Data processing method, device, electronic device and readable medium

By filling and associating the executable file framework of the target model to achieve material effect configuration, the inefficiency problem when configuring material effects for different types of models in the prior art is solved, the efficiency of material effect configuration is improved and repetitive labor is reduced. It is suitable for Models of different vertex formats.

CN112604293BActive Publication Date: 2025-01-03BEIJING PERFECT WORLD SOFTWARE TECH DEV CO LTD
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Patent Information

Application Number
CN202011581131.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2020-12-28
Publication Date
2025-01-03
Estimated Expiration
2040-12-28

AI Technical Summary

Technical Problem

In the prior art, when configuring the same material effect for different types of models, multiple shader files need to be written, resulting in large workload and low efficiency. Different types of models cannot use the same vertex format data uniformly, wasting video memory space and Reduce the efficiency of the graphics card to read data.

Method used

By obtaining the target model and material effect files of the object to be rendered, filling the executable file framework, generating an executable file, and associating it with the object to achieve rendering, it avoids all re-editing of the executable file content of the target model, and improves Efficiency of material effect configuration.

Benefits of technology

It improves the efficiency of configuring material effects for objects to be rendered, avoids the problem of writing multiple executable files for different vertex format models, reduces repetitive work, and improves game development efficiency.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application discloses a data processing method, device, electronic device and readable medium. The method comprises: obtaining an executable file framework corresponding to a target model used by an object to be rendered; obtaining a material effect file used by the object; filling the content in the material effect file into the executable file framework to obtain an executable file; associating the executable file with the object, so that when rendering the object, the executable file is executed to obtain a rendering result, so as to improve the configuration efficiency of configuring material effects for the object to be rendered.
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Description

Technical Field

[0001] The embodiments of the present application relate to the field of Internet technology, and in particular, to a data processing method, device, electronic device, and readable medium. Background Art

[0002] In order to show users a variety of scenes in the game, multiple types of models are often needed, such as static models, skeletal animation skinned models, skyboxes, vegetation, terrain, water surface, special effects, and user interfaces. Different models need to display different effects, so the vertex format data corresponding to each type of model is also different. For example: static models do not require bone skin index and bone skin weight information, nor do they require vegetation related data; skinned models require bone skin index and bone skin weight, but do not require light map coordinates and vegetation related data; and vegetation models do not require data such as bone skin index and bone skin weight.

[0003] In the prior art, if the target object to be rendered needs to be rendered based on multiple different types of models, and different types of models need to be given the same material effect, it is generally necessary to configure the shader files corresponding to the material effects for each type of model respectively. That is, it is necessary to write multiple shader files corresponding to different types of models for the same material effect to adapt to different types of models. The workload is large when configuring material effects for different types of models. Summary of the invention

[0004] Embodiments of the present application provide a data processing method, device, electronic device, and readable medium to improve the efficiency of configuring material effects for an object to be rendered.

[0005] In a first aspect, an embodiment of the present application provides a data processing method, including:

[0006] Get the executable file framework corresponding to the target model used by the object to be rendered;

[0007] Obtain the material effect file used by the object;

[0008] Fill the content in the material effect file into the executable file framework to obtain an executable file;

[0009] The executable file is associated with the object so that when rendering the object, the executable file is executed to obtain a rendering result.

[0010] Optionally, obtaining an executable file framework corresponding to a target model used by an object to be rendered includes:

[0011] In response to a user's model input operation for the object, determining a target model identifier;

[0012] Obtaining a vertex shading engine file corresponding to the target model identifier from a model library, wherein vertex coordinate values ​​output by vertex shading engine files corresponding to different models in the model library refer to the same coordinate system;

[0013] The executable file framework contains the content of the vertex shading engine file.

[0014] Optionally, the content in the material effect file is filled into the executable file framework to obtain an executable file, including:

[0015] determining a fill position in the executable file frame;

[0016] At the filling position, fill in the content in the material effect file.

