Display control method and device in game, electronic equipment and storage medium

By adopting an adaptive display control scheme, the jagged and broken marching lines in large-scale multiplayer online strategy games at long distances were solved, reducing computational consumption and improving display effects.

CN119633373BActive Publication Date: 2026-01-02NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411686185.6
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-11-22
Publication Date
2026-01-02
Estimated Expiration
2044-11-22

AI Technical Summary

Technical Problem

In massively multiplayer online strategy games, when marching lines are displayed at a distance, existing technologies cannot solve the problems of curved, jagged, or broken lines. Traditional anti-aliasing technologies cannot solve the problem of curvature.

Method used

By adopting an adaptive display control scheme in the game, the problem of adaptive display control was solved.

Benefits of technology

It effectively reduces computational consumption, solves the jagged display problem at long distances, especially the breakage problem of thin, curved marching lines in the game, and does not affect other models.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application provides a display control method and device in a game, an electronic device and a storage medium. The method comprises the following steps: in response to a game image drawing instruction, identifying a target line-shaped element in a visual range; determining a feature adjustment value of each vertex on the target line-shaped element according to a positional relationship between each vertex and a virtual camera; and performing game image drawing based on the feature adjustment value of each vertex on the target line-shaped element. Through the application, the calculation consumption can be effectively reduced.
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Description

TECHNICAL FIELD

[0001] The present application relates to the technical field of computer application, and in particular, to a display control method and device in a game, an electronic device, and a storage medium. BACKGROUND

[0002] In a large-scale multiplayer online strategy game, a large number of players perform game behaviors on a same sand table map, such as going on a campaign, marching, fighting, etc., and sometimes a marching line is displayed in the game scene, which points from a starting point to a destination and is used as a guide line to guide the marching direction and / or marching path. One or more marching lines can be displayed in the visual range of a player, including marching lines of the player's own side and / or enemy side. The player can learn the starting point and the destination by viewing the marching line, and can also determine whether the marching line is hostile to the player or make strategic deployment.

[0003] At present, the marching line is usually displayed in the game scene in the form of a line, and the displayed marching line can have a jagged shape or even be broken into a plurality of straight lines.

[0004] In the related art, the anti-jagged technology solution includes MSAA (multi-sampling anti-aliasing), FXAA (fast approximate anti-aliasing), TAA (temporal anti-aliasing), etc. However, the above solutions consume a lot of calculation and also cause overall blurring of the screen, and even motion blur and ghosting. SUMMARY

[0005] Therefore, the embodiments of the present application provide at least a display control method and device in a game, an electronic device, and a storage medium to overcome at least one of the above-mentioned defects.

[0006] In a first aspect, the exemplary embodiments of the present application provide a display control method in a game. A graphical user interface is provided by a terminal device, and at least part of a virtual scene of the game is displayed on the graphical user interface. The method comprises: in response to a game image rendering instruction, identifying a target line-shaped element in a visual range; determining a feature adjustment value of each vertex on the target line-shaped element according to a positional relationship between each vertex and a virtual camera; and performing game image rendering based on the feature adjustment value of each vertex on the target line-shaped element.

[0007] In a second aspect, the embodiments of the present application further provide a display control device in a game, which provides a graphical user interface through a terminal device, and at least part of a virtual scene of the game is displayed on the graphical user interface. The device comprises: an element identification module, which identifies a target line-shaped element in a visual range in response to a game image rendering instruction; a vertex adjustment module, which determines a characteristic adjustment value of each vertex on the target line-shaped element according to a positional relationship between each vertex and a virtual camera; and an image rendering module, which performs game image rendering based on the characteristic adjustment value of each vertex on the target line-shaped element.

[0008] In a third aspect, the embodiments of the present application further provide an electronic device, which comprises a processor, a storage medium and a bus. The storage medium stores machine readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium through the bus. The processor executes the machine readable instructions to perform the steps of the display control method.

[0009] In a fourth aspect, the embodiments of the present application further provide a computer readable storage medium, which stores a computer program. When the computer program is run by a processor, the steps of the display control method are performed.

[0010] The display control method, device, electronic device and storage medium provided by the embodiments of the present application can effectively reduce the calculation consumption.

[0011] In order to make the above objectives, features and advantages of the present application more apparent, the following will specifically describe preferred embodiments in conjunction with the accompanying drawings, and specifically describe as follows. BRIEF DESCRIPTION OF DRAWINGS

[0012] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following will briefly introduce the drawings needed to be used in the embodiments. It should be understood that the following drawings only show some embodiments of the present application, and therefore should not be regarded as a limitation to the scope. For those skilled in the art, other related drawings can also be obtained without creative labor on the basis of these drawings.

[0013] Figure 1A and Figure 1B A schematic diagram showing the principle of multi-sampling of MSAA;

[0014] Figure 2A and Figure 2B A schematic diagram showing the anti-aliasing processing of MSAA;

[0015] Figure 3 A flowchart showing the display control method in a game provided by the exemplary embodiments of the present application;

[0016] Figure 4A and Figure 4B respectively show schematic diagrams of a ground travel route and an air flight route provided by an example embodiment of the present application;

[0017] Figures 5A to 5C respectively show schematic diagrams of constructing an air flight route provided by an example embodiment of the present application;

[0018] Figure 6 show a structural schematic diagram of a display control device in a game provided by an example embodiment of the present application;

[0019] Figure 7 show a structural schematic diagram of an electronic device provided by an example embodiment of the present application. DETAILED DESCRIPTION

[0020] In order to make the objectives, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be described clearly and completely below with reference to the drawings in the embodiments of the present application. It should be understood that the drawings in the present application only serve the purpose of description and illustration, and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn according to the actual proportions. The flowcharts show the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowcharts can not be implemented in sequence, and the steps without logical context relationship can be reversed in sequence or implemented simultaneously. In addition, one or more other operations can be added to the flowcharts or one or more operations can be removed from the flowcharts under the guidance of the content of the present application.

[0021] The terms “one”, “an”, “the” and “said” are used in the present specification to denote the presence of one or more elements / components / etc.; the terms “include” and “have” are used in the present specification to denote an open-ended inclusion in such a way that additional elements / components / etc. can be present in addition to the listed elements / components / etc.; the terms “first” and “second” are used only as labels, and are not intended to limit the number of objects.

[0022] It should be understood that in the embodiments of the present application, “at least one” means one or more, and “multiple” means two or more than two. “And / or” is only a description of the relationship between the associated objects, which means that there can be three relationships, for example, A and / or B can mean that there are three cases of A alone, A and B together, and B alone. The character “ / ” generally represents an “or” relationship between the associated objects. “Including A, B and / or C” means including any 1 or any 2 or 3 of A, B and C.

