CN104574275A - Method for combining maps in drawing process of model - Google Patents
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Abstract
本发明公开了一种在模型绘制过程中合并贴图的方法,即动态的将一个模型中所使用的多张贴图中信息合并到一张贴图中,只有第一次加载贴图的时候会触发合并逻辑并访问多张贴图,之后的访问中,都只需要从一张贴图中即可提取出相应的贴图数据,减少碎片化的访问,提高程序的性能。采用本发明的方法,将一个模型分散加载的多张贴图合并到一个大的贴图中,并维护好了模型和合并后贴图的关系,减少贴图加载过程中打开文件的次数和读取过程中所需要的额外空间,同时能减少零碎的贴图,提高程序的执行效率。
The invention discloses a method for merging textures in the process of model drawing, that is, dynamically merging the information in multiple textures used in a model into one texture, and only when the textures are loaded for the first time, the merging logic will be triggered And access multiple textures, in subsequent visits, you only need to extract the corresponding texture data from one texture, reducing fragmented access and improving program performance. By adopting the method of the present invention, multiple textures of a model scattered loading are merged into a large texture, and the relationship between the model and the merged texture is maintained, and the number of times of opening files in the texture loading process and the time spent in the reading process are reduced. The extra space required can reduce fragmented textures and improve the execution efficiency of the program.
Description
技术领域 technical field
本发明涉及一种在模型绘制过程中合并贴图的方法。 The invention relates to a method for merging textures during model drawing.
背景技术 Background technique
在游戏中,一个模型常常需要打开多张贴图。某些贴图是由多张小贴图,或多张贴图的一部分组合起来的,比如把人物的上衣、皮带、裤子等等分放在不同的贴图上。若是使用传统的方式,则需要打开并加载多张贴图,并读取某些贴图上的一个小区域。对于显卡来说,零碎的贴图会极大的降低性能;对于磁盘来说,打开多个文件也会降低性能和效率。如在一个模型中用到了图1所示的三个张贴图中的线框部分,若需要打开这三张贴图并只使用线框部分所标注的内容,则需要分别打开三张图,并读取线框部分的内容,可以看出使用率较低。 In the game, a model often needs to open multiple textures. Some textures are composed of multiple small textures, or parts of multiple textures, such as putting the character's jacket, belt, pants, etc. on different textures. If you use the traditional way, you need to open and load multiple textures, and read a small area on some textures. For graphics cards, fragmented textures will greatly reduce performance; for disks, opening multiple files will also reduce performance and efficiency. If the wireframe parts of the three stickers shown in Figure 1 are used in a model, if you need to open these three stickers and only use the content marked in the wireframe parts, you need to open the three graphs separately, and read Taking the content of the wireframe part, it can be seen that the usage rate is low.
发明内容 Contents of the invention
为了解决现有技术中存在的上述问题,本发明提供一种在模型绘制过程中合并贴图的方法,即动态的将一个模型中所使用的多张贴图中信息合并到一张贴图中,只有第一次加载贴图的时候会触发合并逻辑并访问多张贴图,之后的访问中,都只需要从一张贴图中即可提取出相应的贴图数据,减少碎片化的访问,提高程序的性能。 In order to solve the above-mentioned problems in the prior art, the present invention provides a method for merging textures during the model drawing process, that is, to dynamically merge the information in multiple textures used in a model into one texture, and only the first When a texture is loaded once, the merging logic is triggered and multiple textures are accessed. In subsequent visits, the corresponding texture data only needs to be extracted from one texture, reducing fragmented access and improving program performance.
