ResolutionScale.h 2.5 KB

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  1. /*
  2. ===========================================================================
  3. Doom 3 BFG Edition GPL Source Code
  4. Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
  5. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
  6. Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
  7. it under the terms of the GNU General Public License as published by
  8. the Free Software Foundation, either version 3 of the License, or
  9. (at your option) any later version.
  10. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
  11. but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. GNU General Public License for more details.
  14. You should have received a copy of the GNU General Public License
  15. along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
  16. 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.
  17. 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.
  18. ===========================================================================
  19. */
  20. #ifndef __RESOLUTIONSCALE_H__
  21. #define __RESOLUTIONSCALE_H__
  22. class idResolutionScale {
  23. public:
  24. idResolutionScale();
  25. void InitForMap( const char * mapName );
  26. // Returns a float from 0.5 to 1.0, representing
  27. // the estimated resolution downscale needed to
  28. // maintain the target framerate.
  29. void GetCurrentResolutionScale( float &x, float &y );
  30. // This should be called after any discontinuous
  31. // view movement or force texture loading to prevent
  32. // the unusual frames from causing an excessively
  33. // low dynamic resolution.
  34. void ResetToFullResolution();
  35. // Systems that don't have accurate GPU timing can pass 0
  36. // to this, which will effectively disable resolution scaling.
  37. void SetCurrentGPUFrameTime( int microseconds );
  38. // return console display text
  39. void GetConsoleText( idStr &s );
  40. private:
  41. float dropMilliseconds;
  42. float raiseMilliseconds;
  43. int framesAboveRaise;
  44. float currentResolution;
  45. };
  46. extern idResolutionScale resolutionScale;
  47. #endif // __RESOLUTIONSCALE_H__