[0017] Optionally, determining a fill position in the executable file frame includes:

[0018] Determine the function name corresponding to the material effect file;

[0019] The position where the function name is located in the executable file framework is determined as the filling position.

[0020] Optionally, obtaining a material effect file used by the object includes:

[0021] In response to a user input operation on a material of the object, determining a target material identifier;

[0022] From the material library, obtain the material effect file corresponding to the target material identifier.

[0023] Optionally, the executable file framework further includes at least one of the following contents: a pixel shading engine file, a shell shading engine file, and a domain shading engine file.

[0024] Optionally, the coordinate system includes: a world coordinate system and a projection coordinate system.

[0025] In a second aspect, an embodiment of the present application provides a data processing device, including:

[0026] A first acquisition module is used to acquire an executable file framework corresponding to a target model used by an object to be rendered;

[0027] A second acquisition module is used to acquire a material effect file used by the object;

[0028] A filling module, used to fill the content in the material effect file into the executable file framework to obtain an executable file;

[0029] The association module is used to associate the executable file with the object so that when rendering the object, the executable file is executed to obtain a rendering result.

[0030] In a third aspect, an embodiment of the present application provides an electronic device, comprising a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set or an instruction set, and the at least one instruction, at least one program, a code set or an instruction set is loaded and executed by the processor to implement the aforementioned data processing method.

[0031] In a fourth aspect, an embodiment of the present application provides a computer-readable medium on which is stored at least one instruction, at least one program, code set or instruction set, and the at least one instruction, at least one program, code set or instruction set is loaded and executed by a processor to implement the aforementioned data processing method.

[0032] In the present application, an executable file framework corresponding to a target model used by an object to be rendered is obtained; a material effect file used by the object is obtained; the content in the material effect file is filled into the executable file framework to obtain an executable file; the executable file is associated with the object so that when the object is rendered, the executable file is executed to obtain a rendering result. The executable file framework is edited in advance, and the content in the material effect file is filled into the executable file framework in a filling manner at a later time to obtain an executable file; this avoids excessive time waste caused by re-editing all the contents of the executable file of the target model, and improves the efficiency of configuring material effects for the object to be rendered. BRIEF DESCRIPTION OF THE DRAWINGS

[0033] In order to more clearly illustrate the embodiments of the present application or the technical solutions in the prior art, the following is a brief introduction to the drawings required for use in the embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.

[0034] Figure 1 A flowchart of a data processing method provided in an embodiment of the present application;

[0035] Figure 2a A flowchart of a data processing method provided in an embodiment of the present application;

[0036] Figure 2b A schematic diagram of an executable file framework provided in an embodiment of the present application;

[0037] Figure 2c A schematic diagram of an executable file framework provided in an embodiment of the present application;

[0038] Figure 3 A schematic diagram of the structure of a data processing device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0039] In order to make the purpose, technical solution and advantages of the embodiments of the present application clearer, the technical solution in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of this application.

[0040] The terms used in the embodiments of the present application are only for the purpose of describing specific embodiments, and are not intended to limit the present application. The singular forms "a", "the" and "the" used in the present application are also intended to include plural forms, unless the context clearly indicates other meanings, and "multiple" generally includes at least two.

[0041] As used herein, the words "if" and "if" may be interpreted as "at the time of" or "when" or "in response to determining" or "in response to detecting", depending on the context. Similarly, the phrases "if it is determined" or "if (stated condition or event) is detected" may be interpreted as "when it is determined" or "in response to determining" or "when detecting (stated condition or event)" or "in response to detecting (stated condition or event)", depending on the context.

[0042] In addition, the step sequence in the following method embodiments is only an example and not a strict limitation.

[0043] In the game scene, before the scene content is displayed to the user, the scene content to be displayed, that is, the object to be rendered, needs to be rendered. When rendering the target model used by the object to be rendered, it is necessary to configure the shader engine based on the target model, and the corresponding material effect information, that is, the material parameters, so that the target model can display the corresponding material effect.