[0023] It should be understood that, in the embodiments of the present application, “B corresponding to A”, “B corresponding to A”, “A corresponding to B” or “B corresponding to A” means that B is associated with A, and B can be determined according to A. Determining B according to A does not mean that B is determined only according to A, but also can be determined according to A and / or other information.

[0024] In addition, the described embodiments are only part of the embodiments of the present application, not all. The components of the embodiments of the present application described and shown in the drawings herein can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the claimed application, but only represents selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without creative labor are within the scope of protection of the present application.

[0025] With the development of computer technology, more and more types of games can be played. In a large-scale multiplayer online strategy game, a large number of players perform game behaviors on the same sandbox map, such as going on a campaign, marching, fighting, etc. Sometimes a marching line is displayed in the game scene, which points from the starting point to the destination, and is used to guide the marching direction and / or marching path. One or more marching lines can be displayed within the visual range of the player, including the marching lines of the own side and / or the enemy side. The player can know the starting point and the destination by viewing the marching line, and can also determine whether the marching line is hostile to the own side or make strategic deployment.

[0026] Currently, the marching line is usually displayed in the form of a line in the game scene. In the present application, the marching line can be displayed in various presentation modes, such as straight line, polyline, arc line, etc. Furthermore, the display effect of the Z axis (virtual elevation value) can also be introduced for the marching line to reflect the 3D (Three Dimensions) texture.

[0027] The marching line is usually generated in the game scene, which results in the effect that the marching line appears larger near and smaller far according to the change of the lens height of the virtual camera. When the distance is very far, the pixels of the line are too small, which results in that the line is displayed in a jagged manner. When the distance is further, especially for the arc line, it will be broken into a straight line, which is no longer a continuous arc line.

[0028] In the related art, the anti-aliasing technical solutions include MSAA (Multi-Sample Anti-Aliasing), FXAA (Fast Approximate Anti-Aliasing), TAA (Temporal Anti-Aliasing), etc.

[0029] Taking the MSAA anti-aliasing solution as an example, MSAA samples multiple times around each pixel, for example, as shown in the following figure:Figure 1B As shown, one sample point in Figure 1A is replaced by four sample points, and the color weighted average of these four sample points is recalculated, and the same processing is performed on all pixel points to obtain an anti-aliasing result, as shown in Figure 2B The anti-aliasing processing effect diagram for the image of Figure 2A is shown.

[0030] In the MSAA anti-aliasing scheme, each pixel point needs to be sampled multiple times, and the low-frequency region pixels inside the image that do not need anti-aliasing are also sampled multiple times, causing unnecessary performance waste, and the sampling itself has a large overhead for low-performance machines, so the MSAA calculation consumes a lot.

[0031] FXAA is a screen post-processing technology, and the calculation overhead is reduced compared to MSAA, but it causes overall blurring of the screen, and both of these schemes cannot solve the problem of the broken continuous curved line when the marching line is far away from the virtual camera.

[0032] TAA is a time series-based technical solution that can handle the problem of broken continuous curved lines to some extent, but this technology is also a screen post-processing technology that produces motion blur and ghosting, and the calculation overhead of TAA is also large.

[0033] That is, the traditional anti-aliasing scheme (such as MSAA, FXAA) cannot solve the broken phenomenon of the curved arc line pixel when it is far away from the virtual camera, and the post-processing technology (such as FXAA, TAA) will have unnecessary effects on other models on the screen (such as blurring, ghosting, etc.).

[0034] To solve the problem of at least one of the above aspects, the present application proposes a self-adaptive display control scheme based on the sight distance, which has very low calculation overhead. In addition, it can effectively solve the problem of jagged display at a long distance, especially the broken problem of the long and curved marching line in the game, and can effectively solve it without affecting other models.

[0035] First, the names involved in the embodiments of the present application are introduced.

[0036] Terminal device:

[0037] The terminal device involved in the embodiments of the present application mainly refers to an electronic device capable of providing a user interface (User Interface) to realize human-computer interaction. In an exemplary application scenario, the terminal device can be a smart device used to provide a game screen (such as an interface presenting a game scene) and capable of performing control operations on a virtual object. The terminal device can include, but is not limited to, any one of the following devices: a smart phone, a tablet computer, a portable computer, a desktop computer, a game console, a personal digital assistant (PDA), an e-book reader, an MP4 (Moving Picture Experts Group Audio Layer IV) player, and the like. The terminal device has installed and running therein an application program supporting a game scene, such as an application program supporting a three-dimensional game scene. The application program can include, but is not limited to, any one of a virtual reality application program, a three-dimensional map program, a military simulation program, a MOBA game (Multiplayer Online Battle Arena), a multiplayer gun battle type survival game, and a third-person shooting game (TPS, Third-Personal Shooting Game). Alternatively, the application program can be a stand-alone application program, such as a stand-alone 3D game program, or a network online application program.

[0038] In one case, the terminal device has a display, a game console body independent of the display, and an input unit, such as a mouse, a keyboard, or a handle, independent of the game console body, and a plurality of input buttons are arranged on the input unit. In another case, for a portable terminal device, there is a game console body, a liquid crystal display arranged at a substantially central portion of the game console body, and an input unit, such as a plurality of input buttons, arranged on both sides of the liquid crystal display, or the portable terminal device can have a touch screen serving as the input unit. In the above terminal device, various commands can be indicated to a game character displayed on the display by operating the input unit.

[0039] Graphical user interface:

[0040] A graphical user interface is a display format for human-computer communication, which allows a user to manipulate icons, labels, or menu options on a screen using an input device such as a mouse, a keyboard, and / or a game handle, and also allows the user to manipulate icons or menu options on a screen by performing a touch operation on a touch screen of a touch terminal to select a command, start a program, or perform some other tasks. In a game scene, a game scene interface and a game configuration interface can be displayed in the graphical user interface.

[0041] Virtual scene:

[0042] A virtual environment displayed (or provided) by an application when the application is running on a terminal device or a server. Optionally, the virtual scene is a simulated environment of the real world, or a semi-simulated semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, and the virtual environment can be a sky, a land, a sea, etc. Among them, the virtual scene is a scene in which a user controls a virtual object to complete game logic, and optionally, the virtual scene is also used for a virtual environment battle between at least two virtual objects, and in the virtual scene, there are virtual resources available for use by the at least two virtual objects.

