WO2019015591A1 - 游戏渲染方法、游戏资源文件的生成方法、装置及设备 - Google Patents
游戏渲染方法、游戏资源文件的生成方法、装置及设备 Download PDFInfo
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T1/00—General purpose image data processing
- G06T1/20—Processor architectures; Processor configuration, e.g. pipelining
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F9/00—Arrangements for program control, e.g. control units
- G06F9/06—Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
- G06F9/44—Arrangements for executing specific programs
- G06F9/445—Program loading or initiating
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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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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T1/00—General purpose image data processing
- G06T1/60—Memory management
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T11/00—2D [Two Dimensional] image generation
- G06T11/001—Texturing; Colouring; Generation of texture or colour
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T11/00—2D [Two Dimensional] image generation
- G06T11/40—Filling a planar surface by adding surface attributes, e.g. colour or texture
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/005—General purpose rendering architectures
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/04—Texture mapping
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T17/00—Three dimensional [3D] modelling, e.g. data description of 3D objects
- G06T17/20—Finite element generation, e.g. wire-frame surface description, tesselation
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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
- 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
- A63F2300/20—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 characterised by details of the game platform
- A63F2300/203—Image generating hardware
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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
- 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
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
Definitions
- the present invention relates to the field of Internet technologies, and in particular to the field of Internet game technologies, and in particular, to a game rendering method, a method for generating a game resource file, a game rendering device, a device for generating a game resource file, and a storage device. And a terminal.
- the traditional game rendering method generally preloads all the texture maps (such as scenes, characters, and UI (User Interface)) that may be needed in the current running scene of the game into the memory, when needed When the texture map is rendered, the texture map is directly obtained from the memory.
- texture maps such as scenes, characters, and UI (User Interface)
- UI User Interface
- Many texture maps are not always used, and are loaded into the memory, which increases the loading overhead and increases the memory usage, thereby causing the game to be stuck.
- Another game rendering method has appeared in the prior art, which can reduce the memory burden to some extent.
- the texture merging tool texture packer is used to merge multiple small texture maps into one large texture map.
- the large texture map needs to be loaded into memory when rendering multiple game elements (such as scenes, characters, etc.), saving some loading overhead; when rendering multiple game elements, as long as these elements use the same large texture map , and the rendering parameters are consistent, you can merge the rendering batch to improve rendering performance.
- the method of using the texture merging tool can improve the rendering performance, it needs to load the entire large texture map into the memory at the same time. Since the game runs with a lot of texture multiplexing, this way also causes a lot of unnecessary memory overhead. And as the game version is updated and the content is increased, the memory burden is significantly increased, which in turn causes the game to be stuck.
- the embodiment of the present invention provides a game rendering method, a method, a device, a storage device, and a terminal for generating a game resource file, which can ensure the rendering effect of the screen and avoid the linear increase of the memory load with the game running, thereby ensuring smooth running of the game.
- the embodiment of the present application provides a game rendering method, which may include:
- the resource file includes at least one texture map required for game rendering, wherein one piece of the texture map is formed by combining multiple pieces of broken texture;
- the method before the acquiring the resource file of the game, the method further includes:
- the shredded texture includes a shredded texture data and edge original texture data surrounding a preset width of the shredded texture data;
- the shredded texture corresponding to each texture map is encapsulated into the resource file.
- the fragmentation processing each texture map into multiple pieces of fragmented texture respectively includes:
- the original texture data included in the selected texture map is shredded according to the second preset specification to obtain a plurality of fragmented texture data, and the edge original texture data of the preset width is obtained around each of the fragmented texture data;
- the value of the first preset specification is greater than or equal to the sum of the value of the second preset specification and the value of twice the preset width.
- the plurality of fragmented texture data and the preset width edge original texture data are filled to the corresponding rectangular frame, and the completed filled rectangular frame forms a fragmented texture, including:
- each rectangular frame Preserving the edge of the preset width on each of the upper and lower sides of each rectangular frame, and adding the edge of the preset width to each of the left and right sides of each rectangular frame, so that each rectangular frame has a central area and an edge area surrounding the central area;
- the encapsulating the shredded texture corresponding to each texture map into the resource file comprises:
- attributes of each texture map where the attributes include an ID (Identity), a release type, and offset information, and the release type includes immediate release, automatic release, or resident memory;
- the summary information table is stored in a file header of the resource file, and the fragmented texture corresponding to each texture map is stored in a file body of the resource file.
- the merging and rendering of the shredded texture corresponding to the target texture map comprises:
- the preset dynamic loading area in the memory is cut to form a plurality of dynamic loading lines
- the loaded shredded texture is read from the dynamically loaded row and submitted to the game's rendering engine for rendering.
- the method further includes:
- the reclaimed dynamic load rows are merged.
- the embodiment of the present application provides a method for generating a game resource file, which may include:
- the shredded texture corresponding to each texture map is encapsulated into a resource file of the game.
- an embodiment of the present application provides a game rendering apparatus, which may include:
- a file obtaining unit configured to acquire a resource file of the game, where the resource file includes at least one texture map required for game rendering, wherein one piece of the texture map is formed by combining multiple pieces of broken texture;
- a target determining unit configured to determine a target texture map used by the grid to be rendered in the current running scene of the game
- a searching unit configured to search, from the resource file, a fragmented texture corresponding to the target texture map
- a merging rendering unit configured to perform merging and rendering the shredded texture corresponding to the target texture map.