本发明所采用的技术方案是: The technical scheme adopted in the present invention is:
一种在模型绘制过程中合并贴图的方法,包括以下步骤: A method for merging textures during model drawing, comprising the following steps:
A. 传入所操作的一个模型ID; A. Pass in a model ID to be operated;
B. 传入所需要加载的多张贴图的名称和位置信息,其每张贴图的位置信息为{贴图名称,x,y,w,h},其中贴图名称为文件名或文件名的哈希值,{x,y,w,h}是分块位置信息, x、y为要加载的位置的坐标,w、h为高宽信息; B. Pass in the name and location information of multiple textures that need to be loaded, and the location information of each texture is {texture name, x, y, w, h}, where the texture name is the file name or the hash value of the file name, {x, y, w, h} is the location information of the block, x, y are the coordinates of the location to be loaded, and w, h are the height and width information;
C. 在合并名称表中查询这个模型的ID值,查看模型是否已经合并过贴图,若没有则暂时中断加载流程并进入贴图合并流程,并待合并流程结束后重新开始加载流程;否则读取出模型ID对应的贴图映射表和合并贴图名称并进入下一步; C. Query the ID value of this model in the merge name table to check whether the model has merged textures. If not, temporarily interrupt the loading process and enter the texture merging process, and restart the loading process after the merging process is completed; otherwise, read the model ID The corresponding texture mapping table and merged texture name and go to the next step;
D. 根据合并贴图名称打开合并后的贴图; D. Open the merged texture according to the name of the merged texture;
E. 在贴图映射表中查找下一张贴图的信息,其传入值是{贴图名称,x,y}这样一个三元组,得到的传出值为{x’,y’}; E. Find the information of the next texture in the texture mapping table. The incoming value is a triplet such as {texture name, x, y}, and the outgoing value is {x’, y’};
F. 读取出{合并贴图名称,x’,y’,w,h}位置的贴图信息,将其加载到内存中,并将其信息传给模型; F. Read out the texture information at the position of {merged texture name, x’, y’, w, h}, load it into the memory, and pass the information to the model;
G. 若所有贴图都已经加载则结束加载流程,否则返回步骤e)加载下一张贴图。 G. If all textures have been loaded, end the loading process, otherwise return to step e) to load the next texture.
上述步骤C中,所述贴图合并流程包括以下步骤: In the above step C, the texture merging process includes the following steps:
a. 传入所操作的一个模型ID; a. Pass in a model ID to be operated;
b. 传入所需要加载的多张贴图的名称和位置信息,其每张贴图的位置信息为{贴图名称,x,y,w,h}; b. Pass in the name and location information of multiple textures that need to be loaded, and the location information of each texture is {texture name, x, y, w, h};
c. 生成一张空白的合并贴图; c. Generate a blank merged texture;
d. 生成一张空的贴图映射表; d. Generate an empty texture map;
e. 根据位置信息{贴图名称,x,y,w,h}加载一张贴图; e. Load a texture according to the location information {texture name, x, y, w, h};
f. 在合并贴图中找到一个空位置,将加载的贴图写入到合并贴图中的空位置处,并记下此位置的坐标,即{x’,y’}; f. Find an empty position in the combined texture, write the loaded texture into the empty position in the combined texture, and write down the coordinates of this position, namely {x’,y’};
g. 将{贴图名称,x,y}和{x’,y’}的对应关系加入到贴图映射表中; g. Add the corresponding relationship between {texture name, x, y} and {x’, y’} to the texture mapping table;
h. 若所有贴图都已经加载完毕,则进入步骤j),否则返回步骤e)合并下一张贴图; h. If all textures have been loaded, go to step j), otherwise return to step e) to merge the next texture;
i. 将合并贴图保存到磁盘上,并将其命名; i. Save the merged texture to disk and name it;
j. 将模型ID、贴图映射表和合并贴图名称加入合并命中表中,合并流程结束。 j. Add the model ID, texture mapping table, and merged texture name to the merged hit list, and the merge process ends.
上述贴图合并流程的步骤c中,生成的合并贴图的宽、高值要大于等于传入的所有贴图中w,h的最大值。 In step c of the above texture merging process, the width and height of the generated merged texture must be greater than or equal to the maximum values of w and h in all the textures passed in.
上述贴图合并流程的步骤f中,若合并贴图中的空位大小不足以保存加载的贴图,则增加合并贴图的宽、高值,其增加的值是当前贴图的w,h。 In step f of the above texture merging process, if the size of the space in the merged texture is not enough to save the loaded texture, then increase the width and height of the merged texture, and the increased values are w, h of the current texture.
本发明的有益效果是: The beneficial effects of the present invention are:
采用本发明的方法,将一个模型分散加载的多张贴图合并到一个大的贴图中,并维护好了模型和合并后贴图的关系,减少贴图加载过程中打开文件的次数和读取过程中所需要的额外空间,同时能减少零碎的贴图,提高程序的执行效率。 By adopting the method of the present invention, multiple textures of a model scattered loading are merged into a large texture, and the relationship between the model and the merged texture is maintained, and the number of times of opening files in the texture loading process and the time spent in the reading process are reduced. The extra space required can reduce fragmented textures and improve the execution efficiency of the program.
