For another example, the adjustment process of the map attribute of the target base texture map when the target map attribute is the display parameter value or the tile parameter value may be referred to.
The difference is that: in step 1031A, the map attributes of the target base texture map that has not yet been mapped onto the target game model are adjusted, and in step 1031A, the map attributes of the target base texture map that has been mapped onto the target game model are adjusted.
1032A, rendering the target game model based on the adjusted target basic texture mapping to obtain a rendered model of the target game model.
Exemplarily, firstly, performing UV expansion on the target game model to obtain a UV expansion result; and then mapping the adjusted target basic texture map to a corresponding position according to the UV expansion result to obtain a rendered model of the target game model.
By adjusting the map attribute of the target base texture map and then mapping the adjusted target base texture map to the target game model, the map attribute of the target base texture map in the rendered model can be ensured to be the target map attribute on the basis of mapping the target base texture map to the target game model.
2) The target base texture map is mapped to the target game model, and then the map attribute of the target base texture map on the target game model is adjusted. In this case, step 103 may specifically include the following steps 1031B to 1032B:
1031B, rendering the target game model based on the target basic texture mapping to obtain a preliminary game model with a preliminary rendering effect.
The preliminary rendering effect is a rendering effect formed after the target basic texture map with default map attributes is mapped to the surface of the target game model.
The preliminary game model is a model obtained by mapping the target base texture map onto the surface of the target game model. The difference between the preliminary game model and the rendered model is that: the map attribute of the target base texture map in the preliminary game model is a default map attribute, and the map attribute of the target base texture map in the rendered model is a target map attribute.
Exemplarily, step 1031B may specifically include: firstly, carrying out UV expansion on a target game model to obtain a UV expansion result; and then, mapping the target basic texture map to a corresponding position according to the UV expansion result to obtain a preliminary game model with a preliminary rendering effect.
1032B, based on the target material ball and the target mapping attribute, adjusting the mapping attribute of the target basic texture mapping on the preliminary game model to obtain the rendered model.
In step 1032B, the map attribute of the target base texture map on the preliminary game model is adjusted, which will be described in detail later, and is not described herein again for simplicity.
By mapping the target base texture map to the target game model and then adjusting the map attribute of the target base texture map on the target game model, the map attribute of the target base texture map in the rendered model can be ensured to be the target map attribute on the basis of mapping the target base texture map to the target game model.
3) And mapping the target basic texture map to the target game model, and setting the map attribute of the target basic texture map on the target game model.
Furthermore, in order to reduce the memory occupied by the texture maps in the game bag body, the basic texture maps stored in the game texture resources are four-side continuous tiled textures of a preset unit pattern. Fig. 2 is an explanatory view of a predetermined unit pattern provided in an embodiment of the present application, in which (a) in fig. 2 shows a four-side continuous tile texture with one texture pattern as the predetermined unit pattern, and (b) in fig. 2 shows that a plurality of uniform texture patterns can be extended by (a) the texture pattern. A predetermined unit pattern may be determined according to actual situations, for example, one texture pattern may be used as one predetermined unit pattern, as shown in fig. 2 (a), or two identical texture patterns may be used as one predetermined unit pattern, where the specific measurement criteria of one predetermined unit pattern is not limited herein.
That is, the target base texture map stored in the game texture resource is a four-side continuous tile texture of a predetermined unit pattern. In this case, step 103 may specifically include: and rendering the target game model based on the target material ball, the target chartlet attribute and the four-side continuous tiled texture to obtain a rendered model of the target game model. The rendered model comprises a plurality of preset unit patterns.
As described above, the target game model may be rendered in various ways, and for example, "rendering the target game model based on the target material ball, the target map attribute, and the four-side continuous tile texture to obtain the rendered model of the target game model" is similar to ways 1) to 3) described above. The difference is that the target map attribute comprises the tiling parameter values of the four-side continuous tiling texture, and the rendered model can be obtained by adjusting the tiling parameter values of the four-side continuous tiling texture on the target game model through the target material ball in the process of mapping the four-side continuous tiling texture to the target game model, so that the rendered model can be tiled with a plurality of preset unit patterns.
On one hand, because only the four-side continuous flat textures of one preset unit are stored, the memory occupied by the maps of the game texture resources can be reduced; on the other hand, because the stored four-side continuous tiled texture is a program texture which has the characteristics of infinite expansion and multiplexing and no distortion or blur, the method can be used for rendering a plurality of different game models under the condition of only storing one preset unit of four-side continuous tiled texture, and can also meet the definition of texture mapping.
Procedural textures generally refer to textures that are generated using mathematical descriptions. The texture to which it is compared may be referred to as a data texture, which is texture data that is directly stored. Program textures allow textures to be created at any scale, in any direction, allow infinite expansion without interruptions or discontinuities, and do not require the storage of large amounts of texture data. Therefore, in the embodiment of the present application, by storing the four-side continuous tile texture of one preset unit, the required number of the four-side continuous tile textures can be copied, thereby realizing multiplexing.
The basic texture maps stored in the game resources in the above steps 101 to 103 may be a single texture map or a set of texture maps. The following respectively describes the rendering process of the target game model by mapping in step 103 when the base texture map is a single texture map and when the base texture map is a set of texture maps:
since there are various ways to render the target game model in the step 103 by mapping, such as ways 1) to 3), the following implementation of the step 103 in the above way 2) exemplifies a rendering process of the target game model in the step 103 by mapping when the basic texture maps are respectively a single texture map and a set of texture maps.