- the game rendering device further includes:
- a resource packing processing unit configured to acquire at least one texture map required for the rendering of the game, the texture map includes original texture data, and each texture texture is shredded into multiple pieces of fragmented texture, and a fragmented texture includes a shredded texture data and edge raw texture data surrounding a preset width of the shredded texture data, and encapsulating a plurality of pieces of shredded texture corresponding to each texture map into the resource file;
- a recycling processing unit configured to acquire a release type of the target texture map from a file header of the resource file, and release a dynamic loading line occupied by each fragmented texture of the target texture map according to the acquired release type, And merging the reclaimed dynamic load rows.
- the resource packing processing unit is specifically configured to: sequentially select each texture map, and cut the selected texture map according to the first preset specification to obtain a plurality of rectangular frames; and the original texture included in the selected texture map
- the data is shredded according to the second preset specification to obtain a plurality of shredded texture data, and the edge original texture data of the preset width is obtained around each of the shredded texture data; and the plurality of shredded texture data and the preset width are
- the edge original texture data is filled to the corresponding rectangular frame, and a filled rectangular frame forms a fragmented texture; wherein the value of the first preset specification is greater than or equal to the value of the second preset specification and the value of twice the preset width sum;
- the plurality of shredded texture data and the edge original texture data of the preset width are filled into the corresponding rectangular frame, and the completed rectangular frame forms a shredded texture, including: presetting each of the upper and lower sides of each rectangular frame The edge of the width, and the edge of the preset width is added to the left and right sides of each rectangular frame, so that each rectangular frame has a central area and an edge area surrounding the central area; and the plurality of fragmented texture data are respectively filled to the corresponding rectangular frame a central area, and the edge original texture data surrounding the preset width of each fragmented texture data is respectively filled into the edge area of the corresponding rectangular frame, and a filled rectangular frame forms a fragmented texture;
- the resource packing processing unit is specifically configured to: acquire attributes of each texture map, where the attributes include an ID, a release type, and offset information, where the release type includes immediate release, automatic release, or resident, according to each texture map.
- the attribute generates a summary information table, and stores the summary information table in a file header of the resource file, and stores the plurality of pieces of fragmented texture corresponding to each texture map to a file body of the resource file.
- the merge rendering unit is specifically configured to: cut a preset dynamic loading area in a memory according to a first preset specification to form a plurality of dynamic loading lines; and use a boxing algorithm to idle the dynamic loading line.
- the area is allocated; the pieces of shredded texture corresponding to the target texture map are sequentially loaded into the free area of the dynamic loading line; and the loaded shredded texture is read from the dynamic loading line and submitted to the game
- the rendering engine is rendered.
- the embodiment of the present application provides a device for generating a game resource file, which may include:
- a texture obtaining unit configured to acquire at least one texture map required for game rendering, the texture map containing original texture data
- a fragmentation processing unit configured to respectively process each texture map into a plurality of fragmented textures
- a file encapsulating unit configured to encapsulate the shredded texture corresponding to each texture map into a resource file of the game.
- the embodiment of the present application further provides a storage device, where the storage device stores one or more instructions, and the one or more instructions are adapted to be loaded by a processor and execute the game described in the embodiment of the present application.
- the embodiment of the present application further provides a terminal, where the terminal includes:
- a processor adapted to implement one or more instructions
- the storage device storing one or more instructions, the one or more instructions being adapted to be loaded by the processor and executing the game rendering method described in the embodiments of the present application, or The method of generating game resource files.
- the texture map is shredded into multiple pieces of shredded texture in the resource packaging process, and the shredding texture corresponding to the target texture map used in the game rendering needs to be loaded, which can effectively reduce the memory loading overhead and reduce the memory load.
- the combined texture rendering of the shredded texture corresponding to the target texture map can ensure the rendering of the screen effect, avoiding the linear increase of the memory load with the game running, thereby ensuring smooth running of the game.
- FIG. 1 is a flowchart of a game rendering method according to an embodiment of the present application
- FIG. 2 is a flowchart of a method for generating a game resource file according to an embodiment of the present application
- 3a-3c are schematic diagrams of a shredding process provided by an embodiment of the present application.
- FIG. 4 is a schematic diagram of a screen effect of a merge rendering according to an embodiment of the present application.
- FIG. 5 is a schematic structural diagram of a game rendering apparatus according to an embodiment of the present disclosure.
- FIG. 6 is a schematic structural diagram of a terminal according to an embodiment of the present application.
- Game rendering refers to a series of processing processes of computer drawing scenes of a game, including spatial illumination calculation, rasterization and cropping, texture sampling, depth detection, and transparent blending. Game rendering requires the use of various resources, including animations, texture maps, and more.
- the texture map refers to the texture file used in the running scene of the game, which can make the scene picture of the game more realistic; the texture map has various types of formats, and also has various application scenarios, for example: there is posted in 3D ( 3 Dimension, 3D) 3D texture maps on models or for spatial UI interactions, 2D texture maps attached to 2D planes or for flat UI interactions. Texture sampling is generally divided into nearest point sampling and linear sampling.
- the nearest point sampling is to sample the original texture data contained in the texture map according to the pixel coordinates of the texture map, to find the closest original texture data, and use the pixel of the closest original texture data.
- linear sampling is to continue sampling a plurality of data near the original texture data and calculate a pixel average value of each sampled data after finding the closest original texture data, and determine the average value of the pixel as The color value of the texture map.
- resources such as texture maps used in game rendering are made by art during game development.
- the original resources produced cannot be directly used in the game application, but need to undergo some processing, including binary. , encryption and compression, these processes are called resource packaging process, the obtained file is the game's resource file, the resource file contains the animation, texture map and other resources required for game rendering, and the resources in the resource file Can be applied directly to the game.
