Game screen processing method, device and computer-readable storage medium

By identifying and processing game picture quality, using custom functions and so library to process OpenGL functions, the problem of unclear picture quality of mobile games is solved, and the picture enhancement within a certain power consumption range is achieved, which improves the user experience.

CN113181653BActive Publication Date: 2025-08-12NUBIA TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202110590694.9
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-05-28
Publication Date
2025-08-12
Estimated Expiration
2041-05-28

AI Technical Summary

Technical Problem

In the prior art, the unclear picture quality of mobile games leads to poor user gaming experience, especially when the distant target objects are blurred, and the poor picture quality affects the game observation effect.

Method used

By identifying whether the picture quality of the game interface meets the preset control conditions, custom functions are obtained and called in advance to enhance picture processing, including texture filtering and resolution adjustment, and using the custom so library to process OpenGL functions to achieve picture reinforcing.

Benefits of technology

Without increasing too much power consumption, the game quality is improved, the user's gaming experience and device competitiveness are improved.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention discloses a game screen processing method, device, and computer-readable storage medium, wherein the method comprises: identifying whether the image quality of the game screen in the current game interface meets preset control conditions; if the image quality meets the control conditions, determining various functions of the open graphics library to be pre-called before calling the system's open graphics library to perform real-time game rendering; then, based on the preset tags of each function, obtaining various preset custom functions corresponding to each function before calling each function; finally, calling each custom function to perform the real-time game rendering operation. A humanized game screen processing solution is implemented, allowing all types of games to perform adaptive screen enhancement within a certain power consumption range, greatly improving the user's gaming experience.
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Description

Technical Field

[0001] The present invention relates to the field of mobile communications, and in particular to a game screen processing method, device, and computer-readable storage medium. Background Art

[0002] With the continuous development of smart terminal devices and the popularity of Android smartphones, mobile games have penetrated into people's lives at an astonishing rate. Considering that people have very high requirements for game image quality when playing games on their mobile phones, unclear game image quality has a significant impact on the user's gaming experience. In addition, poor image quality often causes visual fatigue during gaming, thus affecting the user's gaming experience. Summary of the Invention

[0003] In order to solve the above technical defects in the prior art, the present invention proposes a game screen processing method, which includes:

[0004] Identify whether the image quality of the game screen in the current game interface meets the preset control conditions.

[0005] If the image quality meets the control condition, before calling the system's open graphics library to execute real-time rendering of the game, various functions of the open graphics library to be pre-called are determined.

[0006] According to the preset tags of the functions, the preset user-defined functions corresponding to the functions are obtained before calling the functions.

[0007] Call each of the custom functions to execute the real-time drawing operation of the game.

[0008] Optionally, the identifying whether the image quality of the game screen in the current game interface meets the preset control conditions includes:

[0009] Determine the game target according to the game features of the current game interface.

[0010] The position area information of the game target object in the game screen and the offset angle information between the game subject and the viewing angle are obtained in real time.

[0011] Optionally, the step of identifying whether the image quality of the game screen in the current game interface meets a preset control condition further includes:

[0012] It is determined whether the distance between the game target object and the game main body exceeds a preset distance according to the position area information.

[0013] If the distance between the game target and the game main body exceeds the preset distance, the game target is determined to be a far-end target.

[0014] Optionally, the step of identifying whether the image quality of the game screen in the current game interface meets a preset control condition further includes:

[0015] It is determined based on the offset angle information whether the offset angle between the remote target object and the viewing angle of the game main body exceeds a preset angle.

[0016] If the offset angle between the distal target and the viewing angle of the game subject exceeds the preset angle, the game target is determined to be a distal oblique target, and the determination condition of the distal oblique target is used as the first control condition.

[0017] Optionally, the step of identifying whether the image quality of the game screen in the current game interface meets a preset control condition further includes:

[0018] Obtain a display resolution parameter of the area where the remote target object is located, and determine whether the display resolution parameter is consistent with a screen resolution parameter.

[0019] If the display resolution parameter is smaller than the screen resolution parameter, it is determined that the current image quality meets the second control condition.

[0020] Optionally, if the image quality meets the control condition, before calling the system's open graphics library to execute real-time game rendering, various functions of the open graphics library to be pre-called are determined, including:

[0021] A tag function library consisting of the preset tags and the corresponding user-defined functions is preset.

[0022] The preset tag is added to each function in the open graphics library.

[0023] Optionally, obtaining preset custom functions corresponding to each of the functions before calling each of the functions according to the preset tags of the functions includes:

[0024] The preset tag to be called is determined.

[0025] In the tag function library, each of the user-defined functions corresponding to the preset tag is called.