First, the base texture map is a single texture map.
When the target map attribute is the target display parameter value, step 103 specifically includes: and adjusting the display parameter value of the target basic texture map on the preliminary game model as a target display parameter value through the target material ball. Wherein the target display parameter value is a display parameter value for adjusting a target base texture map on the preliminary game model.
When the target map attribute is the target tile parameter value, step 103 specifically includes: and adjusting the tiling parameter value of the target basic texture mapping on the preliminary game model as a target tiling parameter value through the target material ball. Wherein the target tile parameter value is a tile parameter value for adjusting the target base texture map on the preliminary game model.
Second, the base texture map is a set of texture maps.
Wherein, a set of texture maps comprises at least two basic texture subgraphs. One base texture subgraph corresponds to one map attribute. For example, the target base texture map may be a set of texture maps that includes both a color map (Diffuse), a highlight map (special), a gloss map (gloss), a Height map (Height), and a Normal map (Normal), where the color map, highlight map, gloss map, Height map, or Normal map is the base texture subgraph.
Wherein the color map is used to represent the color of the surface of the object. The highlight map is used for representing the range, intensity and color of highlight of an object. The gloss map is used to show the roughness of the object material. The height map is used to represent object height information without including angle information. The normal map is used to indicate the direction and steepness of the object slope.
There are various kinds of map attributes, such as the above-mentioned color map, highlight map, gloss map, height map, and normal map; also for example, Light map (Light), Thickness map (Thickness), etc., are not exhaustive herein. The map attribute may be any map attribute existing, or may be any map attribute appearing in the future, and is not limited herein.
In this case, step 1031B may specifically include: rendering the target game model based on the basic texture subgraph of the target basic texture mapping to obtain a preliminary game model with a preliminary rendering effect. Correspondingly, step 1032B may specifically include: and adjusting the map attribute of the basic texture subgraph on the preliminary game model to be the corresponding target map attribute based on the target material ball to obtain the rendered model.
Illustratively, the target base texture map includes at least two base texture sub-maps taken from at least two of a color map, a highlight map, a gloss map, a height map, and a normal map of the preset unit pattern.
Furthermore, the color map comprises a mask layer, wherein the mask layer is used for transmitting out a texture area in the color map and shielding a non-texture area in the color map, and the texture area is an area where a texture pattern in the target basic texture map is located. Specifically, the color map is generally three channels of RGB, and an alpha channel is added to the color map to add a mask layer of the color map, so that a texture region in the color map is exposed, a non-texture region in the color map is masked, and the texture region is conveniently subjected to detail processing, so that the texture can be expressed regionally, and the detail expression of the texture can be improved. For example, in the ancient clothes of the game, the patterns on the ancient clothes are very many technological details, the mask layer of the color map can make the patterns on the ancient clothes show out and the pattern background shade, so that the technological details of the patterns can be conveniently processed, and the technological details of the patterns on the ancient clothes can be finely expressed.
It is to be understood that, when the target base texture map is a set of texture maps, each base texture sub-image in the set of texture maps may be used for rendering respectively when rendering the target virtual model, or one or more base texture sub-images may be selected from the set of texture maps for rendering. The following are illustrated by examples 1 and 2, respectively:
1. and respectively rendering by adopting each basic texture subgraph in a set of maps.
In this case, step 1031B may specifically include: and traversing the basic texture subgraphs of the target basic texture mapping, and rendering the target game model aiming at each basic texture subgraph to finally obtain a preliminary game model with a preliminary rendering effect. Correspondingly, step 1032B specifically includes: and adjusting the map attribute of each basic texture sub-image on the preliminary game model to be the corresponding target map attribute based on the target material ball to obtain a rendered model.
2. One or more base texture sub-graphs are selected from a set of texture maps for rendering.
In this case, step 1031B may specifically include the following steps a1 to a 2:
a1, determining a target base texture sub-graph used in the target game model rendering from the base texture sub-graphs of the target base texture map.
The target basic texture subgraph refers to a basic texture subgraph which is required to be used in rendering in each basic texture subgraph of the target basic texture mapping.
The method for determining the target base texture subgraph in the step a1 has various ways, and exemplarily includes:
(1) the rendering instruction carries identification information of the target basic texture subgraph required to be used during rendering. At this time, in step a1, the target base texture sub-picture may be determined from the base texture sub-picture of the target base texture map directly based on the identification information carried by the rendering instruction. FIG. 3 is a schematic diagram illustrating a relationship between a target base texture map and a target base texture sub-map provided in the embodiment of the present application, for example, the target base texture map includes 5 base texture sub-maps (identification information: Diffuse, special, gloss, Height, and Normal, respectively), as shown in FIG. 3 (a); based on the identification information (Diffuse, Normal, Glossine) carried by the rendering instruction, 3 required base texture subgraphs are selected, as shown in FIG. 3 (b).
(2) The target map attribute carries identification information of a target basic texture subgraph which is required to be used in rendering. At this time, in step a1, the target base texture sub-graph may be determined from the base texture sub-graph of the target base texture map directly based on the identification information carried in the attribute of the target map.
a2, rendering the target game model based on the target basic texture subgraph to obtain a preliminary game model with preliminary rendering effect.