- the traditional game rendering method generally preloads all texture textures (such as scenes, characters, and UIs) that may be needed in the current running scene of the game into memory.
- texture textures such as scenes, characters, and UIs
- the texture map is obtained directly in memory.
- many texture maps are not always used. For example, some weapon in the scene may not appear at the beginning, and it does not need to be rendered at the beginning, and it is loaded into the memory. Increased loading overhead, also increased memory usage, which in turn caused the game to get stuck.
- Another game rendering method has appeared in the prior art, which can reduce the memory burden to some extent. This method uses a texture merging tool (such as a texture packer tool) to merge multiple small texture maps using a texture packer during resource packaging.
- the large texture map is loaded into memory when rendering multiple game elements (such as scenes, characters, etc.), saving some loading overhead; when rendering multiple game elements, these
- the elements use the same large texture map, and the rendering parameters are consistent to blend the render batch to improve rendering performance.
- the method of using the texture merging tool can improve the rendering performance, it needs to load the entire large texture map into the memory at the same time. Since the game runs with a lot of texture multiplexing, this way also causes a lot of unnecessary memory overhead. And as the game version is updated and the content is increased, the memory burden is significantly increased, which in turn causes the game to be stuck.
- the texture map is shredded into multiple pieces of shredded texture in the resource packaging process, and the shredding texture corresponding to the target texture map used in the game rendering needs to be loaded, which can effectively reduce the memory loading overhead and reduce the memory load.
- the combined texture rendering of the shredded texture corresponding to the target texture map can ensure the rendering of the screen effect, avoiding the linear increase of the memory load with the game running, thereby ensuring smooth running of the game.
- the embodiment of the present application provides a game rendering method.
- the game rendering method can be applied to a terminal on a user side, such as a mobile phone, a tablet computer, a PC (Personal Computer, a personal computer), and the like.
- the game rendering method may include the following steps S101-S104.
- the game resource file is a file formed by the resource packaging process, including but not limited to one or more texture maps required for game rendering, and may also include some animation resources required for game rendering;
- the texture map in the resource file is not a traditional whole texture map, but a combination of multiple pieces of broken texture stitching.
- the game resource file is stored in the storage space of the terminal where the game is located, for example, the resource file of the computer game is stored in the storage space allocated by the computer for the game; or the resource file of the mobile game is stored in the mobile phone for the game. In the storage space; then, the game resource file can be obtained from the storage space of the terminal where the game is located.
- the game usually uses a grid to render elements related to the area. For example, if an area of a game scene needs to present a map, the map element can be rendered based on the grid. Common meshes include square meshes, hexagonal meshes, triangular meshes, and more.
- a game scene image usually contains multiple grids. Currently, you need to render an element (such as a character, a scene, etc.) in a grid. You need to render the grid. In this case, the grid is the network to be rendered. grid. The mesh in the scene picture of the game and the texture map used are determined before the game is rendered.
- the target texture map used can be determined according to the current running scene of the game and the grid to be rendered.
- the target texture map in the resource file is not a whole texture map, but is composed of multiple pieces of broken texture stitching; then, when determining that the target texture map needs to be rendered currently, the target texture map can be found from the resource file. Corresponding multiple pieces of shredded texture.
- S104 Perform combined rendering on the shredded texture corresponding to the target texture map.
- the process of merging the rendering may include: first loading the multiple pieces of the shredded texture of the target texture map into the memory, and submitting to the game rendering engine for rendering after the loading is completed.
- the rendered image effect obtained by combining and rendering multiple shredded textures is exactly the same as the rendered image effect obtained by rendering the entire target texture map, but the memory and memory pressure are significantly reduced, and the rendering performance is obtained. Effective improvement.
- the texture map is shredded into multiple pieces of shredded texture in the resource packaging process, and the shredding texture corresponding to the target texture map used in the game rendering needs to be loaded, which can effectively reduce the memory loading overhead and reduce the memory load.
- the combined texture rendering of the shredded texture corresponding to the target texture map can ensure the rendering of the screen effect, avoiding the linear increase of the memory load with the game running, thereby ensuring smooth running of the game.
- the embodiment of the present application further provides a method for generating a game resource file.
- the method for generating the game resource file can be applied to a terminal used by a game development designer, such as a PC.
- the method for generating the game resource file may include the following steps S201-S210.
- Steps S201-S203 belong to the resource packaging process. All texture textures required for rendering the game by the art production game during game development, these texture maps exist in the form of original texture data, and in the process of resource packaging, the texture data of the texture map is performed. Shredding, a texture map can be broken into multiple pieces of shredded textures that are encapsulated into resource files for use in game rendering.
- the piece of shredded texture includes a shredded texture data and edge original texture data surrounding the preset width of the shredded texture data
- the shredding process in step S202 may specifically include the following steps s11-s13:
- the original texture data included in the selected texture map is shredded according to the second preset specification to obtain a plurality of fragmented texture data, and the edge original texture data of the preset width is obtained around each of the fragmented texture data;
- the step s13 may include the following steps: first, pre-set the edge of the preset width on each of the upper and lower sides of each rectangular frame, and add the edge of the preset width to each of the left and right sides of each rectangular frame, so that each The rectangular frame has a central area and an edge area surrounding the central area; secondly, a plurality of fragmented texture data are respectively filled into the central area of the corresponding rectangular frame, and the edge original texture data of the preset width surrounding each of the fragmented texture data is respectively Filled into the edge area of the corresponding rectangle, a filled rectangle forms a shredded texture.
- Each texture map repeats the above steps s11-s13 for shredding, and all texture maps are broken into multiple pieces of shredded texture.