[0043] Virtual object:

[0044] A virtual object that can be controlled by a player in a virtual environment, including but not limited to at least one of a virtual person, a virtual animal, an animation character, a virtual warship, a virtual vehicle, a virtual airplane, and a virtual ship, and can also be a non-player-controlled virtual object (NPC). Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object can be a three-dimensional virtual model, and each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional character constructed based on three-dimensional human skeleton technology, or a three-dimensional object constructed based on three-dimensional technology, and the virtual object realizes different external images by being endowed with different skins. In some implementations, the virtual object can also be implemented in a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present application.

[0045] There can be multiple virtual objects in the virtual scene, which are virtual objects controlled by players (i.e., objects controlled by players through input devices, touch screens), or artificial intelligence (AI) set in a virtual environment battle through training. Optionally, the virtual object is an object that battles in a game scene, and optionally, the number of virtual objects in the virtual scene battle is a preset setting, or is dynamically determined according to the number of terminal devices that join the virtual battle, which is not limited in the embodiments of the present application. In one possible implementation, a user can control a virtual object to move in the virtual scene, and can also control the virtual object to use skills, virtual props, etc. provided by an application to fight other virtual objects.

[0046] In an optional embodiment, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game picture. The local terminal device is used to interact with a player through a graphical user interface, that is, a conventional game program is downloaded and installed through an electronic device and is run. The manner in which the local terminal device provides the graphical user interface to the player can include various manners, for example, the graphical user interface can be rendered to be displayed on a display screen of the terminal device, or the graphical user interface is provided to the player through holographic projection. For example, the local terminal device can include a display screen used to present a graphical user interface including a game scene picture and a game configuration interface, and a processor used to run the game, generate the graphical user interface, and control display of the graphical user interface on the display screen.

[0047] An application scenario applicable to the present application is introduced. The present application can be applied to the technical field of games. In the game, a plurality of players participating in the game jointly join a same virtual match.

[0048] Before entering the virtual match, the player can select different role attributes for a virtual role of the player in the virtual match, for example, an identity attribute. Different role attributes are assigned to determine different camps, so that the player wins the game match by performing a task assigned by the game in a different match stage of the virtual match, for example, a plurality of virtual roles having an A role attribute win the game match by "eliminating" virtual roles having a B role attribute in the match stage. Here, each virtual role participating in the virtual match can also be randomly assigned a role attribute when entering the virtual match.

[0049] An implementation environment provided by an embodiment of the present application can include a first terminal device, a server, and a second terminal device. The first terminal device and the second terminal device respectively communicate with the server to implement data communication. In the embodiment, the first terminal device and the second terminal device respectively install an application program for executing a display control method provided by the present application, and the server is a server end for executing the display control method provided by the present application. Through the application program, the first terminal device and the second terminal device can respectively communicate with the server.

[0050] Taking the first terminal device as an example, the first terminal device establishes communication with the server by running an application. In an optional embodiment, the server establishes a virtual battle according to a game request of the application. The parameters of the virtual battle can be determined according to the parameters in the received game request, for example, the parameters of the virtual battle can include the number of participants in the virtual battle, the level of the characters participating in the virtual battle, and the like. When the first terminal device receives the response of the game server, the game scene corresponding to the virtual battle is displayed through the graphical user interface of the first terminal device. The first terminal device is a device controlled by a first user, and the virtual character displayed in the graphical user interface of the first terminal device is a player character (i.e., a first virtual character) controlled by the first user. The first user inputs character operation instructions through the graphical user interface to control the player character to perform corresponding operations in the game scene.

[0051] Taking the second terminal device as an example, the second terminal device establishes communication with the server by running an application. In an optional embodiment, the server establishes a virtual battle according to a game request of the application. The parameters of the virtual battle can be determined according to the parameters in the received game request, for example, the parameters of the virtual battle can include the number of participants in the virtual battle, the level of the characters participating in the virtual battle, and the like. When the second terminal device receives the response of the server, the game scene corresponding to the virtual battle is displayed through the graphical user interface of the second terminal device. The second terminal device is a device controlled by a second user, and the virtual character displayed in the graphical user interface of the second terminal device is a player character (i.e., a second virtual character) controlled by the second user. The second user inputs character operation instructions through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.

[0052] The server performs data calculation according to the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the graphical user interface to render the corresponding game scene and / or virtual character according to the synchronization data issued by the game server.

[0053] In the embodiment, the first virtual character controlled by the first terminal device and the second virtual character controlled by the second terminal device are virtual characters in the same virtual battle. The first virtual character controlled by the first terminal device and the second virtual character controlled by the second terminal device can have the same character attribute, or can have different character attributes. The first virtual character controlled by the first terminal device and the second virtual character controlled by the second terminal device can belong to the same camp, or can belong to different camps.

[0054] It should be noted that in the virtual battle, two or more virtual characters can be included, and different virtual characters can correspond to different terminal devices, that is, in the virtual battle, two or more terminal devices respectively send and synchronize game data with the game server.

[0055] The display control method in an embodiment of the present application can run on a local terminal device or a server. When the method runs on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0056] In an optional embodiment, various cloud applications, such as cloud games, can run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the running mode of cloud games, the running body of the game program and the presentation body of the game picture are separated, and the storage and running of the information display method are completed on the cloud game server. The client device is used for receiving and sending data and presenting game pictures. For example, the client device can be a display device close to the user side with data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc. However, the cloud game server in the cloud end performs information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server, the cloud game server runs the game according to the operation instructions, encodes and compresses the game picture and other data, returns the data to the client device through the network, and finally decodes and outputs the game picture through the client device.

[0057] In an optional embodiment, taking games as an example, the local terminal device stores a game program and is used for presenting a game picture. The local terminal device is used for interacting with the player through a graphical user interface, that is, the conventional game program is downloaded and installed through an electronic device and is run. The way in which the local terminal device provides the graphical user interface to the player can include various ways, for example, the graphical user interface can be rendered and displayed on the display screen of the terminal, or the graphical user interface can be provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor, the display screen is used for presenting a graphical user interface, the graphical user interface includes a game picture, and the processor is used for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0058] In a possible embodiment, the embodiment of the present application provides a display control method in a game, which provides a graphical user interface through a terminal device. The terminal device can be the aforementioned local terminal device or the aforementioned client device in the cloud interaction system.

[0059] To facilitate the understanding of the present application, the display control method in a game, device and storage medium provided by the embodiments of the present application are described in detail below.

