diff --git a/TR5Main/Renderer/Renderer11Draw2D.cpp b/TR5Main/Renderer/Renderer11Draw2D.cpp index f250d0b4b..97c2d4068 100644 --- a/TR5Main/Renderer/Renderer11Draw2D.cpp +++ b/TR5Main/Renderer/Renderer11Draw2D.cpp @@ -120,10 +120,17 @@ namespace ten::renderer { return; m_context->OMSetBlendState(m_states->AlphaBlend(), NULL, 0xFFFFFFFF); - drawFullScreenQuad(m_sprites[Objects[ID_BINOCULAR_GRAPHIC].meshIndex].Texture->ShaderResourceView.Get(), Vector3::One, false); - m_context->OMSetBlendState(m_states->Opaque(), NULL, 0xFFFFFFFF); - if (LaserSight) { + if (BinocularRange && !LaserSight) + { + drawFullScreenQuad(m_sprites[Objects[ID_BINOCULAR_GRAPHIC].meshIndex].Texture->ShaderResourceView.Get(), Vector3::One, false); + } + else if (BinocularRange && LaserSight) + { + drawFullScreenQuad(m_sprites[Objects[ID_LASER_SIGHT_GRAPHIC].meshIndex].Texture->ShaderResourceView.Get(), Vector3::One, false); + + m_context->OMSetBlendState(m_states->Opaque(), NULL, 0xFFFFFFFF); + // Draw the aiming point RendererVertex vertices[4]; @@ -165,6 +172,10 @@ namespace ten::renderer { m_primitiveBatch->DrawQuad(vertices[0], vertices[1], vertices[2], vertices[3]); m_primitiveBatch->End(); } + else + { + // TODO: Vignette goes here! -- Lwmte, 21.08.21 + } } void Renderer11::drawColoredQuad(int x, int y, int w, int h, DirectX::SimpleMath::Vector4 color) {