doom3-bfg/neo/renderer/ResolutionScale.h

65 lines
2.5 KiB
C++

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