- the value of the first preset specification is greater than or equal to the sum of the value of the second preset specification and the value of the double preset width; for example, the value of the first preset specification is 32 pixels, and the value of the second preset specification is It is 30 pixels, and the preset width is 1 pixel; or, the value of the first preset specification is 16 pixels, the value of the second preset specification is 14 pixels, and the preset width is 1 pixel.
- the texture map is divided by the line height of 32 pixels to obtain a plurality of rectangular frames as shown in FIG. 3a, and each of the rectangular frames has a line height of 32 pixels.
- the position of a fragmented texture of a texture map in the memory is not continuously ordered, it may be scattered, and when multiple pieces of shredded texture are re-spliced into a texture map and rendered, if linear Irregular color seams may occur during sampling; in order to avoid irregular color seams in linear sampling, the shredding process of this embodiment requires special processing, and the special processing may be combined with FIG.
- 3b-3c specifically: After obtaining a plurality of rectangular frames with a line height of 32 pixels, an edge of 1 pixel is reserved on each of the upper and lower sides of each rectangular frame, and an edge of 1 pixel is added to each of the left and right sides of each rectangular frame to make each rectangle
- the frame has a central area with a height of 30 pixels and an edge area with a width of 1 pixel surrounding the central area; then the original texture data contained in the texture map is shredded according to a 30 pixel line height to obtain a plurality of fragmented texture data, and Obtaining the edge raw texture data of the surrounding 1 pixel width of each fragmented texture data from the texture map; filling the shredded texture data with the line height of 30 pixels into the central area of the rectangular frame And filling the edges of the original texture data in an edge area pixel width all around, so that a complete filling of the rectangular frame forming a shredding texture.
- the edge of one pixel is reserved on the upper and lower sides of the rectangular frame, and the edge of one pixel is added to the left and right sides of the rectangular frame to form an edge region.
- the upper and lower sides of the rectangular frame may also be added with an edge of 1 pixel, or the left and right sides of the rectangular frame may also be reserved with 1 pixel edge.
- the edge region may be formed by adding pixels or reserved pixels. .
- the encapsulation process in step S203 may specifically include the following steps s21-s23:
- S21 Obtain an attribute of each texture map, where the attribute includes an ID, a release type, and offset information, where the release type includes immediate release, automatic release, or resident memory.
- the ID of a texture map is used to uniquely identify a texture map.
- the offset information is used to determine where the texture map is stored in the resource file.
- the release type can be set in the game's rendering engine before the game renders; where:
- Immediate release means that whether you add or replace a texture map, such access to the texture map does not trigger the loading of the texture map, only when you really need to use the texture map (such as drawing an element in the game scene)
- the texture map is loaded using the texture map; and, after the texture map is loaded, the memory space occupied by the texture map is released as soon as the texture map is no longer used (such as when the element is destroyed or hidden);
- the release of the texture map can be delayed, such as delay 2s release or delay 5s release, to prevent the texture texture from being loaded immediately after being released.
- the texture map used by the game interface is an immediate release type. .
- Auto-release refers to setting a reference count for a loaded texture map, similar to a smart pointer.
- the reference count is increased, and the element corresponding to the texture map is destroyed or the texture map is replaced to reduce the reference count. Once the reference count is zeroed, the memory space occupied by the texture map is automatically released.
- Resident memory means that after the texture map is loaded into the memory, only the internal interface of the game rendering engine can be used to force the memory space occupied by the texture map.
- the summary information table is stored in a file header of the resource file, and the fragmented texture corresponding to each texture map is stored in the file body of the resource file.
- the resource file is composed of two parts, the brief information table is stored in the file header, and the file body stores multiple pieces of fragmented texture corresponding to the texture map; the texture map can be realized and broken by the brief information table. On-demand lookup of textures and on-demand loading.
- the process of the merge rendering of step S104 specifically includes the following steps s31-s34:
- the preset dynamic loading area in the memory refers to an area pre-allocated in the memory for dynamically loading the fragmented texture.
- the preset dynamic loading area may be one or several dynamics.
- the size of the texture map for example: the preset dynamic loading area can be represented as one or several dynamic texture maps with a size of 2048*1024.
- the preset dynamic loading area in the memory can be cut into several lines according to the first preset specification (16 pixels or 32 pixels), and each line is a dynamic loading line; for each dynamic loading line, a packing algorithm can be used to The free area is allocated, and the free area is allocated to the multiple pieces of shredded texture of the target texture map to be loaded.
- the merge rendering process here adopts a rendering optimization algorithm, which uses the existing rendering method to calculate the coordinates of the entire texture texture based on the existing rendering method of the entire texture texture and the CPU clipping.
- the coordinates of each fragmented texture are calculated by the relative position ratio of each fragmented texture in the entire texture map.
- the rendering optimization algorithm may be represented by the following code segment:
- the shredded texture in the video memory is arranged in the order of each line.
- the rendered image effect obtained by combining and rendering multiple shredded textures is exactly the same as the rendered image effect obtained by rendering the entire target texture map, but the memory and memory pressure are significantly reduced, and the rendering performance is obtained. Effective improvement.
- the game rendering method provided by the embodiment of the present application further includes the following steps:
- steps S208-S210 after the combined rendering of the multiple pieces of the shredded texture of the target texture map, the memory space occupied by each fragmented texture needs to be released according to the release type of the target texture map; specifically, due to the fragmented texture
- the dynamic loading line After being loaded into the dynamic loading line in the memory, after releasing the memory space occupied by the fragmented texture, the dynamic loading line reclaims the allocated free area, and the recycled dynamic loading line is merged again. It can be understood that each The dynamic loading line is initially cut by the preset dynamic loading area. After all the dynamic loading lines are recycled, all the dynamic loading lines can be merged to form a preset dynamic loading area.