[0026] Optionally, calling each of the custom functions to perform the real-time game drawing operation includes:

[0027] Each of the custom functions is called to execute a first game real-time drawing operation.

[0028] After the first game real-time rendering operation is completed, the functions of the open graphics library are called to perform the second game real-time rendering operation to complete the enhancement of the screen.

[0029] The present invention also proposes a game screen processing device, which includes a memory, a processor, and a computer program stored in the memory and runnable on the processor. When the computer program is executed by the processor, the steps of the game screen processing method as described in any one of the above items are implemented.

[0030] The present invention also proposes a computer-readable storage medium, which stores a game screen processing program. When the game screen processing program is executed by a processor, the steps of the game screen processing method as described in any one of the above items are implemented.

[0031] The game screen processing method, device, and computer-readable storage medium of the present invention identify whether the image quality of the game screen within the current game interface meets preset control conditions. If the image quality meets the control conditions, the system's open graphics library functions are pre-called before the library is called to perform real-time game rendering. Then, based on the preset tags of each function, the pre-defined custom functions corresponding to each function are obtained before calling each function. Finally, each custom function is called to perform the real-time game rendering operation. This implements a user-friendly game screen processing solution, allowing all types of games to perform adaptive image enhancement within a certain power consumption range, significantly improving the user's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0032] The present invention will be further described below with reference to the accompanying drawings and embodiments, in which:

[0033] Figure 1 This is a hardware structure diagram of a mobile terminal according to the present invention;

[0034] Figure 2 This is a diagram of a communication network system architecture provided by an embodiment of the present invention;

[0035] Figure 3 is a flowchart of a first embodiment of a method for processing a game screen according to the present invention;

[0036] Figure 4 is a flowchart of a second embodiment of a method for processing a game screen according to the present invention;

[0037] Figure 5 is a flowchart of a third embodiment of a method for processing a game screen according to the present invention;

[0038] Figure 6 is a flowchart of a fourth embodiment of a method for processing a game screen according to the present invention;

[0039] Figure 7 is a flowchart of a fifth embodiment of a method for processing a game screen according to the present invention;

[0040] Figure 8 is a flowchart of a sixth embodiment of a method for processing a game screen according to the present invention;

[0041] Figure 9 is a flowchart of a seventh embodiment of a method for processing a game screen according to the present invention;

[0042] Figure 10 4 is a flowchart of the eighth embodiment of the game screen processing method of the present invention. DETAILED DESCRIPTION

[0043] It should be understood that the specific embodiments described herein are only used to explain the present invention and are not intended to limit the present invention.

[0044] In the subsequent description, suffixes such as "module," "component," or "unit" used to represent elements are only used to facilitate the description of the present invention and have no specific meaning. Therefore, "module," "component," or "unit" can be used interchangeably.

[0045] The terminal can be implemented in various forms. For example, the terminal described in the present invention may include mobile terminals such as mobile phones, tablet computers, laptop computers, PDAs, portable media players (PMPs), navigation devices, wearable devices, smart bracelets, pedometers, etc., as well as fixed terminals such as digital TVs and desktop computers.

[0046] The following description will be made by taking a mobile terminal as an example. It will be understood by those skilled in the art that, in addition to components specifically used for mobile purposes, the configuration according to the embodiments of the present invention can also be applied to fixed type terminals.

[0047] See also Figure 1 , which is a schematic diagram of the hardware structure of a mobile terminal for implementing various embodiments of the present invention. The mobile terminal 100 may include: an RF (Radio Frequency) unit 101, a WiFi module 102, an audio output unit 103, an A / V (audio / video) input unit 104, a sensor 105, a display unit 106, a user input unit 107, an interface unit 108, a memory 109, a processor 110, and a power supply 111. Those skilled in the art will understand that Figure 1The structure of the mobile terminal shown in the figure does not constitute a limitation to the mobile terminal. The mobile terminal may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.

[0048] The following combination Figure 1 A detailed introduction to the various components of the mobile terminal:

[0049] The RF unit 101 can be used to send and receive information or receive signals during calls. Specifically, it receives downlink information from the base station and transmits it to the processor 110 for processing. It also transmits uplink data to the base station. Typically, the RF unit 101 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a low-noise amplifier, a duplexer, and more. Furthermore, the RF unit 101 can communicate with the network and other devices via wireless communication. The above-mentioned wireless communications may use any communication standard or protocol, including but not limited to GSM (Global System of Mobile communication), GPRS (General Packet Radio Service), CDMA2000 (Code Division Multiple Access 2000), WCDMA (Wideband Code Division Multiple Access), TD-SCDMA (Time Division-Synchronous Code Division Multiple Access), FDD-LTE (Frequency Division Duplexing-Long Term Evolution) and TDD-LTE (Time Division Duplexing-Long Term Evolution), etc.