附图说明 Description of drawings
下面结合附图和具体实施方式对本发明作进一步详细的说明。 The present invention will be further described in detail below in conjunction with the accompanying drawings and specific embodiments.
图1是待加载的张贴图的示意图; Fig. 1 is a schematic diagram of a posted image to be loaded;
图2是本发明中合并命中表的示意图; Fig. 2 is the schematic diagram of merging hit list in the present invention;
图3是本发明中贴图映射表以及贴图映射方式的示意图; Fig. 3 is a schematic diagram of a texture mapping table and a texture mapping method in the present invention;
图4是本发明中贴图加载过程的流程图; Fig. 4 is the flow chart of map loading process in the present invention;
图5是本发明中贴图合并过程的流程图。 Fig. 5 is a flow chart of the texture merging process in the present invention.
具体实施方式 Detailed ways
本发明提供一种在模型绘制过程中合并贴图的方法,运用本方法的系统中存在模型和贴图两种资源。模型保留所需绘制的物件的三维数据,所有模型都分别有一个唯一的ID值,其ID值可以是模型的名称或模型名称的哈希值。贴图为覆盖在模型表面的二维数据。模型在绘制过程前需要加载贴图,本系统中一个模型对应多张贴图,一张贴图亦可为多个模型所使用。加载贴图的过程中会传入所需的多张贴图名称以及分块位置信息,其具体表示为{贴图名称,x,y,w,h},其中贴图名称为文件名或文件名的哈希值,{x,y,w,h}是分块位置信息,其中x、y为要加载的位置的坐标,w、h为高宽信息。 The invention provides a method for merging textures in the process of drawing models. There are two resources of models and textures in the system using the method. The model retains the three-dimensional data of the objects to be drawn, and all models have a unique ID value, which can be the name of the model or the hash value of the model name. Textures are two-dimensional data covered on the surface of the model. Models need to load textures before the drawing process. In this system, one model corresponds to multiple textures, and one texture can also be used by multiple models. During the process of loading textures, the required multiple texture names and block location information will be passed in, which are specifically expressed as {texture name, x, y, w, h}, where the texture name is the file name or the hash of the file name Value, {x, y, w, h} is the location information of the block, where x, y are the coordinates of the location to be loaded, and w, h are the height and width information.
运用本方法的系统,在初始化时建立一个合并命中表,参照图2,合并命中表维护了所有模型ID对应的{贴图映射表,合并贴图名称}的关系;其输入是一个模型ID,输出是{贴图映射表,合并贴图名称}这样一个二元组;其具体实现是一个哈希表。合并命中表的使用例子如下:传入“驿站掌柜.mod”这个模型ID,如果此模型的贴图已经合并,则会返回“驿站掌柜.mod”这个模型的一个贴图映射表和一个合并后的大贴图,否则提示查找失败。 The system using this method establishes a merged hit table during initialization. Referring to Figure 2, the merged hit table maintains the relationship of {texture mapping table, merged map name} corresponding to all model IDs; its input is a model ID, and its output is {texture mapping table, combined texture name} such a two-tuple; its specific implementation is a hash table. An example of using the merged hit table is as follows: pass in the model ID of "Stock Master.mod", if the textures of this model have been merged, it will return a texture mapping table of the model "Stay Master. mod" and a merged large texture, otherwise it will prompt that the search failed.
运用本方法的系统,还必须建立多个贴图映射表,贴图映射表用于维护合并前后贴图的对应关系,且每个贴图映射表唯一对应一个模型,如图3所示。这个映射表能够通过合并前贴图的位置信息查询出合并后贴图的位置信息,其输入是一个{贴图名称,x,y}的三元组,输出是一个{x’,y’}的二元组。贴图映射表的使用例子如下:传入{衣服01.jpg,100,200}可能传出{500,500},传入是合并前的贴图名称和x,y坐标。传出是一个合并后的贴图坐标。 The system using this method must also establish multiple texture mapping tables. The texture mapping table is used to maintain the corresponding relationship between the textures before and after merging, and each texture mapping table corresponds to a unique model, as shown in Figure 3. This mapping table can query the position information of the merged texture through the position information of the texture before merging. Its input is a triplet of {texture name, x, y}, and the output is a binary of {x', y'} Group. An example of using the texture mapping table is as follows: inputting {clothes 01.jpg, 100, 200} may output {500, 500}, and the input is the texture name and x, y coordinates before merging. Outgoing is a merged texture coordinate.
