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64 lines
2.5 KiB
C++
64 lines
2.5 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __RESOLUTIONSCALE_H__
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#define __RESOLUTIONSCALE_H__
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class idResolutionScale {
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public:
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idResolutionScale();
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void InitForMap( const char * mapName );
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// Returns a float from 0.5 to 1.0, representing
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// the estimated resolution downscale needed to
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// maintain the target framerate.
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void GetCurrentResolutionScale( float &x, float &y );
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// This should be called after any discontinuous
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// view movement or force texture loading to prevent
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// the unusual frames from causing an excessively
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// low dynamic resolution.
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void ResetToFullResolution();
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// Systems that don't have accurate GPU timing can pass 0
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// to this, which will effectively disable resolution scaling.
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void SetCurrentGPUFrameTime( int microseconds );
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// return console display text
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void GetConsoleText( idStr &s );
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private:
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float dropMilliseconds;
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float raiseMilliseconds;
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int framesAboveRaise;
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float currentResolution;
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};
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extern idResolutionScale resolutionScale;
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#endif // __RESOLUTIONSCALE_H__
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