The implementation of step a2 is similar to the implementation of step 1031B, and reference may be made to the above description specifically, and details are not repeated here for simplifying the description.
Correspondingly, step 1032B specifically includes: and adjusting the chartlet attribute of the target basic texture subgraph on the preliminary game model to be the corresponding target chartlet attribute based on the target material ball to obtain the rendered model.
The target map attribute representation forms are various, for example, map display parameter values and tile parameter values. The following describes the adjustment of the map attribute of the target basic texture sub-image on the preliminary game model, taking the target map attribute as the display parameter value and the tile parameter value, respectively.
(1) The target map attribute is a display parameter value.
The display parameter value is used for adjusting the color depth of the target basic texture mapping on the target game model or whether the target basic texture mapping is displayed. For example, when the display parameter value of the target base texture map is 0, it means that the display of the target base texture map is turned off, and when the display parameter value is >1, it means that the display of the target base texture map is turned on, wherein when the display parameter value is 0.8, it means that the display of the target base texture map is turned on at 0.8 times the primary color.
Illustratively, the target base texture sub-graph includes a color map, a highlight map, a glossiness map, and a normal map. At this time, the target map attribute includes a first display parameter value of the color map, a second display parameter value of the highlight map, a third display parameter value of the glossiness map, and a fourth display parameter value of the normal map. The step of adjusting the map attribute of the target basic texture sub-image on the preliminary game model to a corresponding target map attribute based on the target material ball to obtain the rendered model may specifically include: and based on the target material ball, adjusting the display parameter values of the color map of the target basic texture map on the primary game model to be the first display parameter value, the display parameter values of the highlight map to be the second display parameter value, the display parameter values of the glossiness map to be the third display parameter value and the display parameter values of the normal map to be the fourth display parameter value, and obtaining the rendered model.
For convenience of understanding, the following describes adjustment of the map attribute of the target base texture map, taking the target base texture sub-map as an example including a color map, a highlight map, a glossiness map, and a normal map, and the target map attribute being a display parameter. For example, the adjustment process may include the following steps b 1-b 4:
b1, adjusting the display parameter value of the color map on the preliminary game model to a first display parameter value through the target material ball to obtain a first sub-game model. As shown in fig. 4, fig. 4 is an explanatory diagram of the adjustment of the display parameter values provided in the embodiment of the present application, where "Diffuse" in fig. 4 represents a color map, and "0.54" represents the display parameter values of the color map.
b2, adjusting the display parameter value of the highlight map on the first sub-game model to be a second display parameter value through the target material ball to obtain a second sub-game model. As shown in fig. 4, "specific" in fig. 4 represents a highlight map, and "0.14" represents a display parameter value of the highlight map.
b3, adjusting the display parameter value of the glossiness map on the second sub game model to be a third display parameter value through the target material ball, and obtaining a third sub game model. As shown in fig. 4, "gloss" in fig. 4 represents the gloss map, and "1.86" represents the display parameter value of the gloss map.
b4, adjusting the display parameter value of the normal map on the third sub-game model to be a fourth display parameter value through the target material ball, and obtaining the rendered model. As shown in FIG. 4, "Normal" in FIG. 4 represents the Normal map, and "0.42" represents the display parameter values of the Normal map.
The adjustment process shown in steps b 1-b 4 is only an example, and actually, when the map attribute of the target basic texture sub-image on the preliminary game model is adjusted, there is no strict requirement for the execution order, and the adjustment of the map attribute of the target basic texture sub-image on the preliminary game model may be performed in series, or may be performed in parallel.
(2) The target map attribute is a tile parameter value.
The tile parameter values are used to adjust the number of tiles of the target base texture map on the target game model. Taking the game model as a clothing model as an example, please refer to fig. 5, and fig. 5 is a schematic diagram of display effects of different tiling parameter values provided in the embodiment of the present application. For example, when the tile parameter value is 1, the number of texture patterns displayed on the garment model is relatively small, as shown in fig. 5 (a); when the tiling parameter value is 11.3, the number of grain patterns displayed on the garment model is relatively large, as shown in fig. 5 (b).
Illustratively, the target base texture sub-graph includes a color map, a highlight map, a glossiness map, and a normal map. At this time, the step "adjusting the map attribute of the target basic texture sub-image on the preliminary game model to a corresponding target map attribute based on the target material ball to obtain the rendered model" may specifically include: and based on the target material ball, adjusting the tiling parameter value of the color map of the target basic texture map on the primary game model to be the first tiling parameter value, the tiling parameter value of the highlight map to be the second tiling parameter value, the tiling parameter value of the glossiness map to be the third tiling parameter value and the tiling parameter value of the normal map to be the fourth tiling parameter value, and obtaining the rendered model.