下面以一个完整的实例演示贴图的加载和合并过程。 The following is a complete example to demonstrate the process of loading and merging textures.
设有一个模型,其模型ID为模型A”。模型A将用到三张贴图,这三张贴图的位置信息分别: There is a model whose model ID is "Model A". Model A will use three textures, and the position information of these three textures are:
1.文件:A.bmp,坐标:x = 100,y=100,宽高:w=100,h=100; 1. File: A.bmp, coordinates: x = 100, y=100, width and height: w=100, h=100;
2.文件:B.bmp,坐标:x = 200,y=300,宽高:w=50,h=100; 2. File: B.bmp, coordinates: x = 200, y=300, width and height: w=50, h=100;
3.文件:C.bmp,坐标:x = 500,y=500,宽高:w=200,h=100。 3. File: C.bmp, coordinates: x = 500, y = 500, width and height: w = 200, h = 100.
当上层应用加载本模型及其贴图时候将传入如下信息: When the upper layer application loads this model and its textures, the following information will be passed in:
模型的 ID= “模型A”; Model's ID = "ModelA";
贴图1:{A.bmp,100,100,100,100}; Texture 1: {A.bmp,100,100,100,100};
贴图2:{B.bmp,200,300,50,100}; Texture 2: {B.bmp,200,300,50,100};
贴图3:{C.bmp,500,500,200,100}。 Texture 3: {C.bmp,500,500,200,100}.
应用本系统的程序根据如下步骤执行: The procedure for applying this system is executed according to the following steps:
1.在合并命中表中查询模型A为ID值的表项,此时由于此表为空,因此查找失败,进入贴图合并流程,参照图5; 1. In the merge hit table, query the item whose model A is the ID value. At this time, because the table is empty, the search fails, and enters the texture merge process, as shown in Figure 5;
2.生成一张空贴图,即合并贴图,其大小为w=200,h=100(大于等于三张贴图中的高宽的最大值); 2. Generate an empty texture, that is, merge the texture, its size is w=200, h=100 (greater than or equal to the maximum height and width in the three textures);
3.生成一张空的贴图映射表; 3. Generate an empty texture mapping table;
4.根据{A.bmp,100,100,100,100}打开A.bmp文件,加载x=100,y=100位置,宽高分别为w=100,h=100的贴图1; 4. Open the A.bmp file according to {A.bmp,100,100,100,100}, load the texture 1 at the position of x=100, y=100, width and height respectively w=100, h=100;
5.在合并贴图中查找一个位置存放w=100,h=100的贴图1,此位置为x’=0,y’=0; 5. Find a location in the merged texture to store texture 1 with w=100, h=100, this location is x’=0, y’=0;
6.将贴图1写入到合并贴图的x’=0,y’=0的位置; 6. Write texture 1 to the position of x’=0, y’=0 of the merged texture;
7.将{A.bmp,100,100}和{0,0}写入到贴图映射表中; 7. Write {A.bmp,100,100} and {0,0} into the texture mapping table;
8.根据{B.bmp,200,300,50,100}打开B.bmp文件,加载x=200,y=300位置,宽高分别为w=50,h=100的贴图2; 8. Open the B.bmp file according to {B.bmp,200,300,50,100}, load the texture 2 with x=200, y=300, width and height respectively w=50, h=100;
9.在合并贴图中查找一个位置存放w=50,h=100的贴图2,此位置为x’=100,y’=0; 9. Find a location in the merged texture to store texture 2 with w=50, h=100, this location is x’=100, y’=0;
10.将贴图2写入到合并贴图的x’=100,y’=0的位置; 10. Write texture 2 to the position of x’=100, y’=0 of the merged texture;
11.将{B.bmp,200,300}和{100,0}写入到贴图映射表中; 11. Write {B.bmp,200,300} and {100,0} into the texture mapping table;
12.根据{C.bmp,500,500,200,100}打开C.bmp文件,加载x=500,y=500位置,宽高分别为w=200,h=100的贴图3; 12. Open the C.bmp file according to {C.bmp, 500, 500, 200, 100}, load the texture 3 with x=500, y=500, width and height respectively w=200, h=100;
