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https://github.com/id-Software/DOOM-3-BFG.git
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277964f074
- Implemented soft shadows using PCF hardware shadow mapping The implementation uses sampler2DArrayShadow and PCF which usually requires Direct3D 10.1 however it is in the OpenGL 3.2 core so it should be widely supported. All 3 light types are supported which means parallel lights (sun) use scene independent cascaded shadow mapping. The implementation is very fast with single taps (400 fps average per scene on a GTX 660 ti OC) however I defaulted it to 16 taps so the shadows look really good which should you give stable 100 fps on todays hardware. The shadow filtering algorithm is based on Carmack's research which was released in the original Doom 3 GPL release draw_exp.cpp. - Changed interaction shaders to use Half-Lambert lighting like in HL2 to make the game less dark - Fixed some of the renderer debugging/development tools like r_showTris
233 lines
7.3 KiB
C++
233 lines
7.3 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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Copyright (C) 2014 Robert Beckebans
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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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#pragma hdrstop
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#include "precompiled.h"
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#include "tr_local.h"
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#include "ResolutionScale.h"
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idResolutionScale resolutionScale;
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static const float MINIMUM_RESOLUTION_SCALE = 0.5f;
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static const float MAXIMUM_RESOLUTION_SCALE = 1.0f;
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// RB: turned this off. It is only useful on mobile devices or consoles
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idCVar rs_enable( "rs_enable", "0", CVAR_INTEGER, "Enable dynamic resolution scaling, 0 - off, 1 - horz only, 2 - vert only, 3 - both" );
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// Rb end
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idCVar rs_forceFractionX( "rs_forceFractionX", "0", CVAR_FLOAT, "Force a specific 0.0 to 1.0 horizontal resolution scale" );
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idCVar rs_forceFractionY( "rs_forceFractionY", "0", CVAR_FLOAT, "Force a specific 0.0 to 1.0 vertical resolution scale" );
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idCVar rs_showResolutionChanges( "rs_showResolutionChanges", "0", CVAR_INTEGER, "1 = Print whenever the resolution scale changes, 2 = always" );
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idCVar rs_dropMilliseconds( "rs_dropMilliseconds", "15.0", CVAR_FLOAT, "Drop the resolution when GPU time exceeds this" );
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idCVar rs_raiseMilliseconds( "rs_raiseMilliseconds", "13.0", CVAR_FLOAT, "Raise the resolution when GPU time is below this for several frames" );
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idCVar rs_dropFraction( "rs_dropFraction", "0.11", CVAR_FLOAT, "Drop the resolution in increments of this" );
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idCVar rs_raiseFraction( "rs_raiseFraction", "0.06", CVAR_FLOAT, "Raise the resolution in increments of this" );
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idCVar rs_raiseFrames( "rs_raiseFrames", "5", CVAR_INTEGER, "Require this many frames below rs_raiseMilliseconds" );
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idCVar rs_display( "rs_display", "0", CVAR_INTEGER, "0 - percentages, 1 - pixels per frame" );
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/*
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========================
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idResolutionScale::idResolutionScale
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========================
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*/
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idResolutionScale::idResolutionScale()
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{
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dropMilliseconds = 15.0f;
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raiseMilliseconds = 13.0f;
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framesAboveRaise = 0;
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currentResolution = 1.0f;
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}
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/*
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========================
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idResolutionScale::InitForMap
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========================
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*/
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void idResolutionScale::InitForMap( const char* mapName )
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{
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dropMilliseconds = rs_dropMilliseconds.GetFloat();
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raiseMilliseconds = rs_raiseMilliseconds.GetFloat();
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}
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/*
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========================
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idResolutionScale::ResetToFullResolution
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========================
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*/
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void idResolutionScale::ResetToFullResolution()
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{
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currentResolution = 1.0f;
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}
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/*
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========================
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idResolutionScale::GetCurrentResolutionScale
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========================
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*/
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void idResolutionScale::GetCurrentResolutionScale( float& x, float& y )
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{
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assert( currentResolution >= MINIMUM_RESOLUTION_SCALE );
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assert( currentResolution <= MAXIMUM_RESOLUTION_SCALE );
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x = MAXIMUM_RESOLUTION_SCALE;
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y = MAXIMUM_RESOLUTION_SCALE;
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switch( rs_enable.GetInteger() )
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{
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case 0:
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return;
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case 1:
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x = currentResolution;
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break;
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case 2:
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y = currentResolution;
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break;
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case 3:
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{
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const float middle = ( MINIMUM_RESOLUTION_SCALE + MAXIMUM_RESOLUTION_SCALE ) * 0.5f;
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if( currentResolution >= middle )
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{
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// First scale horizontally from max to min
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x = MINIMUM_RESOLUTION_SCALE + ( currentResolution - middle ) * 2.0f;
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}
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else