[0044] Game material system is a common technology. Materials are usually composed of material properties, material parameters, and the shader files corresponding to the materials. Material properties generally include blending mode, lighting model, whether it is double-sided, whether it casts shadows and receives shadows, etc. Material parameters are used to assign values ​​to the parameters in the algorithm in the corresponding shader file; the shader files corresponding to the materials generally include vertex shading engine files and pixel shading engine files, which can be combined with material parameters to achieve specific material effects.

[0045] For commonly used material systems, since different models correspond to different vertex format data, the corresponding VertexShader is also different, and the same effect material cannot be used universally among different types of models. For example, "jade material" cannot be assigned to static models, skeletal animation skin models, vegetation and terrain at the same time; multiple materials need to be written to correspond to different types of models, such as: "jade static model", "jade skeletal skin model", "jade vegetation", "jade terrain". The same effect material needs to be written in multiple copies, which is a lot of work and not convenient for artists to use. Moreover, there are two reasons why different types of models do not directly use the vertex format data of all types of models in a unified manner: one is that this solution seriously wastes video memory space, and the other is that the graphics card is inefficient in reading data when reading data.

[0046] The present application proposes a method for configuring a shader engine and material effect information for a target model, so as to improve the configuration efficiency of the shader engine and material effect information for the target model.

[0047] like Figure 1 A flowchart of a data processing method provided in an embodiment of the present application is provided. The execution subject of the method may be a computer device installed with a game development engine. The method includes at least the following steps:

[0048] 101. Obtain an executable file framework corresponding to a target model used by an object to be rendered;

[0049] 102. Obtain a material effect file used by the object;

[0050] 103. Fill the content in the material effect file into the executable file framework to obtain an executable file;

[0051] 104. Associating the executable file with the object, so that when rendering the object, the executable file is executed to obtain a rendering result.

[0052] Specifically, the executable file framework can be found in Figure 2a As shown, the executable file framework may specifically include a code segment in a vertex shader engine file. Figure 2a In the example, at least some of the ellipsis in the executable file frame are used to represent the code segments corresponding to the vertex shader engine file.

[0053] Furthermore, in the above step 101, “obtaining the executable file framework corresponding to the target model used by the object to be rendered” may specifically include the following steps:

[0054] 1011. In response to a model input operation of the user on the object, determine a target model identifier;

[0055] 1012. Obtain a vertex shading engine file corresponding to the target model identifier from a model library, wherein vertex coordinate values ​​output by vertex shading engine files corresponding to different models in the model library refer to the same coordinate system;

[0056] The executable file framework contains the content in the vertex shading engine file, and the coordinate system includes: a world coordinate system and a projection coordinate system.

[0057] Specifically, the target model identifier may be type information indicating the model type. The model library may include vertex shader engine files corresponding to various types of models. Unifying the coordinate systems of vertex coordinate values ​​output by vertex shader engine files corresponding to different models is convenient for the subsequent rasterization process, and the subsequent pixel engine files directly use the vertex coordinate values ​​of the same coordinate system to perform related operations during operation. Specifically, the projection space position is a unified requirement of the rasterization API, and the world position is a parameter that is uniformly required by subsequent pixel engine files during operation.

[0058] In some optional embodiments of the present application, the following code can be used to unify the coordinate systems of vertex coordinate values ​​output by vertex shading engine files corresponding to different models:

[0059] VirStru_VertexDef_Intermediates VDIntermediates

[0060] =VirFunc_VertexDef_GetIntermediates(Input);

[0061] float4 WorldPosition=

[0062] VirFunc_VertexDef_GetWorldPosition(Input,VDIntermediates);

[0063] Among them, VirFunc_VertexDef_GetIntermediates

[0064] It is used with VirFunc_VertexDef_GetWorldPosition to handle different vertex types. For example, model skinning can be handled by VirFunc_VertexDef_GetWorldPosition.