13.在合并贴图中查找一个位置存放w=200,h=100的贴图3,此时找不到这样大的空位置,于是将合并贴图的宽高分别增加200和100,之后找到空位置为x’=150,y’=0; 13. Find a location in the merged texture to store texture 3 with w=200, h=100. At this time, there is no such a large empty space, so increase the width and height of the merged texture by 200 and 100 respectively, and then find the empty location as x'=150,y'=0;
14.将贴图3写入到合并贴图的x’=150,y’=0的位置; 14. Write texture 3 to the position of x’=150, y’=0 of the merged texture;
15.将{C.bmp,500,500,}和{150,0}写入到贴图映射表中; 15. Write {C.bmp,500,500,} and {150,0} into the texture mapping table;
16.将合并贴图命名为“模型A_10_ALL.bmp”保存到磁盘上; 16. Save the combined texture as "Model A_10_ALL.bmp" to the disk;
17.将模型ID,贴图映射表、合并贴图名称即{模型A,贴图映射表,模型A_10_ALL.bmp}加入到合并命中表中。 17. Add the model ID, texture mapping table, and merged texture name, namely {model A, texture mapping table, model A_10_ALL.bmp} into the merged hit table.
当在合并命中表中生成贴图映射表、合并贴图名称以及合并贴图后,则返回加载流程,如图4所示,并执行以下步骤: After the texture mapping table, merged texture name, and merged texture are generated in the merged hit table, return to the loading process, as shown in Figure 4, and perform the following steps:
1).在合并命中表中查询“模型A”为ID值的表项,此时由于此表中可以查找进入贴图加载流程; 1). Query the table item whose ID value is "Model A" in the merged hit table. At this time, since this table can be searched, enter the texture loading process;
2).在合并命中表中读取出模型A的贴图映射表和A_10_ALL.bmp; 2). Read the texture mapping table and A_10_ALL.bmp of model A in the merge hit table;
3).打开A_10_ALL.bmp这张贴图; 3). Open the texture A_10_ALL.bmp;
4).根据{A.bmp,100,100,100,100}在贴图映射表中查找{A.bmp,100,100}得到{0,0}; 4). According to {A.bmp,100,100,100,100}, look up {A.bmp,100,100} in the texture mapping table to get {0,0};
5).加载{A_10_ALL.bmp,0,0,100,100}位置的贴图; 5). Load the texture of {A_10_ALL.bmp,0,0,100,100};
6).根据{B.bmp,200,300,50,100}在贴图映射表中查找{B.bmp,200,300}得到{100,0}; 6). According to {B.bmp,200,300,50,100}, look up {B.bmp,200,300} in the texture mapping table to get {100,0};
7).加载{A_10_ALL.bmp,100,0,50,100}位置的贴图; 7). Load the texture of {A_10_ALL.bmp,100,0,50,100};
8).根据{C.bmp,500,500,200,100}在贴图映射表中查找{C.bmp,500,500}得到{150,0}; 8). Search {C.bmp,500,500} in the texture mapping table according to {C.bmp,500,500,200,100} to get {150,0};
9).加载{A_10_ALL.bmp,150,0,200,100}位置的贴图; 9). Load the texture of {A_10_ALL.bmp,150,0,200,100};
10).所有贴图加载完毕,结束加载流程。 10). After all textures are loaded, the loading process ends.
采用本发明的方法,将一个模型分散加载的多张贴图合并到一个大的贴图中,并维护好了模型和合并后贴图的关系,减少贴图加载过程中打开文件的次数和读取过程中所需要的额外空间,同时能减少零碎的贴图,提高程序的执行效率。 By adopting the method of the present invention, multiple textures of a model scattered loading are merged into a large texture, and the relationship between the model and the merged texture is maintained, and the number of times of opening files in the texture loading process and the time spent in the reading process are reduced. The extra space required can reduce fragmented textures and improve the execution efficiency of the program.
以上仅为本发明的优先实施方式,只要以基本相同手段实现本发明目的的技术方案都属于本发明的保护范围之内。 The above are only preferred implementation modes of the present invention, as long as the technical solutions to achieve the object of the present invention by basically the same means are within the protection scope of the present invention.
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