| 247 | } |
| 248 | |
| 249 | void Renderer::DrawOverlays(RenderView& view) |
| 250 | { |
| 251 | auto flashColor = Weather.FlashColor(); |
| 252 | if (flashColor != Vector3::Zero) |
| 253 | { |
| 254 | SetBlendMode(BlendMode::Additive); |
| 255 | DrawFullScreenQuad(_whiteTexture.ShaderResourceView.Get(), flashColor); |
| 256 | } |
| 257 | |
| 258 | if (CurrentLevel == 0) |
| 259 | return; |
| 260 | |
| 261 | if (!Lara.Control.Look.OpticRange && !SpotcamOverlay) |
| 262 | return; |
| 263 | |
| 264 | SetBlendMode(BlendMode::AlphaBlend); |
| 265 | |
| 266 | if (Lara.Control.Look.OpticRange != 0 && !Lara.Control.Look.IsUsingLasersight) |
| 267 | { |
| 268 | DrawFullScreenSprite(&_sprites[Objects[ID_BINOCULAR_GRAPHICS].meshIndex], Vector3::One, false); |
| 269 | } |
| 270 | else if (Lara.Control.Look.OpticRange != 0 && Lara.Control.Look.IsUsingLasersight) |
| 271 | { |
| 272 | DrawFullScreenSprite(&_sprites[Objects[ID_LASERSIGHT_GRAPHICS].meshIndex], Vector3::One); |
| 273 | |
| 274 | SetBlendMode(BlendMode::Opaque); |
| 275 | |
| 276 | // Draw the aiming point |
| 277 | Vertex vertices[4]; |
| 278 | |
| 279 | vertices[0].Position.x = -4.0f / _screenWidth; |
| 280 | vertices[0].Position.y = 4.0f / _screenHeight; |
| 281 | vertices[0].Position.z = 0.0f; |
| 282 | vertices[0].UV.x = 0.0f; |
| 283 | vertices[0].UV.y = 0.0f; |
| 284 | vertices[0].Color = VectorColorToRGBA_TempToVector4(Vector4(1.0f, 0.0f, 0.0f, 1.0f)); |
| 285 | |
| 286 | vertices[1].Position.x = 4.0f / _screenWidth; |
| 287 | vertices[1].Position.y = 4.0f / _screenHeight; |
| 288 | vertices[1].Position.z = 0.0f; |
| 289 | vertices[1].UV.x = 1.0f; |
| 290 | vertices[1].UV.y = 0.0f; |
| 291 | vertices[1].Color = VectorColorToRGBA_TempToVector4(Vector4(1.0f, 0.0f, 0.0f, 1.0f)); |
| 292 | |
| 293 | vertices[2].Position.x = 4.0f / _screenWidth; |
| 294 | vertices[2].Position.y = -4.0f / _screenHeight; |
| 295 | vertices[2].Position.z = 0.0f; |
| 296 | vertices[2].UV.x = 1.0f; |
| 297 | vertices[2].UV.y = 1.0f; |
| 298 | vertices[2].Color = VectorColorToRGBA_TempToVector4(Vector4(1.0f, 0.0f, 0.0f, 1.0f)); |
| 299 | |
| 300 | vertices[3].Position.x = -4.0f / _screenWidth; |
| 301 | vertices[3].Position.y = -4.0f / _screenHeight; |
| 302 | vertices[3].Position.z = 0.0f; |
| 303 | vertices[3].UV.x = 0.0f; |
| 304 | vertices[3].UV.y = 1.0f; |
| 305 | vertices[3].Color = VectorColorToRGBA_TempToVector4(Vector4(1.0f, 0.0f, 0.0f, 1.0f)); |
| 306 |
nothing calls this directly
no test coverage detected