[0050] WiFi is a short-range wireless transmission technology. Mobile terminals can help users send and receive emails, browse web pages, and access streaming media through the WiFi module 102. It provides users with wireless broadband Internet access. Figure 1 The WiFi module 102 is shown, but it is understandable that it is not an essential component of the mobile terminal and can be omitted as needed without changing the essence of the invention.

[0051] The audio output unit 103 can convert audio data received by the RF unit 101 or the WiFi module 102 or stored in the memory 109 into an audio signal and output it as sound when the mobile terminal 100 is in a call signal reception mode, a talk mode, a recording mode, a voice recognition mode, a broadcast reception mode, or the like. Furthermore, the audio output unit 103 can also provide audio output related to a specific function performed by the mobile terminal 100 (e.g., a call signal reception sound, a message reception sound, etc.). The audio output unit 103 may include a speaker, a buzzer, or the like.

[0052] The A / V input unit 104 is used to receive audio or video signals. The A / V input unit 104 may include a graphics processing unit (GPU) 1041 and a microphone 1042. The GPU 1041 processes image data of still images or videos captured by an image capture device (e.g., a camera) in video capture mode or image capture mode. The processed image frames may be displayed on the display unit 106. The image frames processed by the GPU 1041 may be stored in the memory 109 (or other storage medium) or transmitted via the RF unit 101 or the WiFi module 102. The microphone 1042 may receive sound (audio data) in operating modes such as a phone call mode, a recording mode, and a voice recognition mode, and may process such sound into audio data. In the phone call mode, the processed audio (voice) data may be converted into a format that can be transmitted to a mobile communication base station via the RF unit 101. The microphone 1042 may implement various types of noise cancellation (or suppression) algorithms to eliminate (or suppress) noise or interference generated during the reception and transmission of audio signals.

[0053] The mobile terminal 100 also includes at least one sensor 105, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor includes an ambient light sensor and a proximity sensor, wherein the ambient light sensor can adjust the brightness of the display panel 1061 according to the brightness of the ambient light, and the proximity sensor can turn off the display panel 1061 and / or the backlight when the mobile terminal 100 is moved to the ear. As a type of motion sensor, the accelerometer sensor can detect the magnitude of acceleration in all directions (generally three axes), and can detect the magnitude and direction of gravity when stationary. It can be used for applications that identify the posture of the mobile phone (such as horizontal and vertical screen switching, related games, magnetometer posture calibration), vibration recognition related functions (such as pedometer, tapping), etc.; as for other sensors that can be configured in the mobile phone, such as fingerprint sensors, pressure sensors, iris sensors, molecular sensors, gyroscopes, barometers, hygrometers, thermometers, infrared sensors, etc., they will not be described here.

[0054] The display unit 106 is used to display information input by the user or information provided to the user. The display unit 106 may include a display panel 1061, which may be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), or the like.

[0055] The user input unit 107 can be used to receive input digital or character information, and generate key signal input related to user settings and function control of the mobile terminal. Specifically, the user input unit 107 may include a touch panel 1071 and other input devices 1072. The touch panel 1071, also known as a touch screen, can collect user touch operations on or near it (such as operations performed by the user using a finger, stylus, or any other suitable object or accessory on or near the touch panel 1071) and drive the corresponding connection device according to a pre-set program. The touch panel 1071 may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch direction and detects the signal caused by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device and converts it into touch point coordinates, which are then sent to the processor 110. It can also receive commands sent by the processor 110 and execute them. In addition, the touch panel 1071 can be implemented using various types such as resistive, capacitive, infrared, and surface acoustic wave. In addition to the touch panel 1071, the user input unit 107 may further include other input devices 1072. Specifically, the other input devices 1072 may include, but are not limited to, one or more of a physical keyboard, function keys (such as volume control keys, power keys, etc.), a trackball, a mouse, a joystick, etc., and are not specifically limited here.

[0056] Furthermore, the touch panel 1071 may cover the display panel 1061. When the touch panel 1071 detects a touch operation on or near it, it transmits the information to the processor 110 to determine the type of touch event. Subsequently, the processor 110 provides a corresponding visual output on the display panel 1061 according to the type of touch event. Figure 1 In the embodiment, the touch panel 1071 and the display panel 1061 are two independent components to realize the input and output functions of the mobile terminal. However, in some embodiments, the touch panel 1071 and the display panel 1061 can be integrated to realize the input and output functions of the mobile terminal, which is not limited here.