[0065] Furthermore, the file name of the above-mentioned vertex shading engine file can have a corresponding relationship with the type of model. The method for obtaining the vertex shading engine file corresponding to the target model identifier from the model library can be to determine the file name of the vertex shading engine file corresponding to the target model identifier based on the corresponding relationship between the target model identifier and the preset, thereby determining the vertex shading engine file corresponding to the target model identifier.

[0066] Furthermore, in the above step 102, "obtaining the material effect file used by the object" includes:

[0067] 1021. In response to a user input operation on a material of the object, determining a target material identifier;

[0068] 1022. Obtain the material effect file corresponding to the target material identifier from a material library.

[0069] Specifically, the above-mentioned user input operation for the material of the object can be an operation of the user inputting the target material identification. In other optional embodiments of the present application, the material effect file can also be obtained based on the material effect file edited and uploaded by the user, and the present application does not limit this.

[0070] Furthermore, in the above 103, "filling the content in the material effect file into the executable file framework to obtain the executable file" includes the following steps:

[0071] 1031. Determine a filling position in the executable file frame;

[0072] 1032. Fill the fill position with the content in the material effect file.

[0073] Specifically, in the above 1031, “determining the filling position in the executable file frame” includes the following steps:

[0074] S1. Determine the function name corresponding to the material effect file;

[0075] S2. Determine the location of the function name in the executable file framework as the filling location.

[0076] For details, please refer to Figure 2a As shown, after obtaining the material effect file, the material effect file can be parsed to obtain the content in the material effect file (such as: code segment 1, code segment 2, code segment 3, etc.), and then the content in the material effect file is filled into the executable file framework to obtain an executable file including the content in the material effect file.

[0077] Furthermore, the above-mentioned model library can be a file library including multiple vertex shading engine files corresponding to multiple models, and each vertex shading engine file includes its corresponding code segment (specifically may include multiple callback functions); the information corresponding to the code segment can be at least one of the following: vertex position information, vertex normal information, vertex tangent information, UV coordinates of the vertex corresponding map, UV coordinates of the light map corresponding to the vertex, detail map UV coordinates, vertex color, bone skin index information, bone skin weight information, instance-related data, wind speed information and damping information, etc. Specifically, the specific content included in the code segment may be related to the type of model. For example, when the model type is a skeletal animation skinned model, the information corresponding to the code segment in the corresponding vertex shading engine file may include skeletal skin index information and skeletal skin weight information, but does not include light map UV coordinates and vegetation model related data; when the model type is a vegetation model, the information corresponding to the code segment in the corresponding vertex shading engine file may include wind speed information and damping information, but does not include skeletal skin index information and skeletal skin weight information; when the model type is a static model, the information corresponding to the code segment in the corresponding vertex shading engine file does not include skeletal skin index and skeletal skin weight information, nor does it include vegetation model related data.

[0078] Similarly, the material library may be a file library including multiple material effect files corresponding to multiple models, each material effect file including its corresponding code segment, which may specifically include multiple callback functions; the functions in the code segments of multiple material effect files may be used to: return texture space normal information, return base color information, return metallic information, return roughness information, return reflection information, return AO value, return world position offset information, return self-luminous color information, return this surface scattering color and thickness information, return opacity, return transparent clipping threshold, return ambient light parameters, return subdivision coefficient, return subdivision world offset, and return space distortion offset, etc.; relevant developers can use text files to complete the aforementioned callback functions.

[0079] For example, the material effect file can include the following callback function to obtain different parameters:

[0080] float3 BaseColor=ComFunc_Material_GetBaseColor(PixelParameters);

[0081] float Metallic=ComFunc_Material_GetMetallic(PixelParameters);

[0082] float Specular=ComFunc_Material_GetSpecular(PixelParameters);

[0083] float Roughness=ComFunc_Material_GetRoughness(PixelParameters);

[0084] float3 Emissive=ComFunc_Material_GetEmissive(PixelParameters);

[0085] float Opacity=ComFunc_Material_GetOpacity(PixelParameters).