- the embodiment of the present application further discloses a game rendering device, which may be a computer program (including program code), and the computer program may run on a terminal (such as a PC, A mobile phone or the like is used to execute the game rendering method described in the above embodiments.
- a game rendering device which may be a computer program (including program code), and the computer program may run on a terminal (such as a PC, A mobile phone or the like is used to execute the game rendering method described in the above embodiments.
- a game rendering device may be a computer program (including program code), and the computer program may run on a terminal (such as a PC, A mobile phone or the like is used to execute the game rendering method described in the above embodiments.
- the game rendering device operates as follows:
- the file obtaining unit 101 is configured to acquire a resource file of the game, where the resource file includes at least one texture map required for game rendering, and each texture map is separately formed by combining multiple pieces of fragmented texture.
- the target determining unit 102 is configured to determine a target texture map used by the grid to be rendered in the current running scene of the game.
- the searching unit 103 is configured to search, from the resource file, a plurality of pieces of fragmented texture corresponding to the target texture map.
- the merging and rendering unit 104 is configured to perform merging and rendering the multi-block shredded texture of the target texture map.
- the game rendering device also runs the following unit:
- the resource packing processing unit 105 is configured to obtain at least one texture map required for game rendering, where the texture map includes original texture data, and respectively reduces each texture map into multiple pieces of fragmented texture, and one piece of fragmented texture includes one Fragmenting the texture data and the edge raw texture data surrounding the preset width of the shredded texture data, and encapsulating the multi-block shredded texture corresponding to each texture map into the resource file.
- the game rendering device also runs the following unit:
- Recycling processing unit 106 configured to acquire a release type of the target texture map from a file header of the resource file, and release a dynamic loading line occupied by each fragmented texture of the target texture map according to the acquired release type, and The reclaimed dynamic load rows are merged.
- the process of the game rendering apparatus running the resource packaging processing unit 105 is specifically: sequentially selecting each texture map, and cutting the selected texture map according to the first preset specification to obtain a plurality of rectangular frames;
- the original texture data included in the selected texture map is shredded according to the second preset specification to obtain a plurality of fragmented texture data, and the edge original texture data of the preset width is obtained around each of the fragmented texture data;
- the original texture data of the texture data and the preset width is filled to the corresponding rectangular frame, and a rectangular frame that completes the filling forms a fragmented texture; wherein the value of the first preset specification is greater than or equal to the value of the second preset specification and The sum of the values of twice the preset width;
- the plurality of shredded texture data and the edge original texture data of the preset width are filled into the corresponding rectangular frame, and the completed rectangular frame forms a shredded texture, including: presetting each of the upper and lower sides of each rectangular frame The edge of the width, and the edge of the preset width is added to the left and right sides of each rectangular frame, so that each rectangular frame has a central area and an edge area surrounding the central area; and the plurality of fragmented texture data are respectively filled to the corresponding rectangular frame a central area, and the edge original texture data surrounding the preset width of each fragmented texture data is respectively filled into the edge area of the corresponding rectangular frame, and a filled rectangular frame forms a fragmented texture;
- the attributes of each texture map are obtained, where the attributes include an ID, a release type, and offset information, and the release type includes immediate release, automatic release, or resident, generating a brief information table according to attributes of each texture map, and
- the summary information table is stored in the file header of the resource file, and the multiple pieces of fragmented texture corresponding to each texture map are stored in the file body of the resource file.
- the process of the game rendering apparatus running the merge rendering unit 104 is specifically: cutting a preset dynamic loading area in a memory according to a first preset specification to form a plurality of dynamic loading lines; using a boxing algorithm Allocating a free area of the dynamically loaded row; sequentially loading the fragmented texture corresponding to the target texture map to a free area of the dynamic loading line; and reading the loaded from the dynamic loading line
- the shredded texture is submitted to the game's rendering engine for rendering.
- the steps S101-S104 involved in the game rendering method illustrated in FIG. 1 may be performed by respective units in the game rendering apparatus illustrated in FIG. 5.
- steps S101-S104 shown in FIG. 1 may be performed by the file acquisition unit 101, the target determination unit 102, the lookup unit 103, and the merge rendering unit 104 shown in FIG. 5, respectively.
- the steps S201-S203 involved in the method of generating the game resource file shown in FIG. 2 may be performed by the resource packing processing unit 105 shown in FIG. 5.
- steps S208-S210 may be performed by the recycling processing unit 106 shown in FIG. 5.
- the embodiment of the present application further discloses a device for generating a game resource file, where the device for generating the game resource file may be a computer program (including program code), and The computer program can be run in a terminal (such as a PC) for performing the method of generating a game resource file as described in the above embodiments.
- the device for generating the game resource file can run the following units:
- a texture obtaining unit configured to acquire at least one texture map required for game rendering, the texture map containing original texture data
- a fragmentation processing unit configured to respectively process each texture map into a plurality of fragmented textures
- a file encapsulating unit configured to encapsulate the shredded texture corresponding to each texture map into a resource file of the game.
- the steps S201-S203 involved in the method of generating the game resource file shown in FIG. 2 may be performed by respective units in the above-described game resource file generating apparatus.
- steps S201-S203 shown in FIG. 2 may be performed by the above-described texture acquisition unit, fragmentation processing unit, and file packaging unit, respectively.
- each unit in the game rendering device or the game resource file generating device introduced above may be separately or entirely combined into one or several additional units, or some of them (some The unit can also be split into a plurality of functionally smaller units, which can achieve the same operation without affecting the implementation of the technical effects of the embodiments of the present application.