[0057] The interface unit 108 serves as an interface through which at least one external device can be connected to the mobile terminal 100. For example, the external device may include a wired or wireless headset port, an external power supply (or battery charger) port, a wired or wireless data port, a memory card port, a port for connecting a device with an identification module, an audio input / output (I / O) port, a video I / O port, a headphone port, etc. The interface unit 108 may be used to receive input (e.g., data information, power, etc.) from an external device and transmit the received input to one or more elements within the mobile terminal 100 or may be used to transmit data between the mobile terminal 100 and an external device.

[0058] Memory 109 can be used to store software programs and various data. Memory 109 may primarily include a program storage area and a data storage area. The program storage area may store an operating system and at least one application required for a function (such as a sound playback function or an image playback function); the data storage area may store data generated based on the use of the mobile phone (such as audio data, a phone book, etc.). Furthermore, memory 109 may include high-speed random access memory and non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.

[0059] Processor 110 is the control center of the mobile terminal, connecting all components of the mobile terminal using various interfaces and circuits. By running or executing software programs and / or modules stored in memory 109 and accessing data stored in memory 109, it executes various functions of the mobile terminal and processes data, thereby providing overall monitoring of the mobile terminal. Processor 110 may include one or more processing units; preferably, processor 110 may integrate an application processor and a modem processor. The application processor primarily handles the operating system, user interface, and application programs, while the modem processor primarily handles wireless communications. It is understood that the modem processor may not be integrated into processor 110.

[0060] The mobile terminal 100 may also include a power supply 111 (such as a battery) for supplying power to various components. Preferably, the power supply 111 may be logically connected to the processor 110 through a power management system, thereby managing functions such as charging, discharging, and power consumption through the power management system.

[0061] although Figure 1 Not shown, the mobile terminal 100 may further include a Bluetooth module, etc., which will not be described in detail here.

[0062] To facilitate understanding of the embodiments of the present invention, the communication network system on which the mobile terminal of the present invention is based is described below.

[0063] See also Figure 2 , Figure 2 A communication network system architecture diagram is provided for an embodiment of the present invention. The communication network system is an LTE system of universal mobile communication technology. The LTE system includes a UE (User Equipment) 201, an Evolved UMTS Terrestrial Radio Access Network (E-UTRAN) 202, an Evolved Packet Core (EPC) 203, and an operator's IP service 204, which are sequentially connected in communication.

[0064] Specifically, UE201 may be the above-mentioned terminal 100, which will not be described in detail here.

[0065] E-UTRAN 202 includes eNodeB 2021 and other eNodeBs 2022 , etc. Among them, eNodeB 2021 can be connected to other eNodeBs 2022 via a backhaul (eg, an X2 interface), and eNodeB 2021 is connected to EPC 203 , and eNodeB 2021 can provide UE 201 with access to EPC 203 .

[0066] EPC 203 may include MME (Mobility Management Entity) 2031, HSS (Home Subscriber Server) 2032, other MMEs 2033, SGW (Serving Gate Way) 2034, PGW (PDN Gate Way) 2035, and PCRF (Policy and Charging Rules Function) 2036. MME 2031 is the control node that handles signaling between UE 201 and EPC 203, providing bearer and connection management. HSS 2032 provides registers for managing functions such as the Home Location Register (not shown) and stores user-specific information such as service features and data rates. All user data can be sent through SGW2034, PGW2035 can provide IP address allocation and other functions for UE 201, PCRF2036 is the policy and charging control policy decision point for service data flow and IP bearer resources, and it selects and provides available policy and charging control decisions for the policy and charging execution function unit (not shown in the figure).

[0067] The IP service 204 may include the Internet, an intranet, an IMS (IP Multimedia Subsystem), or other IP services.

[0068] Although the above description is based on the LTE system as an example, those skilled in the art should know that the present invention is not only applicable to the LTE system, but also to other wireless communication systems, such as GSM, CDMA2000, WCDMA, TD-SCDMA, and future new network systems, and is not limited here.

[0069] Based on the above-mentioned mobile terminal hardware structure and communication network system, various embodiments of the method of the present invention are proposed.

[0070] Example 1

[0071] Figure 3 Flowchart of the first embodiment of the method for processing a game screen according to the present invention. A method for processing a game screen, comprising:

[0072] S1. Identify whether the image quality of the game screen in the current game interface meets the preset control conditions.

[0073] S2. If the image quality meets the control condition, before calling the system's open graphics library to execute real-time game rendering, determine various functions of the open graphics library to be pre-called.

[0074] S3. According to the preset tags of the various functions, before calling the various functions, obtain the preset custom functions corresponding to the various functions.

[0075] S4. Call each of the custom functions to execute the real-time rendering operation of the game.