[0086] Furthermore, the executable file framework also includes at least one of the following: a pixel shading engine file, a shell shading engine file, and a domain shading engine file. Figure 2b shown.

[0087] Among them, the shell shading engine file and the domain shading engine file can use subdivision surfaces. In some optional embodiments of the present application, the above-mentioned pixel shading engine file, shell shading engine file, and domain shading engine file can also have material effect files corresponding to themselves, and executable file frameworks, and the contents of the material effect files corresponding to the pixel shading engine file, shell shading engine file, and domain shading engine file can be filled into their respective corresponding executable frameworks. For the specific filling method, please refer to the aforementioned content and will not be repeated here.

[0088] In the present application, by obtaining the executable file framework corresponding to the target model used by the object to be rendered; obtaining the material effect file used by the object; filling the content in the material effect file into the executable file framework to obtain the executable file; associating the executable file with the object, so as to execute the executable file to obtain the rendering result when rendering the object, the executable file framework is edited in advance, and the content in the material effect file is filled into the executable file framework in a filling manner later to obtain the executable file; avoiding the excessive waste of time caused by re-editing the contents of the executable file of the target model, and improving the efficiency of configuring material effects for the object to be rendered. In addition, the present application can also avoid the problem of writing multiple executable files for models with different vertex formats to achieve the same material effect, avoiding a lot of duplication of work, and improving the efficiency of game development.

[0089] Figure 3A schematic diagram of the structure of a data processing device provided in an embodiment of the present application, the device includes: a first acquisition module 31, a second acquisition module 32, a filling module 33 and an association module 34, wherein:

[0090] A first acquisition module 31 is used to acquire an executable file framework corresponding to a target model used by an object to be rendered;

[0091] A second acquisition module 32 is used to acquire a material effect file used by the object;

[0092] A filling module 33 is used to fill the content in the material effect file into the executable file framework to obtain an executable file;

[0093] The association module 34 is used to associate the executable file with the object so that when rendering the object, the executable file is executed to obtain a rendering result.

[0094] Optionally, when the first acquisition module 31 is used to acquire the executable file framework corresponding to the target model used by the object to be rendered, it is specifically used to:

[0095] In response to a user's model input operation for the object, determining a target model identifier;

[0096] Obtaining a vertex shading engine file corresponding to the target model identifier from a model library, wherein vertex coordinate values ​​output by vertex shading engine files corresponding to different models in the model library refer to the same coordinate system;

[0097] The executable file framework contains the content of the vertex shading engine file.

[0098] Optionally, when the filling module 33 is used to fill the content in the material effect file into the executable file framework to obtain the executable file, it can be specifically used to:

[0099] determining a fill position in the executable file frame;

[0100] At the filling position, fill in the content in the material effect file.

[0101] Optionally, when the filling module 33 is used to determine the filling position in the executable file frame, it is specifically used to:

[0102] Determine the function name corresponding to the material effect file;

[0103] The position where the function name is located in the executable file framework is determined as the filling position.

[0104] Optionally, when the second acquisition module 32 is used to acquire the material effect file used by the object, it is specifically used to:

[0105] In response to a user input operation on a material of the object, determining a target material identifier;

[0106] From the material library, obtain the material effect file corresponding to the target material identifier.

[0107] Optionally, the executable file framework further includes at least one of the following contents: a pixel shading engine file, a shell shading engine file, and a domain shading engine file.

[0108] Optionally, the coordinate system includes: a world coordinate system and a projection coordinate system.

[0109] The specific implementation method corresponding to this embodiment can be found in the above content and will not be repeated here.

[0110] The present application also provides an electronic device, including a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set or an instruction set, and the at least one instruction, at least one program, a code set or an instruction set is loaded and executed by the processor to implement the aforementioned data processing method.