[0060] Referring to Figure 3 The flowchart of the display control method in a game provided by the exemplary embodiments of the present application is generally applied in a game server, for example, the cloud game server described above, but the present application is not limited thereto.

[0061] Graphics processing generally involves the coordination of two processors, a central processing unit (CPU) and a graphics processing unit (GPU), where the GPU is a specialized electronic circuit designed to speed up the creation of images in a frame buffer intended for output to a display, and can be used in embedded systems, mobile phones, personal computers, tablet computers, portable game devices, workstations, and game consoles.

[0062] For example, the CPU can send commands to the GPU to implement a particular graphics processing task, such as rendering a frame of an image, and to render a texture for a particular program, the GPU can execute a series of processing tasks in a "graphics pipeline" to transform the visual elements in a virtual scene into an image that can be presented on a display. A typical graphics pipeline can include performing certain rendering or shading operations on virtual objects in a virtual space, performing transformations and rasterization on virtual objects in a virtual scene to produce pixel data in a form suitable for output to a display, and performing additional rendering tasks on pixels (or fragments) before the rendered image is output on a display.

[0063] Virtual objects in a virtual space are often described in terms of shapes that are known as primitives, and the shapes and primitives together constitute the shape of an object in a virtual scene. For example, an object to be rendered in a three-dimensional virtual world can be reduced to a series of different triangular primitive shapes having vertices defined in terms of their coordinates in three-dimensional space, whereby these polygons constitute the surface of the object. Each polygon can have an associated index that can be used by a graphics processing system to distinguish a given polygon from other polygons. Likewise, each vertex can have an associated index that can be used to distinguish a given vertex from other vertices. The graphics pipeline can perform certain operations on these primitives to produce visual elements of a virtual scene and transform this data into a two-dimensional format suitable for reproduction by the pixels of a display.

[0064] The display control method provided in the embodiments of the present application can be executed in a GPU to output a frame of game image.

[0065] As Figure 3 shown, in step S101, in response to a game image drawing instruction, a target line-shaped element in the visual range is identified.

[0066] In the embodiments of the present application, the virtual scene of the game can be a two-dimensional virtual environment and / or a three-dimensional virtual environment. For example, when the virtual scene of the game is displayed in the form of an electronic map, the virtual scene can correspond to a two-dimensional scene map and / or a three-dimensional scene map, including but not limited to a virtual reality map, a military simulation map, and a map in a game.

[0067] The above-mentioned visible range can refer to a range area of the virtual scene that can be seen through the screen of the terminal device. Here, the size of the range area of the virtual scene displayed on the screen of the terminal device can be changed. For example, when the scene map of the virtual scene is zoomed in or out, the scene map of the virtual scene can be enlarged or reduced, and the range area of the virtual scene displayed on the screen of the terminal device also changes accordingly. That is, the zooming scale of the map is negatively correlated with the range area of the virtual scene displayed in the graphical user interface. For example, the larger the zooming scale of the map, the smaller the range area of the virtual scene displayed in the visible range, and the smaller the zooming scale of the map, the larger the range area of the virtual scene displayed in the visible range.

[0068] In the embodiments of the present application, the game image displayed on the graphical user interface can be a picture obtained by observing the virtual scene at a preset height with a preset observation angle of view of a virtual camera. For example, a picture obtained by observing the virtual scene with an observation angle of view having a preset lens height and taking a preset virtual object or a preset coordinate position in the virtual scene as the observation center.

[0069] At this time, as the observation angle of view changes, or as the observation center changes, or as the lens height changes, the display content of the game picture displayed on the screen of the terminal device also changes. In addition, when a sliding operation (such as panning the map) of the user on the scene map of the virtual scene is received, the scene map of the virtual scene can be controlled to move in the screen of the terminal device, which is equivalent to keeping the lens height of the virtual camera unchanged, and controlling the scene map of the virtual scene to move so that the display content displayed on the screen of the terminal device changes synchronously.

[0070] In the embodiments of the present application, the game image is calculated and presented every frame based on the change of the positional relationship between each vertex and the virtual camera. When each frame of the game image needs to be loaded, a game image rendering instruction is generated.

[0071] In a preferred embodiment, the display control scheme of this application can process virtual elements presented in a line-like form in a game's virtual scene to improve their display effect. For example, it can identify objects to be drawn that are presented in a line-like form within the visible range of the virtual scene. In particular, for line-like elements that are at least partially presented in an arc form, the processing method of this application can effectively solve display problems such as jaggedness and breaks.

[0072] In an alternative embodiment, the target line-like element may refer to a route marker generated in the virtual scene to represent the movement path of a virtual unit in the virtual scene, such as a marching line generated in the virtual scene.

[0073] For example, virtual units may include deployed units in the game. Deployed units typically consist of one or more virtual objects, which can be dynamic objects controlled by the player in the virtual environment. Optionally, virtual units in the game can employ different movement methods, such as ground movement and flight movement. Ground movement can include, but is not limited to, at least one of the following: walking (e.g., normal movement skills), sprinting (e.g., speed-up movement skills), or movement using items (e.g., ground vehicles, i.e., various vehicles, ships, etc. provided in the virtual scene). For ground movement, deployed units can refer to ground troops. In this case, the target line state element can be a ground movement route representing the ground troops moving in the virtual scene using ground movement.

[0074] Figure 4A This is a schematic diagram of the ground travel route provided in the embodiments of this application.

[0075] like Figure 4A As shown, the virtual scene of the game is displayed in the graphical user interface 20 provided by the terminal device 10. The virtual scene includes multiple virtual plots, such as virtual plot 201, virtual plot 202, and virtual plot 203.

[0076] For example, players can control virtual objects in the game to capture virtual plots of land, thus determining the ownership status of those plots. For instance, when a virtual plot is captured by a player-controlled virtual object in a virtual scene, the ownership status of that captured plot changes. Here, ownership status represents the owner of the virtual plot. Figure 4A In the example, virtual plots 201, 202, and 203 are characterized by their different affiliations through different filling methods.

[0077] In the present example, K11 is a route identifier used to represent a ground travel route, and for the case where the ground travel route K11 is of the same ownership as the virtual plot 202, the ground travel route K11 is allowed to pass through the virtual plot 202, as shown in the figure, the route can pass through the area where the virtual plot is located.