[0076] Optionally, in this embodiment, considering that people have very high requirements for game image quality when playing games on their mobile phones, unclear game image quality has a very serious impact on the user's gaming experience. At the same time, poor image quality often causes visual fatigue to users during the game, thus affecting the gaming experience. This problem that affects the user's gaming experience is not due to the hardware limitations of the terminal device itself, but due to the system's screen rendering problem. Therefore, this embodiment performs corresponding insertion and reinforcement processing on the rendering process of some game screens, thereby enhancing the picture.

[0077] Optionally, in this embodiment, it is necessary to clarify the current problem. When the device opens a game, for example, the Peace Elite game, when the game character is running on the map, there are often enemies ambushing in the grass or behind trees in the distance, but the image quality in the distance looks blurry, and the user cannot judge where the real enemy is ambushing. It is understandable that most games have the problem that the image in the front is clearer and the image in the distance is blurry.

[0078] Optionally, in this embodiment, the above-mentioned problem is analyzed and it is found that the game image quality is generally controlled by the game itself, and now supports higher resolutions, such as 1080p resolution, and the image quality itself is very clear. However, since the game is adapted to different mobile devices, and the performance of each mobile phone is different, and the game will also perform special processing on the image quality of each frame of the game based on power consumption and performance, that is, the relevant picture processing technology (Qualcomm's VRS technology) will allow each frame of the game to be processed at different resolutions according to its importance.

[0079] Optionally, in this embodiment, in order to enhance the image quality of the above-mentioned low-quality solution that compromises performance, in this embodiment, first, it is determined whether the image quality of the game screen in the current game interface meets the preset control conditions; if the image quality meets the control conditions, then before calling the system's open graphics library to perform real-time game rendering, the functions of the open graphics library that are pre-called are determined; then, based on the preset tags of each function, each preset custom function corresponding to each function is obtained before calling each function; finally, each custom function is called to perform the real-time game rendering operation. Specifically, an Android device is used as an example. First, the Android system needs to know the real-time rendering information of the game screen. Currently, the dlsym function principle in the kernel is used (a computer function whose function is to operate the handle and symbol according to the dynamic link library and return the address corresponding to the symbol. It can not only obtain the function address but also the variable address). A preset tag is added before each function call of the OpenGL (Open Graphics Library) of the Android system framework. That is, when the game calls the OpenGL function for real-time rendering, it will first call each identical OpenGL function in the custom so library of this embodiment. Therefore, based on the customized so library, this embodiment can pre-process the key texture processing gl function. Specifically, anisotropic filtering (abbreviated as AF) can be performed on the image quality of the texture to solve the problem of distortion of the surface texture of the object when the viewing angle is very large. This is a method for this embodiment to change the clarity of the distant image. Another way to enhance the picture in this embodiment is to obtain the refresh rate of the current screen and the resolution parameter of the remote texture filter. If it is found that it is different from the current mobile phone resolution, the resolution is dynamically changed to make the texture display clearer. It should be noted that the modification made by the second solution of this embodiment will enhance the GPU power consumption performance by 5%. However, considering the surplus of device performance, the enhancement of image quality is generally acceptable to game players.

[0080] It can be seen that this embodiment executes the original OpenGL function of the Android system after the processing is completed, so that the picture enhancement function is achieved without affecting the drawing logic of the game itself.

[0081] Optionally, in this embodiment, it is necessary to first determine whether the foreground application is a game application, and determine that it is a game application with unclear image quality.

[0082] Optionally, in this embodiment, at the stage of starting the game, the so library of the tag functions that implement all OpenGL functions is first embedded in the system, and the framework game loads the so library of the preset tag functions, and actively loads all the tag functions through the kernel's dlsym function.

[0083] Optionally, in this embodiment, during the stage of drawing the game screen, the marking function of this embodiment will capture the gl function call for texture processing. At this time, the gl function for texture processing will be recorded, and texture processing will be performed in real time, as well as the anisotropic filtering and texture resolution filtering operations described in the above example.

[0084] Optionally, in this embodiment, when the preprocessing operation of the above-mentioned texture gl function is completed, the picture quality of the game will become clearer in real time accordingly. At the same time, the increased power consumption is also within the allowable range. The improvement of the game picture quality can further enhance the user's gaming experience, thereby improving the competitiveness of products such as mobile phones.

[0085] The beneficial effect of this embodiment is that it identifies whether the image quality of the game screen within the current game interface meets preset control conditions; if the image quality meets the control conditions, then before calling the system's open graphics library to perform real-time game rendering, it determines the various functions of the open graphics library to pre-call; then, based on the preset tags of each function, it obtains the preset custom functions corresponding to each function before calling each function; and finally, it calls each custom function to perform the real-time game rendering operation. This implements a user-friendly game image processing solution, allowing various games to perform adaptive image enhancement within a certain power consumption range, greatly improving the user's gaming experience.

