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- /*
- ===========================================================================
- 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__
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