[0078] Optionally, the ground travel route of the virtual unit can be presented in a straight line form, and / or in a broken line form (as shown in K11), and / or in a curved arc line form, and can also be a combination of broken lines and arc lines. For the ground travel route, each moving track point on the ground travel route is usually expressed in two-dimensional coordinates, i.e., when traveling in a ground moving manner, the change in ground elevation can not be considered, and only movement on the ground plane is considered. Figure 4A

[0079] Here, the ground travel route K11 is displayed in the virtual scene, and when at least one of the observation angle, the observation center, and the lens height of the virtual camera changes, since the position of the ground travel route K11 in the virtual scene does not change, the positional relationship between the virtual camera and the vertices on the ground travel route K11 changes.

[0080] With the change of the positional relationship between the virtual camera and the vertices on the ground travel route K11, as the distance between the virtual camera and the vertices on the ground travel route K11 continuously increases, the pixels on the ground travel route are reduced, and especially for the ground travel route containing an arc line, the line presented in the game image can have a jagged and broken problem, and therefore, the display problem can be solved by the display control scheme of the present application.

[0081] In a preferred embodiment, for the ground travel route, each moving track point on the ground travel route can also be expressed in three-dimensional coordinates, i.e., the display effect of the Z-axis is introduced for the march route, and an example is used to reflect the changes in terrain such as hills and valleys during the marching of ground troops. In this case, the line presented in the game image can also have a jagged and / or broken problem, and therefore, the problem can be solved by the display control scheme of the present application.

[0082] For example, the flight moving manner can include but is not limited to at least one of the following: flight (such as flight moving skills), or moving by means of props (such as air mobile vehicles, i.e., various spaceships, airplanes, etc. provided in the virtual scene). Wherein, for the flight moving manner, the marching unit can refer to the flight troops, and at this time, the target line state element can be an air flight route used to represent the flight of the flight troops in the virtual scene in the flight moving manner. ​

[0083] Figure 4B A schematic diagram showing the air flight route.

[0084] In a preferred embodiment, for the air flight route, a straight line between the departure location and the destination location can be adopted in the virtual scene. Alternatively, each movement track point on the flight movement path can be expressed in the form of two-dimensional coordinates, and in this case, the route identifier of the ground travel route and the route identifier of the flight movement path can be displayed differently in the virtual scene, so as to represent different movement modes in different display modes.

[0085] Preferably, each movement track point on the flight movement path can also be expressed in the form of three-dimensional coordinates, such as the air flight route K22 in Figure 4B , so as to reflect the change of the flight height of the flight force during the travel.

[0086] The game picture displayed in the graphical user interface 10 can only display part of the virtual scene of the game, since the virtual scene range in the game match is large. Meanwhile, the marching distance of the expedition unit in the virtual scene can also be long, and thus the marching line distance corresponding to the expedition unit can also be long, and it can be difficult to display the complete marching line in most game pictures. As shown in Figure 4A and Figure 4B , only part of the ground travel route and the air flight route is displayed.

[0087] Here, the player selects the destination and controls the expedition unit to advance (expedition, sweep, etc.), and the marching line is displayed on the graphical user interface. The marching line points from the departure location to the destination, and is a guide line for guiding the marching direction and distance of the expedition unit. The marching line can be distinguished according to different colors for different player camps, such as the own force, the friendly force, the enemy force, etc.

[0088] Alternatively, the marching line represents the movement route of the expedition unit in the game scene, and the expedition unit can advance along the path indicated by the marching line. Exemplarily, the color corresponding to the route walked by the expedition unit along the marching line becomes lighter, and the marching line can disappear when the expedition unit reaches the destination.

[0089] The specific manner of constructing the air flight route in the exemplary embodiments of the present application will be described below in conjunction with Figures 5A to 5C . It should be understood that the manner of constructing the air flight route in the virtual scene listed in the following figures is only exemplary, and the present application is not limited thereto, and the air flight route can also be generated by other manners.

[0090] In Figure 5AIn the example shown in FIG. 6, it is assumed that the departure location is Q and the destination is Z. When constructing the air flight route from the departure location Q to the destination Z, a ray with a preset angle can be drawn from the departure location Q and the destination Z respectively to form a triangle with the two rays and the line segment between the departure location Q and the destination Z. An arc that is tangent to the two oblique sides of the triangle and passes through the departure location Q and the destination Z can be selected as the air flight route D1 from the departure location Q to the destination Z. For example, the preset angle can be 20 degrees, or other angle values, which are not limited in the present application.

[0091] Figure 5B In the example shown in FIG. 6, the distance from the departure location Q to the destination Z is greater than the distance between the two locations in FIG. 5, and the height value of the center point of the arc (e.g., the vertical height value of the center point to the ground) is less than the limit height threshold value. In this case, the air flight route can be constructed in the manner shown in FIG. 5. Figure 5A Figure 5A In the example shown in FIG. 6, the distance from the departure location Q to the destination Z is greater than the distance between the two locations in FIG. 5, and the height value of the center point of the arc (e.g., the vertical height value of the center point to the ground) is less than the limit height threshold value. In this case, the air flight route can be constructed in the manner shown in FIG. 5.

[0092] In the example shown in FIG. 6, the distance from the departure location Q to the destination Z is greater than the distance between the two locations in FIG. 5, and the height value of the center point of the arc (e.g., the vertical height value of the center point to the ground) is less than the limit height threshold value. In this case, the air flight route can be constructed in the manner shown in FIG. 5. Figure 5C Returning to FIG. 1, in step S102, a feature adjustment value of each vertex on the target line-shaped element is determined according to the positional relationship between each vertex and the virtual camera.

[0093] Here, the GPU can perform the rendering tasks of the graphics pipeline by implementing programs commonly referred to as shaders. A typical graphics pipeline can include a vertex shader that can manipulate certain properties on a per-vertex basis, a pixel shader (also referred to as a "fragment shader") that operates downstream of the vertex shader in the graphics pipeline and can manipulate certain values on a per-pixel basis between the transmission of pixel data to a display, and other shaders at various stages in the pipeline, such as a geometry shader that uses the output of the vertex shader to generate a new set of primitives, and a compute shader (CS) that can be implemented by the GPU to perform certain other general-purpose computing tasks.

[0094] For example, the game application can issue a drawing instruction for drawing a game image each time the game application needs to generate a frame of the game image.

[0095]

[0096] ​​Taking a game application as an example of the application program, in an optional embodiment, when the game application is started, the game application can send a drawing instruction to the graphics library to call a drawing function in the graphics library to generate a corresponding game image by image drawing according to the drawing instruction. Generally, the drawing instruction can include vertex information, texture information, shader information, etc. of the corresponding image to be drawn. The vertex information is used to indicate the number and position of vertices constituting the corresponding object, the texture information is used to indicate the color or specific pattern to be filled on the surface of the corresponding object, and the shader information generally includes the identification, storage address, etc. of the shader. Based on this, the corresponding shader can be called according to the shader information, so as to draw the image to be drawn according to the vertex information and the texture information. For example, taking a vertex shader and a pixel shader as examples of the shader, the vertex shader can draw the outline of the image to be drawn according to the vertex information, and the pixel shader can fill the image to be drawn with color according to the texture information.