- the above units are divided based on logical functions.
- the functions of one unit may also be implemented by multiple units, or the functions of multiple units may be implemented by one unit.
- the game rendering apparatus may also include other units.
- these functions may also be implemented by other units, and may be implemented by a plurality of units in cooperation.
- a general-purpose computing device such as a computer that includes processing elements and storage elements such as a central processing unit (CPU), a random access memory device (RAM), a read only memory device (ROM), and the like.
- the computer program (including the program code) capable of executing the steps involved in the method shown in FIG. 1 or FIG. 2 is implemented to implement the game rendering method of the embodiment of the present application or the method for generating the game resource file of the embodiment of the present application.
- the computer program can be recorded, for example, on a computer readable recording medium, and loaded in and run in the above-described computing device by a computer readable recording medium.
- the computer readable recording medium may also be referred to as a computer readable storage medium or a storage device as described above.
- the computer readable recording medium may be a ROM, a RAM, a CD-ROM, a magnetic tape, a floppy disk, or an optical data storage device or the like.
- the texture map is shredded into multiple pieces of shredded texture in the resource packaging process, and the shredding texture corresponding to the target texture map used in the game rendering needs to be loaded, which can effectively reduce the memory loading overhead and reduce the memory load.
- the combined texture rendering of the shredded texture corresponding to the target texture map can ensure the rendering of the screen effect, avoiding the linear increase of the memory load with the game running, thereby ensuring smooth running of the game.
- the embodiment of the present application further provides a terminal, where the terminal may be used to perform the corresponding steps of the method flow shown in FIG. 1 or used to execute the method flow shown in FIG. 2 above.
- the terminal described in the embodiments of the present application includes, but is not limited to, other portable devices such as a mobile phone, a laptop computer or a tablet computer with a touch sensitive surface (for example, a touch screen display and/or a touch pad).
- the device is not a portable communication device, but a desktop computer having a touch sensitive surface (eg, a touch screen display and/or a touch pad).
- the internal structure of the terminal may include a processor, a user interface, a network interface, and a storage device.
- the processor, the user interface, the network interface, and the storage device in the terminal may be connected by a bus or other means.
- a bus connection is taken as an example.
- the user interface is a medium for realizing interaction and information exchange between the user and the terminal, and the specific embodiment thereof may include a display for output and a keyboard for input, etc.
- the keyboard can be either a physical keyboard or a touch screen virtual keyboard, or a keyboard that combines physical and touch screen virtual.
- the user interface may also include one or more other physical user interface devices such as a mouse and/or joystick.
- a processor or a central processing unit (CPU) is a computing core of a terminal and a control core, and is adapted to implement one or more instructions, specifically adapted to load and execute one or more instructions to implement a corresponding method.
- a memory device is a memory device in a terminal for storing programs and data.
- the storage device herein may include the built-in storage device of the terminal, and may also include an extended storage device supported by the terminal.
- the storage device provides a storage space that stores the operating system of the terminal.
- one or more instructions adapted to be loaded and executed by the processor are stored in the storage space, and the instructions may be one or more computer programs (including program code).
- the storage device herein may be a high-speed RAM memory, or may be a non-volatile memory, such as at least one disk storage; optionally, at least one remote from the foregoing processor. Storage device.
- the terminal supports various applications, such as one or more of the following: drawing application, presentation application, word processing application, website creation application, disk burning application, spreadsheet application , game apps, phone apps, video conferencing apps, email apps, instant messaging apps, workout support apps, photo management apps, digital camera apps, digital camera apps, web browsing apps, Digital music player app and/or digital video player app.
- Various applications that can be executed on the terminal can use at least one common physical user interface device such as a touch sensitive surface.
- One or more functions of the touch sensitive surface and corresponding information displayed on the terminal can be adjusted and/or changed within the application and/or within the respective application.
- the common physical architecture of the terminal eg, a touch-sensitive surface
- the processor loads and executes one or more instructions stored in the storage device to implement the corresponding steps of the method flow shown in FIG. 1 or FIG. 2; in a specific implementation, one or one of the storage devices
- the above instructions are loaded by the processor and perform the following steps:
- the resource file includes at least one texture map required for game rendering, wherein one piece of the texture map is formed by combining multiple pieces of broken texture;
- the processor loads one or more instructions in the storage device to perform the following steps before performing the step of acquiring the resource file of the game:
- the shredded texture includes a shredded texture data and edge original texture data surrounding a preset width of the shredded texture data;
- the original texture data included in the selected texture map is shredded according to the second preset specification to obtain a plurality of fragmented texture data, and the edge original texture data of the preset width is obtained around each of the fragmented texture data;
- the value of the first preset specification is greater than or equal to the sum of the value of the second preset specification and the value of twice the preset width.
- the processor loads one or more instructions in the storage device to perform filling of the plurality of fragmented texture data and the preset original texture data of the edge to the corresponding rectangular frame, and a rectangular frame that completes the filling forms a block.
- shredding texture the following steps are performed:
- each rectangular frame Preserving the edge of the preset width on each of the upper and lower sides of each rectangular frame, and adding the edge of the preset width to each of the left and right sides of each rectangular frame, so that each rectangular frame has a central area and an edge area surrounding the central area;
- the one or more instructions in the processor loading storage device perform the following steps in the step of performing the step of encapsulating the fragmented texture corresponding to each texture map into a resource file, and performing the following steps:
- attributes of each texture map where the attributes include an ID, a release type, and offset information, and the release type includes immediate release, automatic release, or resident memory;
- the summary information table is stored in the file header of the resource file, and the fragmented texture corresponding to each texture map is stored in the file body of the resource file.