[0086] Example 2

[0087] Figure 4 : is a flowchart of a second embodiment of the game screen processing method of the present invention. Based on the above embodiment, the process of identifying whether the image quality of the game screen in the current game interface meets the preset control conditions includes:

[0088] S11. Determine a game target object according to game features of the current game interface.

[0089] S12: Acquire in real time the position area information of the game target in the game screen and the offset angle information between the game target and the viewing angle of the game subject.

[0090] Optionally, in this embodiment, the game target is determined according to the game features of the current game interface, wherein the game target is a visual target of the user, such as an obstacle, a friendly force, an enemy force, etc.

[0091] Optionally, in this embodiment, the game object's positional area information within the game screen and its offset angle information relative to the game player's perspective are acquired in real time. The positional area information refers to the coordinate information of the game object within the game screen, relative to the game player, rather than its position information relative to the screen within the game interface. Similarly, the offset angle information in this embodiment also refers to the angular offset relative to the game player.

[0092] This embodiment has the beneficial effect of identifying a game target based on the game features of the current game interface; then, in real time, obtaining information about the target's location within the game screen and its offset angle from the game player's perspective. This provides a prerequisite for implementing a user-friendly game screen processing solution, enabling adaptive image enhancement for all types of games within a certain power consumption range, significantly improving the user's gaming experience.

[0093] Example 3

[0094] Figure 5 : is a flowchart of a third embodiment of the game screen processing method of the present invention. Based on the above embodiment, the method of identifying whether the image quality of the game screen in the current game interface meets the preset control conditions further includes:

[0095] S13. Determine whether the distance between the game target and the game main body exceeds a preset distance based on the position area information.

[0096] S14: If the distance between the game target and the game main body exceeds the preset distance, the game target is determined to be a far-end target.

[0097] Optionally, in this embodiment, whether the distance between the game target and the game main body exceeds a preset distance is determined based on the position area information. As described in the above example, in a coordinate system with the game main body as a reference, whether the distance between the game target and the game main body exceeds a preset distance is determined based on the position area information.

[0098] Optionally, in this embodiment, if the distance between the game target and the game main body exceeds the preset distance, the game target is determined to be a far target, that is, it is determined that the visual distance between the target and the game main body controlled by the user is far.

[0099] This embodiment has the beneficial effect of determining whether the distance between the game target and the main game player exceeds a preset distance based on the location area information; if the distance between the game target and the main game player exceeds the preset distance, the game target is determined to be a remote target. This provides a further regulatory prerequisite for implementing a user-friendly game graphics processing solution, allowing various games to perform adaptive graphics enhancement within a certain power consumption range, significantly improving the user's gaming experience.

[0100] Example 4

[0101] Figure 6 4 is a flowchart of a fourth embodiment of the method for processing a game screen according to the present invention. Based on the above embodiment, the method for identifying whether the image quality of the game screen in the current game interface meets the preset control conditions further includes:

[0102] S15. Determine, based on the offset angle information, whether the offset angle between the remote target and the viewing angle of the game player exceeds a preset angle.

[0103] S16. If the offset angle between the distal target and the viewing angle of the game subject exceeds the preset angle, the game target is determined to be a distal oblique target, and a determination condition of the distal oblique target is used as a first control condition.

[0104] Optionally, in this embodiment, the offset angle information is used to determine whether the offset angle between the remote target and the game player's perspective exceeds a preset angle. When the offset angle between the remote target and the game player's perspective is large, that is, exceeds a preset angle, the remote target is determined to have an oblique perspective relationship with the game player's perspective. In this case, the image quality will seriously affect the user's observation. Therefore, in this embodiment, a game target whose offset angle between the remote target and the game player's perspective exceeds the preset angle is considered a remote oblique target.

[0105] This embodiment has the beneficial effect of determining whether the offset angle between the remote target and the game player's perspective exceeds a preset angle based on the offset angle information; if the offset angle between the remote target and the game player's perspective exceeds the preset angle, the game target is determined to be a remote oblique target, and the condition for determining the remote oblique target is used as the first control condition. This provides an initial first control condition for implementing a user-friendly game screen processing solution, allowing various games to perform adaptive screen enhancement within a certain power consumption range, significantly improving the user's gaming experience.

[0106] Example 5

[0107] Figure 7 4 is a flowchart of a fifth embodiment of the method for processing a game screen according to the present invention. Based on the above embodiment, the method for identifying whether the image quality of the game screen in the current game interface meets the preset control conditions further includes:

[0108] S17: Obtain a display resolution parameter of the area where the remote target object is located, and determine whether the display resolution parameter is consistent with a screen resolution parameter.

[0109] S18: If the display resolution parameter is smaller than the screen resolution parameter, determine that the current image quality meets the second control condition.