For convenience of understanding, the following describes adjustment of the map attribute of the target base texture map, taking as an example that the target base texture sub-map includes a color map, a highlight map, a glossiness map, and a normal map, and the target map attribute is a tile parameter. For example, the adjustment process may include the following steps c 1-c 4:
c1, adjusting the tiling parameter value of the color map on the preliminary game model to the first tiling parameter value through the target material ball to obtain a fourth sub-game model. As shown in fig. 6, fig. 6 is an explanatory diagram of the adjustment of the tile parameter values provided in the embodiment of the present application, where "Diffuse" in fig. 6 denotes a color map, and "11.3" denotes the tile parameter values of the color map.
c2, adjusting the tiling parameter value of the highlight map on the fourth sub-game model to be the second tiling parameter value through the target material ball to obtain a fifth sub-game model. As shown in fig. 6, fig. 6 is a schematic diagram illustrating adjustment of tile parameter values provided in the embodiment of the present application, where "specific" in fig. 6 denotes a highlight map, and "1" denotes tile parameter values of the highlight map.
c3, adjusting the tile parameter value of the glossiness map on the fifth sub game model to be a third tile parameter value through the target material ball, and obtaining a sixth sub game model. As shown in fig. 6, "gloss" in fig. 6 represents the gloss map, and "11.3" represents the tile parameter values of the gloss map.
c4, adjusting the tiling parameter value of the normal map on the sixth sub-game model to be a fourth tiling parameter value through the target material ball to obtain the rendered model. As shown in FIG. 6, "Normal" in FIG. 6 indicates the Normal map, and "11.3" indicates the tiling parameter values of the Normal map.
The adjustment process shown in steps c 1-c 4 is only an example, and actually, when the map attribute of the target basic texture sub-image on the preliminary game model is adjusted, there is no strict requirement for the execution order, and the adjustment of the map attribute of the target basic texture sub-image on the preliminary game model may be performed in series, or may be performed in parallel.
The process of adjusting the display parameter values and the tile parameter values is described herein by taking 4 target base texture sub-images as an example, where the target base texture sub-images are respectively a color map, a highlight map, a gloss map, a height map, and a normal map, and it can be understood that, when the target base texture sub-image is a single map or the target base texture sub-image is a set of texture maps, the process of adjusting the display parameter values and the tile parameter values may also be referred to adjust the map attributes of the target base texture sub-image.
Further, in order to better meet the mapping requirement, before formal mapping is performed, the basic texture mapping, the game model, and the material ball may be stored in the game resource library in an associated manner in the embodiment of the present application. Namely, the rendering method of the game model can further comprise the storage processes of the basic texture mapping and the material ball.
(1) The process of storing the base texture map to the game texture resource may specifically include the following steps d 1-d 4:
d1, acquiring the preset unit pattern.
As described above, the preset unit patterns may be set according to actual needs.
For example, the preset unit pattern may be drawn by a corresponding software tool, such as an Svg tool, which may draw a texture pattern according to the bottom layer picture style by fast drawing, like a curve drawing tool in a photoshop. Or directly obtaining the texture pattern from the texture pattern template of the Substance Designer, which provides many basic texture patterns and can be obtained according to actual requirements. The specific manner of acquiring the preset unit pattern is not limited herein.
d2, obtaining a basic texture subgraph corresponding to each map attribute based on the preset unit pattern and the preset map attributes.
The preset map attribute is a map attribute that needs to be imported into the basic texture map, and specifically, the preset map attribute may be selected according to actual service requirements, where a specific type of the preset map attribute is not limited.
d3, obtaining a basic texture map corresponding to the preset unit pattern based on the basic texture subgraph.
For example, according to the preset map attribute, map attribute drawing, such as color drawing, may be performed by a corresponding software tool based on a preset unit pattern to form a base texture sub-graph corresponding to each map attribute. If the preset unit pattern is subjected to Diffuse, Specular, Gloussiness, Height and Normal mapping attribute drawing through the prestance pointer, forming base texture subgraphs corresponding to the Diffuse, Specular, Gloussiness, Height and Normal mapping attributes respectively: color maps, highlight maps, gloss maps, height maps, and normal maps. And (3) basic texture subgraph: the color map, highlight map, gloss map, height map, and normal map form a set of texture maps, i.e., a base texture map corresponding to a predetermined unit pattern.
d4, associating the basic texture map with a preset game model and adding the basic texture map into the game texture resource.
As shown in table 1, the basic texture map and the preset game model may be added to the game texture resource in an associated manner, so that the basic texture map resource corresponding to the game model may be found when the game model is subsequently rendered, and the rendering of the game model is accurately completed.
(2) The process of storing the texture ball to the game texture resource may specifically include the following steps e1 to e 2:
e1, obtaining a material ball corresponding to the preset map attribute.
The preset map attribute is a map attribute which needs to be introduced into the material ball so as to be used on the game model in the following process, and the corresponding preset map attribute can be selected according to the actual business requirement, wherein the specific type of the preset map attribute is not limited.
For example, the material balls of the preset map attribute may be derived by a corresponding software tool. Such as deriving material balls with Diffuse, Specular, Gloussiness, Height, and Normal map properties via the Substance Painter.
e2, associating the material ball with a preset game model and adding the material ball into the game texture resource.
As shown in table 1, each material ball and a preset game model may be associated and added to the game texture resource, so that the material ball corresponding to the game model may be found when the game model is subsequently rendered, and the rendering of the game model may be accurately completed.
Or, only one material ball may be stored in one game texture resource, and the material ball is associated with each preset game model in the game texture resource, so that when the game model is rendered subsequently, the material ball corresponding to the game model can be found, and the rendering of the game model can be accurately completed.