[0111] The present application also provides a computer-readable medium on which is stored at least one instruction, at least one program, code set or instruction set, and the at least one instruction, at least one program, code set or instruction set is loaded and executed by a processor to implement the aforementioned data processing method.

[0112] The technical solution provided in the embodiments of the present application is described below in conjunction with specific application scenarios.

[0113] Application scenario 1

[0114] Unify the output of vertex shaders of different vertex formats, for example, all output the world position of the vertex in the world coordinate system (world coordinate information), and the projection space position of the vertex in the projection coordinate system (projection space coordinate information); specifically, for models with different vertex formats, different vertex shaders are implemented inside the engine; for example: the static model corresponds to "VertexDefStatic.asl", the skin model corresponds to "VertexDefSkin.asl", and the final output of different types of vertex shaders is the same, that is, the aforementioned world position and projection space position. Among them, .asl is the file suffix, and this type of file is used to store code segment information. Among them, the purpose of unifying the output of vertex shaders of different vertex formats is to unify the output interface, so as to facilitate the combination and splicing of vertex shaders and material effect files of different effects to form an executable file.

[0115] When the target model used by the object to be rendered is a static model, its corresponding executable file framework is a framework including VertexDefStatic.asl. At this time, if the material effect file corresponding to the object is jade.asl (jade effect), jade.asl is filled into the framework of the executable file including the content of VertexDefStatic.asl to obtain the executable file, and an association relationship between the executable file and the static model is established. Then, when rendering the object, the effect of the jade effect material of the static model can be presented.

[0116] Similarly, the engine can also generate bone skinning effect materials based on the splicing of VertexDefSkin.asl and jade.asl. The specific method can be found in the aforementioned data processing method, which will not be repeated here.

[0117] Application scenario 2

[0118] The above vertex shading engine file can also be filled into the main frame by filling the content of the vertex shading engine file to obtain the above executable file frame (for details, see Figure 2c For example, the engine loads the initial framework DefredShadingBasePassVertexShader.asl corresponding to the skeletal animation skin model, then loads the content in VertexDefSkin.asl, uses the callback function in VertexDefSkin.asl to fill the initial framework to obtain the executable file framework, further loads Jade.asl, uses the callback function in Jade.asl to fill the executable file framework, and thus obtains the executable file for use by the graphics application programming interface.

[0119] Further, Figure 2c The ellipsis part may include necessary functional modules required for the normal operation of the executable file, for example, the deferred shading encoding module in the executable file may further complete the encoding of GBuffer after VertexDefSkin.asl and Jade.asl are filled into the executable framework, which may be completed through ComFunc_DeferredShading_EncodeGBuffer.

[0120] Application scenario three

[0121] The engine loads the executable file framework inside the engine, for example:

[0122] DefrredSahdingBasePassVertexShader.asl; and,

[0123] DefrredSahdingBasePassPixelShader.asl;

[0124] Load files that handle different vertex formats within the engine, such as:

[0125] VertexDefStatic.asl, VertexDefSkin.asl;

[0126] Load the material shader file developed by the user, such as Jade.asl; use the callback functions in VertexDefStatic.asl and Jade.asl to fill in the places where these callback functions are called in the executable file framework (DefrredSahderBasePassVertexShader.asl), and splice to obtain the executable file, wherein the specific splicing method can be splicing strings.

[0127] Through the solution of the present application, material developers only need to implement shader codes related to material effects, without having to process shader codes related to model vertex formats, thereby improving the efficiency of configuring material effects for objects to be rendered.

[0128] The device embodiments described above are merely illustrative, wherein the modules described as separate components may or may not be physically separated. Some or all of the modules may be selected according to actual needs to achieve the purpose of the present embodiment. Those of ordinary skill in the art may understand and implement the present invention without creative effort.

[0129] Through the description of the above embodiments, those skilled in the art can clearly understand that each embodiment can be implemented by adding a necessary general hardware platform, and of course can also be implemented by combining hardware and software. Based on such an understanding, the above technical solution can essentially or contribute to the part in the form of a computer product, and the present application can be implemented in the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program codes.