[0097] Preferably, the step of determining the feature adjustment value of each vertex can be performed in the vertex shader, and in the present application, a sampling process is performed once for each vertex on the target line-shaped element, so as to effectively reduce the calculation consumption.

[0098] It can be understood that the vertex shader (also referred to as a vertex shading engine or a vertex shader) is mainly responsible for the operation and processing of the geometric relationship of the vertex, for example, a processing unit for adding various special effects in a three-dimensional scene, and the programmable feature of the vertex shader allows the developer to adjust various special effects by loading new software instructions. Each vertex can be clearly defined by various data parameters, for example, but not limited to, the x, y, z coordinates of each vertex, and in addition, each vertex can include at least one of color, initial path, material, and light feature.

[0099] In a preferred embodiment of the present application, by the vertex shader, the distance value of the virtual camera to each vertex on the target line-shaped element is calculated, and the determined distance value is transmitted to the next level of processing as a kind of data of the vertex.

[0100] The pixel shader is mainly responsible for the operation and processing of the pixel color, etc. For example, after the relevant data corresponding to each vertex is calculated by the vertex shader, the relevant data is transmitted from the vertex shader to the pixel shader. In addition, the vertex shader can also transmit data to the geometry shader, which receives the vertex as input and acts as a complete pixel. The geometry shader can be further configured to perform various algorithms, such as tessellation, shadow volume generation, etc. The geometry shader then outputs information to a rasterizer, which is responsible for clipping, pixel setup, and determining when and / or how to invoke the pixel shader. The pixel shader is invoked for each pixel covered by the pixel output by the rasterizer. This application does not limit this.

[0101] In a preferred embodiment of the present application, after the distance value of each vertex on the target line-shaped element from the virtual camera is calculated by the vertex shader, the feature adjustment value of each vertex is determined by the pixel shader according to the distance value corresponding to each vertex. Preferably, the feature adjustment value is used to adjust the feature value of the specified display attribute of the vertex.

[0102] That is, the feature adjustment value of each vertex is determined in the pixel shader based on the calculated distance value corresponding to each vertex. It can be understood that for the target line-shaped element in the three-dimensional game scene, such as the vertex set on the marching line, the vertex coordinates can be the coordinates corresponding to each vertex in the three-dimensional game scene. Alternatively, the coordinates corresponding to each vertex in the three-dimensional game scene can not only include three-dimensional world space coordinates, but also have two-dimensional texture coordinates.

[0103] For example, the vertex coordinates in the virtual map can be the texture coordinates corresponding to each vertex in the virtual map, which can be UV coordinates or UVW coordinates. Similar to the X, Y, and Z axes of the space model, U can represent the horizontal coordinate of the image, V can represent the vertical coordinate of the image, and W is perpendicular to the surface of the display, which is generally used for program mapping or some three-dimensional scene mapping technology.

[0104] In a preferred embodiment, the feature adjustment value for each vertex on the target line-shaped element in the present application can refer to a coefficient for representing the change in the U direction. For example, the feature adjustment value can represent the magnification coefficient of the pixel in the width direction in the pixel shader. In the embodiment of the present application, the magnification of the marching line can be determined according to the positional relationship between the virtual camera and each vertex, and preferably, the magnification is performed in the width direction of the pixel.

[0105] Optionally, the distance value between the virtual camera and each vertex on the target line-shaped element comprises a length value of a line connecting the virtual camera and the vertex, and the feature adjustment value of each vertex is positively correlated with the distance value corresponding to the vertex. That is, the farther the distance value between the virtual camera and each vertex, the greater the feature adjustment value of the vertex, i.e., the greater the magnification coefficient of the pixel corresponding to the vertex in the width direction (equivalent to more thickening of the line width), and correspondingly, the closer the distance value between the virtual camera and each vertex, the smaller the feature adjustment value of the vertex, i.e., the smaller the magnification coefficient of the pixel corresponding to the vertex in the width direction (equivalent to less thickening of the line width).

[0106] In a preferred embodiment of the present application, a truncation interval is introduced to constrain the change of the feature adjustment value of each vertex within a certain range to avoid additional calculation processing.

[0107] For example, based on the truncation interval and the distance value corresponding to each vertex, a truncated distance value corresponding to each vertex is determined respectively to determine the feature adjustment value of each vertex according to the determined truncated distance value. For example, the truncation interval is used to represent the distance limit boundary from the virtual camera to the vertex on the target line-shaped element. Based on the display effect of the line on the game image at different distances, the upper limit value (maximum magnification coefficient) and the lower limit value (minimum magnification coefficient) of the magnification coefficient of the pixel in the width direction are determined, and the distance limit value between the virtual camera and the vertex is calculated based on the determined upper limit value and lower limit value of the magnification coefficient, thereby forming the truncation interval.

[0108] In an optional embodiment, the feature adjustment value corresponding to each vertex can be calculated by comparing the distance value corresponding to the vertex with the truncation interval.

[0109] In one case, the distance value corresponding to the vertex is not greater than (less than or equal to) the minimum distance limit value, and at this time, the minimum distance limit value is determined as the truncated distance value corresponding to the vertex, and the minimum distance limit value is the lower limit value of the truncation interval.

[0110] In this case, the minimum magnification coefficient corresponding to the minimum distance limit value is determined as the feature adjustment value of the vertex, and for example, the minimum magnification coefficient can be selected as 1, i.e., when the distance between the virtual camera and the vertex is close (the distance value is less than or equal to the minimum distance limit value), there is no need to adjust the line width of the vertex in the width direction.

[0111] In another case, the distance value corresponding to the vertex is not less than (greater than or equal to) the maximum distance limit value, and at this time, the maximum distance limit value is determined as the truncated distance value corresponding to the vertex, and the maximum distance value is greater than the minimum distance value, and the maximum distance limit value is the upper limit value of the truncation interval.

[0112] In this case, the maximum amplification factor corresponding to the maximum distance limit is determined as the feature adjustment value of the vertex, that is, when the distance between the virtual camera and the vertex is far apart and reaches a certain degree (distance value ≥ maximum distance limit), the line width of the vertex in the width direction can be adjusted with a fixed amplification factor.