In order to better implement the method, an embodiment of the present invention further provides a rendering apparatus for a game model, where the rendering apparatus for a game model may be specifically integrated in an electronic device, for example, a computer device, and the computer device may be a terminal, a server, or the like.
The terminal can be a mobile phone, a tablet computer, an intelligent Bluetooth device, a notebook computer, a personal computer and other devices; the server may be a single server or a server cluster composed of a plurality of servers.
For example, in this embodiment, a rendering device of a game model is specifically integrated in a smart phone as an example, and the method of the embodiment of the present invention is described in detail.
For example, as shown in fig. 7, the rendering apparatus 700 of the game model may include:
a first obtaining unit 701, configured to obtain a target game model, a target material ball associated with the target game model, and a target basic texture map from a preset game texture resource, where the game texture resource includes the game model, the material ball associated with the game model, and the basic texture map is a four-side continuous tiled texture;
a second obtaining unit 702, configured to obtain a target map attribute corresponding to the target base texture map when the target base texture map is on the target game model;
a rendering unit 703, configured to render the target game model based on the target material ball, the target map attribute, and the target base texture map, to obtain a rendered model of the target game model, where a map attribute of a target base texture map in the rendered model is the target map attribute.
In some embodiments, the target base texture map is a four-side continuous tile texture of a preset unit pattern, and the rendering unit 703 is specifically configured to:
rendering the target game model based on the target material ball, the target map attribute and the four-side continuous tiled texture to obtain a rendered model of the target game model, wherein the rendered model comprises a plurality of preset unit patterns.
In some embodiments, the rendering unit 703 is specifically configured to:
based on the target map attribute and the target material ball, adjusting the map attribute of the target basic texture map to obtain an adjusted target basic texture map;
and rendering the target game model based on the adjusted target basic texture map to obtain a rendered model of the target game model.
In some embodiments, the rendering unit 703 is specifically configured to:
rendering the target game model based on the target basic texture map to obtain a preliminary game model with a preliminary rendering effect;
and adjusting the mapping attribute of the target basic texture mapping on the preliminary game model based on the target material ball and the target mapping attribute to obtain the rendered model.
In some embodiments, one of the base texture maps comprises at least two base texture sub-maps, one base texture sub-map corresponding to one map attribute, and the rendering unit 703 is specifically configured to:
rendering the target game model based on the basic texture subgraph of the target basic texture mapping to obtain a preliminary game model with a preliminary rendering effect;
and adjusting the map attribute of the basic texture subgraph on the preliminary game model to be the corresponding target map attribute based on the target material ball to obtain the rendered model.
In some embodiments, the at least two base texture sub-maps are taken from at least two of a color map, a highlight map, a gloss map, a height map, and a normal map of a preset unit pattern.
In some embodiments, the color map includes a mask layer for revealing a textured region in the color map and masking a non-textured region in the color map, the textured region being a region where a textured pattern in the target base texture map is located.
In some embodiments, the rendering unit 703 is specifically configured to:
determining a target basic texture sub-graph used in the target game model rendering from the basic texture sub-graphs of the target basic texture map;
rendering the target game model based on the target basic texture subgraph to obtain a preliminary game model with a preliminary rendering effect;
and adjusting the chartlet attribute of the target basic texture subgraph on the preliminary game model to be the corresponding target chartlet attribute based on the target material ball to obtain the rendered model.
In some embodiments, the target map properties include a first display parameter value of the color map, a second display parameter value of the highlight map, a third display parameter value of the gloss map, and a fourth display parameter value of the normal map, and the rendering unit 703 is specifically configured to:
and based on the target material ball, adjusting the display parameter values of the color map of the target basic texture map on the primary game model to be the first display parameter value, the display parameter values of the highlight map to be the second display parameter value, the display parameter values of the glossiness map to be the third display parameter value and the display parameter values of the normal map to be the fourth display parameter value, and obtaining the rendered model.
In some embodiments, the target map properties comprise a first tile parameter value of the color map, a second tile parameter value of the highlight map, a third tile parameter value of the gloss map, and a fourth tile parameter value of the normal map, and the rendering unit 703 is specifically configured to:
and based on the target material ball, adjusting the tiling parameter value of the color map of the target basic texture map on the primary game model to be the first tiling parameter value, the tiling parameter value of the highlight map to be the second tiling parameter value, the tiling parameter value of the glossiness map to be the third tiling parameter value and the tiling parameter value of the normal map to be the fourth tiling parameter value, and obtaining the rendered model.
In some embodiments, before the target game model is obtained from a preset game texture resource and the target material ball and the target base texture map associated with the target game model, the rendering apparatus 700 of the game model further includes an association unit (not shown in the figure), where the association unit is specifically configured to:
acquiring a preset unit pattern;
acquiring a basic texture subgraph corresponding to each chartlet attribute based on the preset unit pattern and the preset chartlet attribute;
obtaining a basic texture mapping corresponding to the preset unit pattern based on the basic texture subgraph;
and associating the basic texture mapping with a preset game model and adding the basic texture mapping into the game texture resource.
In some embodiments, before the target game model is obtained from a preset game texture resource and the target material ball and the target base texture map associated with the target game model, the associating unit is specifically configured to:
acquiring a material ball corresponding to a preset map attribute;
and associating the material ball with a preset game model and adding the material ball into the game texture resource.