[0130] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present application, rather than to limit it. Although the present application has been described in detail with reference to the aforementioned embodiments, those skilled in the art should understand that they can still modify the technical solutions described in the aforementioned embodiments, or make equivalent replacements for some of the technical features therein. However, these modifications or replacements do not deviate the essence of the corresponding technical solutions from the spirit and scope of the technical solutions of the embodiments of the present application.

Claims

1. A data processing method, characterized in that: include: Obtaining an executable file framework corresponding to a target model used by an object to be rendered, wherein the executable file framework includes at least a vertex shader engine file, and the vertex shader engine file has a preset corresponding relationship with a target model type used by the object to be rendered; Obtain the material effect file used by the object; Filling the content in the material effect file into the executable file framework to obtain an executable file, wherein the vertex shader engine file includes a plurality of callback functions, the material effect file includes a plurality of callback functions, and the filling position in the executable file framework is determined according to the function name corresponding to the material effect file and the position of the function name in the vertex shader engine file; Associating the executable file with the object, so that when rendering the object, the executable file is executed to obtain a rendering result; Among them, obtaining the executable file framework corresponding to the target model used by the object to be rendered includes: In response to a user's model input operation for the object, determining a target model identifier; Obtaining a vertex shader engine file corresponding to the target model identifier from a model library, wherein vertex coordinate values ​​output by vertex shader engine files corresponding to different models in the model library refer to the same coordinate system; The executable file framework contains the content of the vertex shader engine file.

2. The method according to claim 1, characterized in that Fill the content in the material effect file into the executable file framework to obtain an executable file, including: determining a fill position in the executable file frame; At the filling position, fill in the content in the material effect file.

3. The method according to claim 2, characterized in that Determining a padding position in the executable file frame includes: Determine the function name corresponding to the material effect file; The position where the function name is located in the executable file framework is determined as the filling position.

4. The method according to claim 1, characterized in that: Get the material effect file used by the object, including: In response to a user input operation on a material of the object, determining a target material identifier; From the material library, obtain the material effect file corresponding to the target material identifier.

5. The method according to claim 4, characterized in that The executable file framework also includes at least one of the following contents: a pixel shading engine file, a shell shading engine file, and a domain shading engine file.

6. The method according to claim 1, characterized in that The coordinate system includes: a world coordinate system and a projection coordinate system.

7. A data processing device, characterized in that: include: A first acquisition module is used to acquire an executable file framework corresponding to a target model used by an object to be rendered, wherein the executable file framework at least includes a vertex shader engine file, and the vertex shader engine file has a preset corresponding relationship with a target model type used by the object to be rendered; A second acquisition module is used to acquire a material effect file used by the object; A filling module, used to fill the content in the material effect file into the executable file framework to obtain an executable file, wherein the vertex shader engine file includes a plurality of callback functions, the material effect file includes a plurality of callback functions, and the filling position in the executable file framework is determined according to the function name corresponding to the material effect file and the position of the function name in the vertex shader engine file; an associating module, used to associate the executable file with the object, so that when rendering the object, the executable file is executed to obtain a rendering result; Among them, the first acquisition module is specifically used to: determine the target model identifier in response to the user's model input operation for the object; obtain the vertex shader engine file corresponding to the target model identifier from the model library, wherein the vertex coordinate values ​​output by the vertex shader engine files corresponding to different models in the model library refer to the same coordinate system; wherein the executable file framework contains the content of the vertex shader engine file.

8. An electronic device, comprising a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set or an instruction set, and the at least one instruction, at least one program, a code set or an instruction set is loaded and executed by the processor to implement the method according to any one of claims 1 to 6.

9. A computer-readable medium having stored thereon at least one instruction, at least one program, code set or instruction set, wherein the at least one instruction, at least one program, code set or instruction set is loaded and executed by a processor to implement the method according to any one of claims 1 to 6.