- one or more instructions in the processor loading storage device perform the following steps:
- the preset dynamic loading area in the memory is cut to form a plurality of dynamic loading lines
- the loaded shredded texture is read from the dynamically loaded row and submitted to the game's rendering engine for rendering.
- the reclaimed dynamic load rows are merged.
- one or more instructions in the storage device are loaded by the processor and perform the following steps:
- the shredded texture corresponding to each texture map is encapsulated into a resource file of the game.
- the texture map is shredded into multiple pieces of shredded texture in the resource packaging process, and the shredding texture corresponding to the target texture map used in the game rendering needs to be loaded, which can effectively reduce the memory loading overhead and reduce the memory load.
- the combined texture rendering of the shredded texture corresponding to the target texture map can ensure the rendering of the screen effect, avoiding the linear increase of the memory load with the game running, thereby ensuring smooth running of the game.
- first and second are used for descriptive purposes only and are not to be construed as indicating or implying a relative importance or implicitly indicating the number of technical features indicated.
- features defining “first” and “second” may include at least one of the features, either explicitly or implicitly.
- the meaning of "a plurality” is at least two, such as two, three, etc., unless specifically defined otherwise.
- portions of the application can be implemented in hardware, software, firmware, or a combination thereof.
- multiple steps or methods may be implemented in software or firmware stored in a storage device and executed by a suitable instruction execution system.
- a suitable instruction execution system For example, if implemented in hardware, as in another embodiment, it can be implemented by any one or combination of the following techniques well known in the art: having logic gates for implementing logic functions on data signals. Discrete logic circuits, application specific integrated circuits with suitable combinational logic gates, programmable gate arrays (PGAs), field programmable gate arrays (FPGAs), etc.
- each functional unit in each embodiment of the present application may be integrated into one processing module, or each unit may exist physically separately, or two or more units may be integrated into one module.
- the above integrated modules can be implemented in the form of hardware or in the form of software functional modules.
- the integrated modules, if implemented in the form of software functional modules and sold or used as stand-alone products, may also be stored in a computer readable storage medium.
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Abstract
Description
Claims (15)
- 一种游戏渲染方法,其特征在于,包括:获取游戏的资源文件,所述资源文件包括游戏渲染所需的至少一张纹理贴图,其中,一张所述纹理贴图由多块碎化纹理合并而成;确定游戏的当前运行场景中待渲染网格所用的目标纹理贴图;从所述资源文件中查找所述目标纹理贴图对应的碎化纹理;对所述目标纹理贴图对应的碎化纹理进行合并渲染。
- 如权利要求1所述的游戏渲染方法,其特征在于,所述获取游戏的资源文件之前,还包括:获取所述游戏渲染所需的至少一张纹理贴图,所述纹理贴图包含原始纹理数据;分别将各纹理贴图碎化处理为多块碎化纹理,一块碎化纹理包括一个碎化纹理数据以及包围所述碎化纹理数据的预设宽度的边缘原始纹理数据;将各纹理贴图对应的碎化纹理封装至所述资源文件中。