[0113] In another case, the distance value corresponding to the vertex is greater than the minimum distance limit or less than the maximum distance limit, at this time, the distance value is determined as the truncation distance value corresponding to the vertex, that is, the truncation distance value changes with the change of the distance value between the virtual camera and the vertex.

[0114] In this case, the feature adjustment value of the vertex is positively correlated with the truncation distance value corresponding to the vertex, that is, the farther the distance value between the vertex and the virtual camera, the greater the feature adjustment value of the vertex, and the closer the distance value between the vertex and the virtual camera, the smaller the feature adjustment value of the vertex.

[0115] In an optional example, the feature adjustment value corresponding to each vertex can be calculated in the following way:

[0116]

[0117] In the above formula, k represents the feature adjustment value corresponding to a vertex, k max represents the maximum amplification factor, k min represents the minimum amplification factor, preferably, k min = 1, D min represents the minimum distance limit, D max represents the maximum distance limit, D represents the distance value between the virtual camera and the vertex.

[0118] In step S103, game image rendering is performed based on the feature adjustment value of each vertex on the target line-shaped element.

[0119] For example, the line width of a pixel in the width direction can be magnified by a pixel shader based on the feature adjustment value of each vertex to achieve rendering of the target line-shaped element in a frame of game image.

[0120] Through the above processing mode, not only can the basic performance of the game be ensured from being consumed too high, but also the anti-aliasing effect display of the marching line can be calculated in real time when the player freely drags the scene map of the virtual scene of the game, realizing the overall harmony of the picture.

[0121] In addition, the problem of increasing the calculation consumption due to performing multiple sampling for each pixel can be solved, and the calculation load and resource consumption of the terminal device or the server can be reduced. In addition, the above processing manner can avoid the problems of blurring and ghosting of lines in the game image.

[0122] Based on the same application concept, the display control device corresponding to the method provided in the above embodiment is also provided in the embodiment of the application. Since the principle of solving problems in the device in the embodiment of the application is similar to the display control method in the above embodiment of the application, the implementation of the device can be referred to the implementation of the method, and the repeated parts will not be described herein.

[0123] Figure 6 A structural schematic diagram of the display control device in the game provided in the exemplary embodiment of the application is shown in FIG. 2. As shown in FIG. 2, the display control device 200 includes: Figure 6

[0124] The element identification module 210 identifies a target line-shaped element in the visual range in response to a game image rendering instruction.

[0125] The vertex adjustment module 220 determines a feature adjustment value of each vertex according to the positional relationship between each vertex on the target line-shaped element and the virtual camera.

[0126] The image rendering module 230 performs game image rendering based on the feature adjustment value of each vertex on the target line-shaped element.

[0127] In a possible implementation of the application, the target line-shaped element is a to-be-rendered object in the visual range, and at least part of the target line-shaped element is in an arc line form.

[0128] In a possible implementation of the application, the target line-shaped element is a route mark generated in the virtual scene and used to represent a moving path of a virtual unit in the virtual scene, wherein the moving path includes a ground travel route representing a first moving manner of the virtual unit in the virtual scene, and / or an air flight route representing a second moving manner of the virtual unit in the virtual scene, and each moving track point on the moving path is expressed in a three-dimensional coordinate form.

[0129] In a possible implementation of the application, the vertex adjustment module 220 includes a vertex shader and a pixel shader, wherein the distance value from the virtual camera to the vertex is calculated through the vertex shader, and the feature adjustment value of the vertex is determined according to the distance value through the pixel shader, and the feature adjustment value is used to adjust the feature value of the specified display attribute of the vertex.

[0130] ​In one possible implementation of this application, the distance value includes the length of the line connecting the virtual camera and the vertex, and the feature adjustment value includes a magnification factor for the pixel in the width direction in the pixel shader, wherein the feature adjustment value of each vertex is positively correlated with the distance value corresponding to that vertex.

[0131] In one possible implementation of this application, the vertex adjustment module 220 is further configured to: determine the truncation distance value corresponding to each vertex based on the truncation interval and the distance value corresponding to each vertex, so as to determine the feature adjustment value of each vertex according to the determined truncation distance value, wherein the truncation interval is used to characterize the distance limit boundary from the virtual camera to the vertex on the target linear element.

[0132] In one possible implementation of this application, the vertex adjustment module 220 calculates the truncation distance value corresponding to each vertex in the following manner: comparing the distance value corresponding to the vertex with the truncation interval; if the distance value is not greater than a minimum distance limit, determining the minimum distance limit as the truncation distance value corresponding to the vertex, wherein the minimum distance limit is the lower limit of the truncation interval; if the distance value is not less than a maximum distance limit, determining the maximum distance limit as the truncation distance value corresponding to the vertex, wherein the maximum distance value is greater than the minimum distance value, wherein the maximum distance limit is the upper limit of the truncation interval; if the distance value is greater than the minimum distance limit or less than the maximum distance limit, determining the distance value as the truncation distance value corresponding to the vertex.

[0133] In one possible implementation of this application, the vertex adjustment module 220 determines the feature adjustment value of each vertex in the following ways: if the truncation distance corresponding to the vertex is the minimum distance limit, the minimum magnification factor corresponding to the minimum distance limit is determined as the feature adjustment value of the vertex; if the truncation distance corresponding to the vertex is the maximum distance limit, the maximum magnification factor corresponding to the maximum distance limit is determined as the feature adjustment value of the vertex; if the truncation distance corresponding to the vertex is the distance from the virtual camera to the vertex, the feature adjustment value of the vertex is positively correlated with the truncation distance value corresponding to the vertex.

[0134] Based on the above-mentioned device, computational costs can be effectively reduced.

[0135] Please see Figure 7 , Figure 7 A schematic diagram of the structure of an electronic device provided as an exemplary embodiment of this application. For example... Figure 7 As shown, the electronic device 300 includes a processor 310, a memory 320, and a bus 330.

[0136] The memory 320 stores machine readable instructions executable by the processor 310, when the electronic device 300 is running, the processor 310 and the memory 320 communicate through the bus 330, the machine readable instructions are executed by the processor 310, can execute the steps of the display control method in any of the above embodiments, specifically as follows:

[0137] In response to the game image rendering instruction, a target line-shaped element in the visual range is identified; according to the positional relationship between each vertex on the target line-shaped element and the virtual camera, a feature adjustment value of each vertex is determined; and the game image is rendered based on the feature adjustment value of each vertex on the target line-shaped element.

