Computer-readable non-transitory storage medium having game program stored therein, game processing system, game processing apparatus, and game processing method
On the basis of orthographic projection, objects in a virtual space are drawn in a frame buffer, and further, in a first scene in a game, drawing is performed while transformation is performed by a vertex shader such that, among the objects in the virtual space, at least a player character object and one or some of the terrain objects are moved to a near side and are enlarged, or are moved to a far side and are reduced.
1 . A non-transitory computer-readable storage medium having stored therein instructions that, when executed by a processor of an information processing apparatus, cause the information processing apparatus to provide execution comprising:
in a virtual space where at least a player character object and terrain objects are placed, controlling at least the player character object and a virtual camera; and
drawing, in a frame buffer, objects in the virtual space, on the basis of orthographic projection, and further, in a first scene in a game, drawing while performing, by a vertex shader, such transformation that, among the objects in the virtual space, at least the player character object and one or more of the terrain objects are moved to a near side in a depth direction and are enlarged, or are moved to a far side in a depth direction and are reduced.
2 . The non-transitory computer-readable storage medium according to claim 1 , wherein the instructions cause the information processing apparatus to provide execution comprising:
causing a first terrain object to appear in a case where a first condition in the game is satisfied on the basis of control for the player character object; and
in the first scene that is a subsequent scene, drawing while performing the transformation for the player character object and the first terrain object.
3 . The non-transitory computer-readable storage medium according to claim 1 , wherein the instructions cause the information processing apparatus to provide execution comprising:
drawing, in the frame buffer, the objects in the virtual space, on the basis of orthographic projection, and further, drawing while performing the transformation for a second terrain object among the objects in the virtual space;
moving the player character object in a case where a second condition in the game is satisfied on the basis of control for the player character object; and
in the first scene that is a subsequent scene, further drawing while performing the transformation for the player character object.
4 . The non-transitory computer-readable storage medium according to claim 1 , wherein the instructions cause the information processing apparatus to provide execution comprising:
drawing, in the frame buffer, the objects in the virtual space, while performing a depth test; and
on an image drawn in the frame buffer, further imparting, on the basis of a depth in a depth buffer, a predetermined effect based on a pixel in a second range excluding a first range in which the depth is small.
5 . The non-transitory computer-readable storage medium according to claim 4 , wherein
the predetermined effect includes a bloom effect.
6 . The non-transitory computer-readable storage medium according to claim 5 , wherein the instructions cause the information processing apparatus to provide execution comprising:
in a case of adding a color to a pixel in the first range by the bloom effect based on the pixel in the second range, correcting the color to be added, on the basis of at least exponentiation, and then adding the corrected color.
7 . A game processing system, comprising:
a processor; and
a memory storing computer readable instructions that, when executed by the processor, cause the game processing system to at least:
in a virtual space where at least a player character object and terrain objects are placed, control at least the player character object and a virtual camera; and
draw, in a frame buffer, objects in the virtual space, on the basis of orthographic projection, and further, in a first scene in a game, draw while performing, by a vertex shader, such transformation that, among the objects in the virtual space, at least the player character object and one or more of the terrain objects are moved to a near side in a depth direction and are enlarged, or are moved to a far side in a depth direction and are reduced.
8 . The game processing system according to claim 7 , wherein the game processing system is further caused to:
cause a first terrain object to appear in a case where a first condition in the game is satisfied on the basis of control for the player character object; and
in the first scene that is a subsequent scene, draw while performing the transformation for the player character object and the first terrain object.
9 . The game processing system according to claim 7 , wherein the game processing system is further caused to:
draw, in the frame buffer, the objects in the virtual space, on the basis of orthographic projection, and further, draw while performing the transformation for a second terrain object among the objects in the virtual space;
move the player character object in a case where a second condition in the game is satisfied on the basis of control for the player character object; and
in the first scene that is a subsequent scene, further draw while performing the transformation for the player character object.
10 . The game processing system according to claim 7 , wherein the game processing system is further caused to:
draw, in the frame buffer, the objects in the virtual space, while performing a depth test; and
on an image drawn in the frame buffer, further impart, on the basis of a depth in a depth buffer, a predetermined effect that is based on a pixel in a second range excluding a first range in which the depth is small.