As can be seen from the above, in the rendering apparatus of the game model according to this embodiment, the first obtaining unit 701 may obtain the target game model, the target material ball associated with the target game model, and the target basic texture map from the preset game texture resource, where the game texture resource includes the game model, the material ball associated with the game model, and the basic texture map is a four-side continuous tile texture; a second obtaining unit 702 obtains a target map attribute corresponding to the target base texture map when on the target game model; the rendering unit 703 renders the target game model based on the target material ball, the target map attribute, and the target base texture map to obtain a rendered model of the target game model, where the map attribute of the target base texture map in the rendered model is the target map attribute. Therefore, the embodiment of the invention can improve and improve the problem of overlarge consumption of related resources when the prior art shows a picture with higher precision.
Correspondingly, the embodiment of the present application further provides a Computer device, where the Computer device may be a terminal, and the terminal may be a terminal device such as a smart phone, a tablet Computer, a notebook Computer, a touch screen, a game machine, a Personal Computer (PC), a Personal Digital Assistant (PDA), and the like. As shown in fig. 8, fig. 8 is a schematic structural diagram of a computer device according to an embodiment of the present application. The computer apparatus 800 includes a processor 801 having one or more processing cores, a memory 802 having one or more computer-readable storage media, and a computer program stored on the memory 802 and executable on the processor. The processor 801 is electrically connected to the memory 802. Those skilled in the art will appreciate that the computer device configurations illustrated in the figures are not meant to be limiting of computer devices and may include more or fewer components than those illustrated, or some components may be combined, or a different arrangement of components.
The processor 801 is a control center of the computer apparatus 800, connects various parts of the entire computer apparatus 800 using various interfaces and lines, performs various functions of the computer apparatus 800 and processes data by running or loading software programs and/or modules stored in the memory 802, and calling data stored in the memory 802, thereby monitoring the computer apparatus 800 as a whole.
In the embodiment of the present application, the processor 801 in the computer device 800 loads instructions corresponding to processes of one or more application programs into the memory 802, and the processor 801 executes the application programs stored in the memory 802 according to the following steps, so as to implement various functions:
acquiring a target game model, a target material ball associated with the target game model and a target basic texture map from preset game texture resources, wherein the game texture resources comprise a game model, a material ball associated with the game model and a basic texture map associated with the game model, and the basic texture map is a four-side continuous tiled texture;
obtaining a target map attribute corresponding to the target base texture map when on the target game model;
rendering the target game model based on the target material ball, the target map attribute and the target basic texture map to obtain a rendered model of the target game model, wherein the map attribute of the target basic texture map in the rendered model is the target map attribute.
The above operations can be implemented in the foregoing embodiments, and are not described in detail herein.
Optionally, as shown in fig. 8, the computer device 800 further includes: a touch display 803, a radio frequency circuit 804, an audio circuit 805, an input unit 806, and a power supply 807. The processor 801 is electrically connected to the touch display screen 803, the radio frequency circuit 804, the audio circuit 805, the input unit 806, and the power supply 807, respectively. Those skilled in the art will appreciate that the computer device configuration illustrated in FIG. 8 does not constitute a limitation of computer devices, and may include more or fewer components than those illustrated, or some components may be combined, or a different arrangement of components.
The touch display screen 803 can be used for displaying a graphical user interface and receiving operation instructions generated by a user acting on the graphical user interface. The touch display 803 may include a display panel and a touch panel. The display panel may be used, among other things, to display information entered by or provided to a user and various graphical user interfaces of the computer device, which may be made up of graphics, text, icons, video, and any combination thereof. Alternatively, the Display panel may be configured in the form of a Liquid Crystal Display (LCD), an Organic Light-Emitting Diode (OLED), or the like. The touch panel may be used to collect touch operations of a user on or near the touch panel (for example, operations of the user on or near the touch panel using any suitable object or accessory such as a finger, a stylus pen, and the like), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Alternatively, the touch panel may include two parts, a touch detection device and a touch controller. The touch detection device detects the touch direction of a user, detects a signal brought by touch operation and transmits the signal to the touch controller; the touch controller receives touch information from the touch sensing device, converts the touch information into touch point coordinates, sends the touch point coordinates to the processor 801, and can receive and execute commands sent by the processor 801. The touch panel may overlay the display panel, and when the touch panel detects a touch operation thereon or nearby, the touch panel transmits the touch operation to the processor 801 to determine the type of the touch event, and then the processor 801 provides a corresponding visual output on the display panel according to the type of the touch event. In the embodiment of the present application, a touch panel and a display panel may be integrated into the touch display screen 803 to realize input and output functions. However, in some embodiments, the touch panel and the touch panel can be implemented as two separate components to perform the input and output functions. That is, the touch display 803 may also be used as a part of the input unit 806 to implement an input function.
The radio frequency circuit 804 may be used for transceiving radio frequency signals to establish wireless communication with a network device or other computer device through wireless communication, and to transceive signals with the network device or other computer device.
The audio circuit 805 may be used to provide an audio interface between a user and a computer device through speakers, microphones, and the like. The audio circuit 805 may transmit the electrical signal converted from the received audio data to a speaker, and convert the electrical signal into an audio signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 805 and converted into audio data, and the audio data is processed by the audio data output processor 801 and then transmitted to another computer device via the rf circuit 804, or the audio data is output to the memory 802 for further processing. The audio circuit 805 may also include an earbud jack to provide communication of peripheral headphones with the computer device.
