Use lasersight overlay in lasersight mode

This commit is contained in:
Lwmte 2021-08-21 04:13:42 +03:00
parent 369e4c7562
commit 0f5ca8e55e

View file

@ -120,10 +120,17 @@ namespace ten::renderer {
return; return;
m_context->OMSetBlendState(m_states->AlphaBlend(), NULL, 0xFFFFFFFF); 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 // Draw the aiming point
RendererVertex vertices[4]; RendererVertex vertices[4];
@ -165,6 +172,10 @@ namespace ten::renderer {
m_primitiveBatch->DrawQuad(vertices[0], vertices[1], vertices[2], vertices[3]); m_primitiveBatch->DrawQuad(vertices[0], vertices[1], vertices[2], vertices[3]);
m_primitiveBatch->End(); 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) { void Renderer11::drawColoredQuad(int x, int y, int w, int h, DirectX::SimpleMath::Vector4 color) {