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Use lasersight overlay in lasersight mode
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parent
369e4c7562
commit
0f5ca8e55e
1 changed files with 14 additions and 3 deletions
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@ -120,10 +120,17 @@ namespace ten::renderer {
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return;
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return;
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m_context->OMSetBlendState(m_states->AlphaBlend(), NULL, 0xFFFFFFFF);
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m_context->OMSetBlendState(m_states->AlphaBlend(), NULL, 0xFFFFFFFF);
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drawFullScreenQuad(m_sprites[Objects[ID_BINOCULAR_GRAPHIC].meshIndex].Texture->ShaderResourceView.Get(), Vector3::One, false);
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m_context->OMSetBlendState(m_states->Opaque(), NULL, 0xFFFFFFFF);
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if (LaserSight) {
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if (BinocularRange && !LaserSight)
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{
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drawFullScreenQuad(m_sprites[Objects[ID_BINOCULAR_GRAPHIC].meshIndex].Texture->ShaderResourceView.Get(), Vector3::One, false);
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}
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else if (BinocularRange && LaserSight)
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{
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drawFullScreenQuad(m_sprites[Objects[ID_LASER_SIGHT_GRAPHIC].meshIndex].Texture->ShaderResourceView.Get(), Vector3::One, false);
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m_context->OMSetBlendState(m_states->Opaque(), NULL, 0xFFFFFFFF);
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// Draw the aiming point
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// Draw the aiming point
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RendererVertex vertices[4];
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RendererVertex vertices[4];
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@ -165,6 +172,10 @@ namespace ten::renderer {
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m_primitiveBatch->DrawQuad(vertices[0], vertices[1], vertices[2], vertices[3]);
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m_primitiveBatch->DrawQuad(vertices[0], vertices[1], vertices[2], vertices[3]);
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m_primitiveBatch->End();
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m_primitiveBatch->End();
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}
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}
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else
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{
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// TODO: Vignette goes here! -- Lwmte, 21.08.21
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}
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}
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}
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void Renderer11::drawColoredQuad(int x, int y, int w, int h, DirectX::SimpleMath::Vector4 color) {
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void Renderer11::drawColoredQuad(int x, int y, int w, int h, DirectX::SimpleMath::Vector4 color) {
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