The input unit 806 may be used to receive input numbers, character information, or user characteristic information (e.g., fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
The power supply 807 is used to power the various components of the computer device 800. Optionally, the power supply 807 may be logically connected to the processor 801 through a power management system, so as to implement functions of managing charging, discharging, and power consumption through the power management system. The power supply 807 may also include any component of one or more dc or ac power sources, recharging systems, power failure detection circuitry, power converters or inverters, power status indicators, and the like.
Although not shown in fig. 8, the computer device 800 may further include a camera, a sensor, a wireless fidelity module, a bluetooth module, etc., which are not described in detail herein.
In the foregoing embodiments, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
As can be seen from the above, the computer device provided in this embodiment may store the game model, the material ball associated with the game model, and the basic texture map associated with the game model in the game texture resource, obtain the target game model, the target material ball associated with the target game model, and the target basic texture map from the game texture resource, and render the target game model, so that the map attribute of the target basic texture map in the rendered model is the target map attribute. On the first hand, because the target material ball is used in the rendering, the mapping attribute of the target basic texture mapping can be changed in real time, and the same basic texture mapping can be reused in different game models; on one hand, the problem that the game bag body cannot be supported by the game running terminal due to the fact that the game bag body is too large because different texture maps need to be stored respectively aiming at different game models, and therefore the game texture resources are too large can be avoided; on the other hand, the occupied space of the texture mapping is reduced without depending on compression of the texture mapping, so that the definition of the texture mapping is improved to a certain extent, and the picture precision is improved.
In the second aspect, because the base texture map is a four-side continuous tiled texture, the base texture map can be infinitely multiplexed without the definition problems of stretching, seams and the like through the real-time change of the map attribute of the target base texture map, and the picture precision is improved to a certain extent. Therefore, the embodiment of the application can solve the problem that related resources are excessively consumed when a higher-precision picture is displayed in the prior art to a certain extent.
It will be understood by those skilled in the art that all or part of the steps of the methods of the above embodiments may be performed by instructions or by associated hardware controlled by the instructions, which may be stored in a computer readable storage medium and loaded and executed by a processor.
To this end, the present application provides a computer-readable storage medium, in which a plurality of computer programs are stored, and the computer programs can be loaded by a processor to execute the steps in any one of the rendering methods of the game model provided in the embodiments of the present application. For example, the computer program may perform the steps of:
acquiring a target game model, a target material ball associated with the target game model and a target basic texture map from preset game texture resources, wherein the game texture resources comprise a game model, a material ball associated with the game model and a basic texture map associated with the game model, and the basic texture map is a four-side continuous tiled texture;
obtaining a target map attribute corresponding to the target base texture map when on the target game model;
rendering the target game model based on the target material ball, the target map attribute and the target basic texture map to obtain a rendered model of the target game model, wherein the map attribute of the target basic texture map in the rendered model is the target map attribute.
The above operations can be implemented in the foregoing embodiments, and are not described in detail herein.
Wherein the storage medium may include: read Only Memory (ROM), Random Access Memory (RAM), magnetic or optical disks, and the like.
Since the computer program stored in the storage medium can execute the steps in the rendering method of any game model provided in the embodiment of the present application, the beneficial effects that can be achieved by the rendering method of any game model provided in the embodiment of the present application can be achieved, which are detailed in the foregoing embodiments and will not be described herein again.
The rendering method, the rendering device, the storage medium, and the computer device of the game model provided in the embodiments of the present application are described in detail above, and a specific example is applied in the description to explain the principle and the implementation of the present application, and the description of the embodiments above is only used to help understanding the method and the core idea of the present application; meanwhile, for those skilled in the art, according to the idea of the present application, there may be variations in the specific embodiments and the application scope, and in summary, the content of the present specification should not be construed as a limitation to the present application.
Claims (15)
1. A rendering method of a game model, comprising:
acquiring a target game model, a target material ball associated with the target game model and a target basic texture map from preset game texture resources, wherein the game texture resources comprise a game model, a material ball associated with the game model and a basic texture map associated with the game model, and the basic texture map is a four-side continuous tiled texture;
obtaining a target map attribute corresponding to the target base texture map when on the target game model;
rendering the target game model based on the target material ball, the target map attribute and the target basic texture map to obtain a rendered model of the target game model, wherein the map attribute of the target basic texture map in the rendered model is the target map attribute.
2. The method of claim 1, wherein the target base texture map is a four-sided continuous tile texture of a predetermined unit pattern, and the rendering the target game model based on the target material ball, the target map attribute, and the target base texture map to obtain a rendered model of the target game model comprises:
rendering the target game model based on the target material ball, the target map attribute and the four-side continuous tiled texture to obtain a rendered model of the target game model, wherein the rendered model comprises a plurality of preset unit patterns.
3. The method of claim 1, wherein said rendering the target game model based on the target material ball, the target map attribute, and the target base texture map to obtain a rendered model of the target game model comprises:
based on the target map attribute and the target material ball, adjusting the map attribute of the target basic texture map to obtain an adjusted target basic texture map;
and rendering the target game model based on the adjusted target basic texture map to obtain a rendered model of the target game model.