- 如权利要求2所述的游戏渲染方法,其特征在于,所述分别将各纹理贴图碎化处理为多块碎化纹理,包括:依次选取各张纹理贴图,将所选纹理贴图按照第一预设规格进行行切割得到多个矩形框;对所选纹理贴图所包含的原始纹理数据按照第二预设规格进行碎化处理得到多个碎化纹理数据,并在各个碎化纹理数据的四周获取预设宽度的边缘原始纹理数据;将多个碎化纹理数据及预设宽度的边缘原始纹理数据填充至对应矩形框,一个完成填充的矩形框形成一块碎化纹理;其中,第一预设规格的值大于或等于第二预设规格的值与两倍预设宽度的值的总和。
- 如权利要求3所述的游戏渲染方法,其特征在于,所述将多个碎化纹理 数据及预设宽度的边缘原始纹理数据填充至对应矩形框,一个完成填充的矩形框形成一块碎化纹理,包括:在每个矩形框上下两侧各预留预设宽度的边缘,并在每个矩形框左右两侧各增加预设宽度的边缘,使每个矩形框具备中央区和包围中央区的边缘区;将多个碎化纹理数据分别填充至对应矩形框的中央区,并将包围各个碎化纹理数据的预设宽度的边缘原始纹理数据分别填充至对应矩形框的边缘区,一个完成填充的矩形框形成一块碎化纹理。
- 如权利要求2所述的游戏渲染方法,其特征在于,所述将各纹理贴图对应的碎化纹理封装至所述资源文件中,包括:获取各纹理贴图的属性,所述属性包括ID、释放类型及偏移信息,所述释放类型包括立即释放、自动释放或常驻内存;根据各纹理贴图的属性生成简要信息表;将所述简要信息表存放至所述资源文件的文件头,将各纹理贴图对应的碎化纹理存放至所述资源文件的文件主体。
- 如权利要求2-5任一项所述的游戏渲染方法,其特征在于,所述对所述目标纹理贴图对应的碎化纹理进行合并渲染,包括:按照第一预设规格将内存中的预置动态加载区进行行切割,形成多个动态加载行;采用装箱算法对所述动态加载行的空闲区域进行分配;依次将所述目标纹理贴图对应的碎化纹理加载至所述动态加载行的空闲区域;从所述动态加载行中读取所加载的碎化纹理并提交至游戏的渲染引擎进行渲染。
- 如权利要求5所述的游戏渲染方法,其特征在于,所述对所述目标纹理贴图对应的碎化纹理进行合并渲染之后,还包括:从所述资源文件的文件头中获取所述目标纹理贴图的释放类型;按照所获取的释放类型释放所述目标纹理贴图的各块碎化纹理所占用的动态加载行;将回收的动态加载行进行合并。
- 一种游戏资源文件的生成方法,其特征在于,包括:获取游戏渲染所需的至少一张纹理贴图,所述纹理贴图包含原始纹理数据;分别将各纹理贴图碎化处理为多块碎化纹理;将各纹理贴图对应的碎化纹理封装至所述游戏的资源文件中。
- 一种游戏渲染装置,其特征在于,包括:文件获取单元,用于获取游戏的资源文件,所述资源文件包括游戏渲染所需的至少一张纹理贴图,其中,一张所述纹理贴图由多块碎化纹理合并而成;目标确定单元,用于确定游戏的当前运行场景中待渲染网格所用的目标纹理贴图;查找单元,用于从所述资源文件中查找所述目标纹理贴图对应的碎化纹理;合并渲染单元,用于对所述目标纹理贴图对应的碎化纹理进行合并渲染。
- 如权利要求9所述的游戏渲染装置,其特征在于,所述游戏渲染装置还包括:资源打包处理单元,用于获取所述游戏渲染所需的至少一张纹理贴图,所述纹理贴图包含原始纹理数据,分别将各纹理贴图碎化处理为多块碎化纹理,一块碎化纹理包括一个碎化纹理数据以及包围所述碎化纹理数据的预设宽度的边缘原始纹理数据,以及将各纹理贴图对应的多块碎化纹理封装至所述资源文件中;以及,回收处理单元,用于从所述资源文件的文件头中获取所述目标纹理贴图的释放类型,按照所获取的释放类型释放所述目标纹理贴图的各块碎化纹理所占用的动态加载行,以及将回收的动态加载行进行合并。
- 如权利要求10所述的游戏渲染装置,其特征在于,所述资源打包处理 单元具体用于:依次选取各张纹理贴图,将所选纹理贴图按照第一预设规格进行行切割得到多个矩形框;对所选纹理贴图所包含的原始纹理数据按照第二预设规格进行碎化处理得到多个碎化纹理数据,并在各个碎化纹理数据的四周获取预设宽度的边缘原始纹理数据;将多个碎化纹理数据及预设宽度的边缘原始纹理数据填充至对应矩形框,一个完成填充的矩形框形成一块碎化纹理;其中,第一预设规格的值大于或等于第二预设规格的值与两倍预设宽度的值的总和;其中,将多个碎化纹理数据及预设宽度的边缘原始纹理数据填充至对应矩形框,一个完成填充的矩形框形成一块碎化纹理包括:在每个矩形框上下两侧各预留预设宽度的边缘,并在每个矩形框左右两侧各增加预设宽度的边缘,使每个矩形框具备中央区和包围中央区的边缘区;将多个碎化纹理数据分别填充至对应矩形框的中央区,并将包围各个碎化纹理数据的预设宽度的边缘原始纹理数据分别填充至对应矩形框的边缘区,一个完成填充的矩形框形成一块碎化纹理;以及,所述资源打包处理单元具体用于:获取各纹理贴图的属性,所述属性包括ID、释放类型及偏移信息,所述释放类型包括立即释放、自动释放或常驻内,根据各纹理贴图的属性生成简要信息表,以及将所述简要信息表存放至所述资源文件的文件头,将各纹理贴图对应的碎化纹理存放至所述资源文件的文件主体。
- 如权利要求10或11所述的游戏渲染装置,其特征在于,所述合并渲染单元具体用于:按照第一预设规格将内存中的预置动态加载区进行行切割,形成多个动态加载行;采用装箱算法对所述动态加载行的空闲区域进行分配;依次将所述目标纹理贴图对应的碎化纹理加载至所述动态加载行的空闲区域;以及,从所述动态加载行中读取所加载的碎化纹理并提交至游戏的渲染引擎进行渲染。
- 一种游戏资源文件的生成装置,其特征在于,包括:贴图获取单元,用于获取游戏渲染所需的至少一张纹理贴图,所述纹理贴图包含原始纹理数据;碎化处理单元,用于分别将各纹理贴图碎化处理为多块碎化纹理;文件封装单元,用于将各纹理贴图对应的碎化纹理封装至所述游戏的资源文件中。
- 一种存储设备,其特征在于,所述存储设备存储有一条或一条以上指令,所述一条或一条以上指令适于由处理器加载并执行如权利要求1-7任一项所述的游戏渲染方法,或者如权利要求8所述的游戏资源文件的生成方法。
- 一种终端,其特征在于,包括:处理器,适于实现一条或一条以上指令;以及,存储设备,所述存储设备存储有一条或一条以上指令,所述一条或一条以上指令适于由所述处理器加载并执行如权利要求1-7任一项所述的游戏渲染方法,或者如权利要求8所述的游戏资源文件的生成方法。
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JP2020526851A (ja) | 2020-08-31 |
CN107463398A (zh) | 2017-12-12 |
US20200147491A1 (en) | 2020-05-14 |
EP3657327A1 (en) | 2020-05-27 |
US11344806B2 (en) | 2022-05-31 |
JP6901623B2 (ja) | 2021-07-14 |
KR102419745B1 (ko) | 2022-07-11 |
EP3657327A4 (en) | 2021-04-28 |
CN107463398B (zh) | 2018-08-17 |
KR20200027004A (ko) | 2020-03-11 |
MA49644A (fr) | 2020-05-27 |
EP3657327B1 (en) | 2023-01-04 |
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