[0110] Optionally, in this embodiment, a display resolution parameter of the area where the remote target is located is obtained, and it is determined whether the display resolution parameter is consistent with a screen resolution parameter. If the display resolution parameter is less than the screen resolution parameter, or if the ratio of the display resolution parameter to the screen resolution parameter is less than a preset ratio, it is determined that the current image quality meets the second control condition.

[0111] The beneficial effect of this embodiment is that by obtaining the display resolution parameter of the area where the remote target object is located and determining whether the display resolution parameter is consistent with the screen resolution parameter; if the display resolution parameter is less than the screen resolution parameter, then determining that the current image quality meets the second control condition. This provides an initial second control condition for implementing a user-friendly game image processing solution, allowing various games to perform adaptive image enhancement within a certain power consumption range, greatly improving the user's gaming experience.

[0112] Example 6

[0113] Figure 8 This is a flowchart of a sixth embodiment of the game screen processing method of the present invention. Based on the above embodiment, if the image quality meets the control conditions, before calling the system's open graphics library to perform real-time game rendering, various functions of the open graphics library to be pre-called are determined, including:

[0114] S21. Preset a tag function library consisting of the preset tags and the corresponding user-defined functions.

[0115] S22: Add the preset mark to each function in the open graphics library.

[0116] Optionally, in this embodiment, a tag function library consisting of the preset tags and the corresponding custom functions is preset, that is, the so library eliminated in the above embodiment is used to store the preset tags and the corresponding custom functions.

[0117] Optionally, in this embodiment, the preset tag is added to each function in the open graphics library in advance. Therefore, before any function in the open graphics library is called, the preset tag added to the corresponding function can be determined in advance.

[0118] The beneficial effect of this embodiment is that by presetting a tag function library consisting of the preset tags and the corresponding custom functions, and then adding the preset tags to the functions in the open graphics library, a humanized game screen processing solution is provided with function tagging conditions, allowing various games to perform adaptive screen enhancement within a certain power consumption range, greatly improving the user's gaming experience.

[0119] Example 7

[0120] Figure 9 4 is a flowchart of a seventh embodiment of the game screen processing method of the present invention. Based on the above embodiment, the method of obtaining preset custom functions corresponding to each function before calling each function according to the preset tags of each function includes:

[0121] S31: Determine the preset mark to be called.

[0122] S32: In the tag function library, call each of the user-defined functions corresponding to the preset tag.

[0123] Optionally, in this embodiment, the custom functions corresponding to the preset tags are called in the tag function library. When the game starts, the .so library that implements the tag functions of all OpenGL functions is first embedded in the system, and the framework game loads the .so library of the preset tag functions and actively loads all tag functions through the kernel's dlsym function.

[0124] Optionally, in this embodiment, during the stage of drawing the game screen, the marking function of this embodiment will capture the gl function call for texture processing. At this time, the gl function for texture processing will be recorded, and texture processing will be performed in real time, as well as the anisotropic filtering and texture resolution filtering operations described in the above example.

[0125] The beneficial effect of this embodiment is that by determining the preset tag to be called and then calling the custom functions corresponding to the preset tag in the tag function library, a priority calling condition for custom functions is provided to implement a humanized game screen processing solution, so that various games can perform adaptive screen enhancement within a certain power consumption range, greatly improving the user's gaming experience.

[0126] Example 8

[0127] Figure 10 4 is a flowchart of an eighth embodiment of the method for processing a game screen according to the present invention. Based on the above embodiment, calling each of the custom functions to perform the real-time rendering operation of the game includes:

[0128] S41. Call each of the custom functions to execute a first game real-time drawing operation.

[0129] S42: After the first game real-time rendering operation is completed, the functions of the open graphics library are called to perform the second game real-time rendering operation to complete the enhancement of the screen.

[0130] Optionally, in this embodiment, after the first game's real-time rendering operation is completed, the functions of the open graphics library are called to perform the second game's real-time rendering operation to complete the image enhancement. As described in the above example, after the processing is completed, the original OpenGL function of the Android system is executed. This not only implements the image enhancement function but also does not affect the subsequent rendering logic of the game itself.

[0131] This embodiment has the beneficial effect of executing a first game's real-time rendering operation by calling each of the custom functions; then, after the first game's real-time rendering operation is completed, calling each of the open graphics library's functions to execute a second game's real-time rendering operation to enhance the image. This provides a user-friendly game image processing solution by providing two sequential calling schemes for custom functions and system functions, enabling adaptive image enhancement for all types of games within a certain power consumption range, significantly improving the user's gaming experience.

[0132] Embodiment 9

[0133] Based on the above embodiments, the present invention also proposes a game screen processing device, which includes a memory, a processor, and a computer program stored on the memory and runnable on the processor. When the computer program is executed by the processor, the steps of the game screen processing method described in any one of the above items are implemented.