4. The method of claim 1, wherein said rendering the target game model based on the target material ball, the target map attribute, and the target base texture map to obtain a rendered model of the target game model comprises:
rendering the target game model based on the target basic texture map to obtain a preliminary game model with a preliminary rendering effect;
and adjusting the mapping attribute of the target basic texture mapping on the preliminary game model based on the target material ball and the target mapping attribute to obtain the rendered model.
5. The method of claim 4 wherein one of said base texture maps comprises at least two base texture sub-maps, one base texture sub-map corresponding to one map attribute;
rendering the target game model based on the target base texture map to obtain a preliminary game model with a preliminary rendering effect, comprising:
rendering the target game model based on the basic texture subgraph of the target basic texture mapping to obtain a preliminary game model with a preliminary rendering effect;
the adjusting the mapping attribute of the target basic texture mapping on the preliminary game model based on the target material ball and the target mapping attribute to obtain the rendered model comprises:
and adjusting the map attribute of the basic texture subgraph on the preliminary game model to be the corresponding target map attribute based on the target material ball to obtain the rendered model.
6. The method of claim 5, wherein the at least two base texture subgraphs are taken from at least two of a color map, a highlight map, a gloss map, a height map, and a normal map of a preset unit pattern.
7. The method of claim 6, wherein the color map comprises a mask layer for revealing textured regions in the color map and masking non-textured regions in the color map, the textured regions being regions where the textured patterns in the target base texture map are located.
8. The method of claim 6, wherein rendering the target game model based on the base texture sub-graph of the target base texture map to obtain a preliminary game model with a preliminary rendering effect comprises:
determining a target basic texture sub-graph used in the target game model rendering from the basic texture sub-graphs of the target basic texture map;
rendering the target game model based on the target basic texture subgraph to obtain a preliminary game model with a preliminary rendering effect;
the step of adjusting the map attribute of the basic texture subgraph on the preliminary game model to the corresponding target map attribute based on the target material ball to obtain the rendered model comprises the following steps:
and adjusting the chartlet attribute of the target basic texture subgraph on the preliminary game model to be the corresponding target chartlet attribute based on the target material ball to obtain the rendered model.
9. The method of claim 8, wherein the target map properties include a first display parameter value of the color map, a second display parameter value of the highlight map, a third display parameter value of the gloss map, and a fourth display parameter value of the normal map;
the step of adjusting the map attribute of the target basic texture subgraph on the preliminary game model to the corresponding target map attribute based on the target material ball to obtain the rendered model comprises the following steps:
and based on the target material ball, adjusting the display parameter values of the color map of the target basic texture map on the primary game model to be the first display parameter value, the display parameter values of the highlight map to be the second display parameter value, the display parameter values of the glossiness map to be the third display parameter value and the display parameter values of the normal map to be the fourth display parameter value, and obtaining the rendered model.
10. The method of claim 8, wherein the target map properties comprise a first tile parameter value for the color map, a second tile parameter value for the highlight map, a third tile parameter value for the gloss map, and a fourth tile parameter value for the normal map;
the step of adjusting the map attribute of the target basic texture subgraph on the preliminary game model to the corresponding target map attribute based on the target material ball to obtain the rendered model comprises the following steps:
and based on the target material ball, adjusting the tiling parameter value of the color map of the target basic texture map on the primary game model to be the first tiling parameter value, the tiling parameter value of the highlight map to be the second tiling parameter value, the tiling parameter value of the glossiness map to be the third tiling parameter value and the tiling parameter value of the normal map to be the fourth tiling parameter value, and obtaining the rendered model.
11. The method as claimed in claim 1, wherein before obtaining the target game model from the preset game texture resources and the target material ball and the target base texture map associated with the target game model, the method further comprises:
acquiring a preset unit pattern;
acquiring a basic texture subgraph corresponding to each chartlet attribute based on the preset unit pattern and the preset chartlet attribute;
obtaining a basic texture mapping corresponding to the preset unit pattern based on the basic texture subgraph;
and associating the basic texture mapping with a preset game model and adding the basic texture mapping into the game texture resource.
12. The method as claimed in claim 1, wherein before obtaining the target game model from the preset game texture resources and the target material ball and the target base texture map associated with the target game model, the method further comprises:
acquiring a material ball corresponding to a preset map attribute;
and associating the material ball with a preset game model and adding the material ball into the game texture resource.
13. An apparatus for rendering a game model, comprising:
the game texture resource comprises a game model, a material ball associated with the game model and a basic texture map associated with the game model, wherein the basic texture map is a four-side continuous tiled texture;
a second obtaining unit, configured to obtain a target map attribute corresponding to the target base texture map when on the target game model;
and the rendering unit is used for rendering the target game model based on the target material ball, the target map attribute and the target basic texture map to obtain a rendered model of the target game model, wherein the map attribute of the target basic texture map in the rendered model is the target map attribute.
14. A terminal comprising a processor and a memory, said memory storing a plurality of instructions; the processor loads instructions from the memory to perform the steps in the method of rendering a game model according to any one of claims 1 to 12.
15. A computer readable storage medium storing instructions adapted to be loaded by a processor to perform the steps of the method for rendering a game model according to any one of claims 1 to 12.
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