[0138] Based on the above electronic device, the calculation consumption can be effectively reduced.

[0139] The computer readable storage medium provided in the embodiment of the present application stores a computer program, and the computer program can execute the steps of the display control method in any of the above embodiments when the processor runs, specifically as follows:

[0140] In response to the game image rendering instruction, a target line-shaped element in the visual range is identified; according to the positional relationship between each vertex on the target line-shaped element and the virtual camera, a feature adjustment value of each vertex is determined; and the game image is rendered based on the feature adjustment value of each vertex on the target line-shaped element.

[0141] Based on the above computer readable storage medium, the calculation consumption can be effectively reduced.

[0142] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the above-described system and device can refer to the corresponding process in the foregoing method embodiments, which will not be repeated here. In the several embodiments provided in the present application, it should be understood that the disclosed system, device and method can be implemented by other ways. The device embodiments described above are only schematic, for example, the division of the units is only a logical function division, and actual implementation can have another division manner, for example, a plurality of units or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the coupling or direct coupling or communication connection between the units or components shown or discussed can be indirect coupling or communication connection through some communication interface, device or unit, which can be electrical, mechanical or other forms.

[0143] The units described as separate components may or may not be physically separate, and the components displayed as units may or may not be physical units, that is, may be located in one place, or may be distributed on multiple network units. Part or all of the units can be selected according to actual needs to achieve the purpose of the embodiment scheme.

[0144] In addition, the functional units in each embodiment of the present application can be integrated in one processing unit, or each unit can be physically present alone, or two or more units can be integrated in one unit.

[0145] If the functions are realized in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer readable storage medium executable by a processor. Based on this understanding, the technical solutions of the present application or the parts of the present application that essentially contribute to the prior art or the parts of the technical solutions can be embodied in the form of software products. The computer software product is stored in a storage medium and includes a plurality of instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: a U disk, a mobile hard disk, a read-only memory (Read-Only Memory, ROM), a random access memory (Random Access Memory, RAM), a magnetic disk or an optical disk, and various program code storage media.

[0146] The above is only a specific embodiment of the present application, but the protection scope of the present application is not limited thereto. Any person skilled in the art can easily think of changes or replacements within the technical scope disclosed in the present application, which should be covered within the protection scope of the present application. Therefore, the protection scope of the present application should be subject to the protection scope of the claims.

Claims

1. A display control method in a game, characterized by, The method comprises the following steps: In response to the game image drawing instruction, a target line element in the visual range is identified; A distance value from the virtual camera to each vertex on the target line element is calculated by a vertex shader, wherein the distance value comprises a length value of a line connecting the virtual camera and the vertex; A feature adjustment value of each vertex on the target line element is determined according to the distance value by a pixel shader, wherein the feature adjustment value is used to adjust a feature value of a specified display attribute of the vertex, and the feature adjustment value comprises an amplification coefficient of a pixel in the width direction in the pixel shader, and the feature adjustment value of each vertex is positively correlated with the distance value corresponding to the vertex; Game image drawing is performed based on the feature adjustment value of each vertex on the target line element.

2. The method of claim 1, wherein, The target line element is an object to be drawn in the visual range, and at least part of the target line element is in an arc form.

3. The method according to claim 1 or 2, characterized in that, The target line element is a route mark generated in the virtual scene and used to represent a moving path of a virtual unit in the virtual scene. The moving path comprises a ground travel route representing the first moving manner of the virtual unit in the virtual scene, and / or an air flight route representing the second moving manner of the virtual unit in the virtual scene, and each moving track point on the moving path is expressed in a three-dimensional coordinate form.

4. The method of claim 1, wherein, The method further comprises the following steps: Based on the distance value corresponding to each vertex and a truncation interval, a truncated distance value corresponding to each vertex is determined respectively, so as to determine the feature adjustment value of each vertex according to the determined truncated distance value, and the truncation interval is used to represent a distance limit boundary from the virtual camera to the vertex on the target line element.

5. The method of claim 4, wherein, The truncated distance value corresponding to each vertex is calculated by the following steps: The distance value corresponding to the vertex is compared with the truncation interval; If the distance value is not greater than a minimum distance limit value, the minimum distance limit value is determined as the truncated distance value corresponding to the vertex, and the minimum distance limit value is a lower limit value of the truncation interval; If the distance value is not less than a maximum distance limit value, the maximum distance limit value is determined as the truncated distance value corresponding to the vertex, the maximum distance limit value is greater than the minimum distance limit value, and the maximum distance limit value is an upper limit value of the truncation interval; If the distance value is greater than the minimum distance limit value or less than the maximum distance limit value, the distance value is determined as the truncated distance value corresponding to the vertex.

6. The method of claim 5, wherein, The feature adjustment value of each vertex is determined by the following steps: If the truncated distance value corresponding to the vertex is the minimum distance limit value, a minimum amplification coefficient corresponding to the minimum distance limit value is determined as the feature adjustment value of the vertex; If the truncated distance value corresponding to the vertex is the maximum distance limit value, a maximum amplification coefficient corresponding to the maximum distance limit value is determined as the feature adjustment value of the vertex; If the vertex corresponds to a cut-off distance value that is a distance value from the virtual camera to the vertex, the feature adjustment value of the vertex is positively correlated with the cut-off distance value corresponding to the vertex.

7. A display control device in a game, characterized by comprising: The device comprises: An element identification module identifies a target line element in the visual range in response to a game image drawing instruction; A vertex adjustment module calculates a distance value from the virtual camera to each vertex on the target line element through a vertex shader, wherein the distance value comprises a length value of a line connecting the virtual camera and the vertex, and determines a feature adjustment value of each vertex on the target line element according to the distance value through a pixel shader, wherein the feature adjustment value is used to adjust a feature value of a specified display attribute of the vertex, and the feature adjustment value comprises a magnification coefficient of a pixel in a width direction in the pixel shader, and the feature adjustment value of each vertex is positively correlated with the distance value corresponding to the vertex; An image drawing module draws a game image based on the feature adjustment value of each vertex on the target line element.

8. An electronic device, comprising: The device comprises: A processor, a storage medium and a bus, the storage medium stores machine readable instructions executable by the processor, when the electronic device is running, the processor and the storage medium communicate through the bus, and the processor executes the machine readable instructions to perform the steps of the method of any one of claims 1 to 6.

9. A computer-readable storage medium, characterized in that, The computer readable storage medium stores a computer program, and the computer program performs the steps of the method of any one of claims 1 to 6 when executed by the processor.

Citation Information

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