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{
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// Then scale vertically from max to min
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x = MINIMUM_RESOLUTION_SCALE;
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y = MINIMUM_RESOLUTION_SCALE + ( currentResolution - MINIMUM_RESOLUTION_SCALE ) * 2.0f;
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}
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break;
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}
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}
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float forceFrac = rs_forceFractionX.GetFloat();
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if( forceFrac > 0.0f && forceFrac <= MAXIMUM_RESOLUTION_SCALE )
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{
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x = forceFrac;
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}
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forceFrac = rs_forceFractionY.GetFloat();
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if( forceFrac > 0.0f && forceFrac <= MAXIMUM_RESOLUTION_SCALE )
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{
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y = forceFrac;
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}
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}
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/*
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========================
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idResolutionScale::SetCurrentGPUFrameTime
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========================
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*/
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void idResolutionScale::SetCurrentGPUFrameTime( int microseconds )
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{
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float old = currentResolution;
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float milliseconds = microseconds * 0.001f;
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if( milliseconds > dropMilliseconds )
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{
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// We missed our target, so drop the resolution.
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// The target should be set conservatively so this does not
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// necessarily imply a missed VBL.
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//
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// we might consider making the drop in some way
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// proportional to how badly we missed
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currentResolution -= rs_dropFraction.GetFloat();
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if( currentResolution < MINIMUM_RESOLUTION_SCALE )
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{
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currentResolution = MINIMUM_RESOLUTION_SCALE;
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}
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}
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else if( milliseconds < raiseMilliseconds )
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{
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// We seem to have speed to spare, so increase the resolution
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// if we stay here consistantly. The raise fraction should
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// be smaller than the drop fraction to avoid ping-ponging
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// back and forth.
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if( ++framesAboveRaise >= rs_raiseFrames.GetInteger() )
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{
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framesAboveRaise = 0;
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currentResolution += rs_raiseFraction.GetFloat();
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if( currentResolution > MAXIMUM_RESOLUTION_SCALE )
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{
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currentResolution = MAXIMUM_RESOLUTION_SCALE;
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}
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}
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}
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else
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{
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// we are inside the target range
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framesAboveRaise = 0;
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}
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if( rs_showResolutionChanges.GetInteger() > 1 ||
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( rs_showResolutionChanges.GetInteger() == 1 && currentResolution != old ) )
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{
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idLib::Printf( "GPU msec: %4.1f resolutionScale: %4.2f\n", milliseconds, currentResolution );
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}
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}
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/*
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========================
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idResolutionScale::GetConsoleText
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========================
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*/
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void idResolutionScale::GetConsoleText( idStr& s )
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{
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float x;
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float y;
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if( rs_enable.GetInteger() == 0 )
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{
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s = "rs-off";
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return;
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}
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GetCurrentResolutionScale( x, y );
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if( rs_display.GetInteger() > 0 )
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{
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x *= 1280.0f;
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y *= 720.0f;
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if( rs_enable.GetInteger() == 1 )
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{
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y = 1.0f;
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}
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else if( rs_enable.GetInteger() == 2 )
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{
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x = 1.0f;
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}
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s = va( "rs-pixels %i", idMath::Ftoi( x * y ) );
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}
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else
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{
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if( rs_enable.GetInteger() == 3 )
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{
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s = va( "%2i%%h,%2i%%v", idMath::Ftoi( 100.0f * x ), idMath::Ftoi( 100.0f * y ) );
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}
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else
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{
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s = va( "%2i%%%s", ( rs_enable.GetInteger() == 1 ) ? idMath::Ftoi( 100.0f * x ) : idMath::Ftoi( 100.0f * y ), ( rs_enable.GetInteger() == 1 ) ? "h" : "v" );
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}
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}
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}
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