11 . The game processing system according to claim 10 , wherein
the predetermined effect includes a bloom effect.
12 . The game processing system according to claim 11 , wherein the game processing system is further caused to:
in a case of adding a color to a pixel in the first range by the bloom effect based on the pixel in the second range, correct the color to be added, on the basis of at least exponentiation, and then add the corrected color.
13 . A game processing apparatus, comprising:
processing circuitry including at least one processor; and
a display, wherein the processing circuitry is configured to:
in a virtual space where at least a player character object and terrain objects are placed, control at least the player character object and a virtual camera; and
draw, in a frame buffer, objects in the virtual space, on the basis of orthographic projection, and further, in a first scene in a game, draw while performing, by a vertex shader, such transformation that, among the objects in the virtual space, at least the player character object and one or more of the terrain objects are moved to a near side in a depth direction and are enlarged, or are moved to a far side in a depth direction and are reduced.
14 . The game processing apparatus according to claim 13 , wherein the processing circuitry is further configured to:
cause a first terrain object to appear in a case where a first condition in the game is satisfied on the basis of control for the player character object; and
in the first scene that is a subsequent scene, draw while performing the transformation for the player character object and the first terrain object.
15 . The game processing apparatus according to claim 13 ,
wherein the processing circuitry is further configured to:
draw, in the frame buffer, the objects in the virtual space, on the basis of orthographic projection, and further, draw while performing the transformation for a second terrain object among the objects in the virtual space;
move the player character object in a case where a second condition in the game is satisfied on the basis of control for the player character object; and
in the first scene that is a subsequent scene, further draw while performing the transformation for the player character object.
16 . The game processing apparatus according to claim 13 ,
wherein the processing circuitry is further configured to:
draw, in the frame buffer, the objects in the virtual space, while performing a depth test; and
on an image drawn in the frame buffer, further impart, on the basis of a depth in a depth buffer, a predetermined effect based on a pixel in a second range excluding a first range in which the depth is small.
17 . The game processing apparatus according to claim 16 , wherein
the predetermined effect includes a bloom effect.
18 . The game processing apparatus according to claim 17 , wherein the processing circuitry is further configured to:
in a case of adding a color to a pixel in the first range by the bloom effect that is based on the pixel in the second range, correct the color to be added, on the basis of at least exponentiation, and then add the corrected color.
19 . An information processing method executed by a processor configured to control a game processing system, the information processing method comprising:
in a virtual space where at least a player character object and terrain objects are placed, controlling at least the player character object and a virtual camera; and
drawing, in a frame buffer, objects in the virtual space, on the basis of orthographic projection, and further, in a first scene in a game, drawing while performing, by a vertex shader, such transformation that, among the objects in the virtual space, at least the player character object and one or more of the terrain objects are moved to a near side in a depth direction and are enlarged, or are moved to a far side in a depth direction and are reduced.
20 . The game processing method according to claim 19 , further comprising:
causing a first terrain object to appear in a case where a first condition in the game is satisfied on the basis of control for the player character object; and
in the first scene that is a subsequent scene, drawing while performing the transformation for the player character object and the first terrain object.
21 . The game processing method according to claim 19 , further comprising:
drawing, in the frame buffer, the objects in the virtual space, on the basis of orthographic projection, and further, drawing while performing the transformation for a second terrain object among the objects in the virtual space;
moving the player character object in a case where a second condition in the game is satisfied on the basis of control for the player character object; and
in the first scene that is a subsequent scene, further drawing while performing the transformation for the player character object.
22 . The game processing method according to claim 19 , further comprising:
drawing, in the frame buffer, the objects in the virtual space, while performing a depth test; and
on an image drawn in the frame buffer, further imparting, on the basis of a depth in a depth buffer, a predetermined effect based on a pixel in a second range excluding a first range in which the depth is small.
23 . The game processing method according to claim 22 , wherein
the predetermined effect includes a bloom effect.
24 . The game processing method according to claim 23 , further comprising:
in a case of adding a color to a pixel in the first range by the bloom effect based on the pixel in the second range, correcting the color to be added, on the basis of at least exponentiation, and then adding the corrected color.