[0134] It should be noted that the above-mentioned device embodiment and method embodiment belong to the same concept, and their specific implementation process is detailed in the method embodiment, and the technical features in the method embodiment are applicable to the device embodiment, which will not be repeated here.

[0135] Example 10

[0136] Based on the above embodiments, the present invention also proposes a computer-readable storage medium, which stores a game screen processing program. When the game screen processing program is executed by a processor, the steps of the game screen processing method as described in any one of the above items are implemented.

[0137] It should be noted that the above-mentioned medium embodiment and method embodiment belong to the same concept, and their specific implementation process is detailed in the method embodiment, and the technical features in the method embodiment are applicable to the medium embodiment, which will not be repeated here.

[0138] It should be noted that, in this document, the terms "comprises," "includes," or any other variations thereof are intended to encompass non-exclusive inclusion, such that a process, method, article, or apparatus comprising a series of elements includes not only those elements but also other elements not explicitly listed, or elements inherent to such process, method, article, or apparatus. In the absence of further limitations, an element defined by the phrase "comprising a ..." does not exclude the presence of other identical elements in the process, method, article, or apparatus comprising the element.

[0139] The serial numbers of the above embodiments of the present invention are for description only and do not represent the advantages or disadvantages of the embodiments.

[0140] Through the description of the above embodiments, those skilled in the art can clearly understand that the above-mentioned embodiment methods can be implemented by means of software plus the necessary general hardware platform, and of course can also be implemented by hardware, but in many cases the former is a better embodiment. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, can be embodied in the form of a software product, which is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk), and includes a number of instructions for enabling a terminal (which can be a mobile phone, computer, server, air conditioner, or network device, etc.) to execute the methods described in each embodiment of the present invention.

[0141] The embodiments of the present invention are described above in conjunction with the accompanying drawings, but the present invention is not limited to the above-mentioned specific implementation methods. The above-mentioned specific implementation methods are merely illustrative and not restrictive. Under the guidance of the present invention, ordinary technicians in this field can also make many forms without departing from the scope of protection of the present invention and the claims, all of which are protected by the present invention.

Claims

1. A method for processing a game screen, characterized in that: The method comprises: Identify whether the image quality of the game screen in the current game interface meets the preset control conditions; If the image quality meets the control condition, before calling the system's open graphics library to execute real-time game rendering, determining various functions of the open graphics library to be pre-called; According to the preset tags of the functions, before calling the functions, the preset user-defined functions corresponding to the functions are obtained; Calling each of the custom functions to execute the real-time drawing operation of the game; The identifying whether the image quality of the game screen in the current game interface meets the preset control conditions includes: Determine the game target according to the game features of the current game interface; Acquire in real time the position area information of the game target in the game screen and the offset angle information between the game target and the viewing angle of the game subject; wherein the position area information refers to the coordinate information of the game target in the game screen with the game subject as a reference, and the offset angle information refers to the angular offset with the game subject as a reference; Determining whether the distance between the game target and the game subject exceeds a preset distance based on the position area information; If the distance between the game target and the game main body exceeds the preset distance, the game target is determined to be a far-end target; Determining whether the offset angle between the remote target and the viewing angle of the game subject exceeds a preset angle according to the offset angle information; If the offset angle between the distal target and the viewing angle of the game subject exceeds the preset angle, the game target is determined to be a distal oblique target, and the determination condition of the distal oblique target is used as the first control condition; or, Obtaining a display resolution parameter of the area where the remote target object is located, and determining whether the display resolution parameter is consistent with a screen resolution parameter; If the display resolution parameter is less than the screen resolution parameter, determining that the current image quality meets the second control condition; If the image quality meets the control condition, before calling the system's open graphics library to execute real-time game rendering, various functions of the open graphics library to be pre-called are determined, including: Presetting a tag function library consisting of the preset tags and the corresponding custom functions; adding the preset mark to each of the functions in the open graphics library; The step of obtaining preset user-defined functions corresponding to each of the functions before calling each of the functions according to the preset tags of the functions includes: Determining the preset tag to be called; In the tag function library, calling each of the user-defined functions corresponding to the preset tags; The calling of each of the custom functions to execute the real-time rendering operation of the game includes: Calling each of the custom functions to execute the first game real-time drawing operation; After the first game real-time rendering operation is completed, the functions of the open graphics library are called to perform the second game real-time rendering operation to complete the enhancement of the screen.

2. A game screen processing device, characterized in that: The device includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When the computer program is executed by the processor, the steps of the game screen processing method according to claim 1 are implemented.

3. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a game screen processing program, which, when executed by a processor, implements the steps of the game screen processing method according to claim 1.

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