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Diffstat (limited to 'source/blender/draw/engines/overlay/overlay_paint.c')
-rw-r--r--source/blender/draw/engines/overlay/overlay_paint.c17
1 files changed, 13 insertions, 4 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_paint.c b/source/blender/draw/engines/overlay/overlay_paint.c
index 456c56f9c03..25b8a953ba7 100644
--- a/source/blender/draw/engines/overlay/overlay_paint.c
+++ b/source/blender/draw/engines/overlay/overlay_paint.c
@@ -22,6 +22,8 @@
#include "DRW_render.h"
+#include "BKE_image.h"
+
#include "DNA_mesh_types.h"
#include "DEG_depsgraph_query.h"
@@ -63,7 +65,7 @@ void OVERLAY_paint_init(OVERLAY_Data *vedata)
const DRWContextState *draw_ctx = DRW_context_state_get();
pd->painting.in_front = pd->use_in_front && draw_ctx->obact &&
- (draw_ctx->obact->dtx & OB_DRAWXRAY);
+ (draw_ctx->obact->dtx & OB_DRAW_IN_FRONT);
pd->painting.alpha_blending = paint_object_is_rendered_transparent(draw_ctx->v3d,
draw_ctx->obact);
}
@@ -136,7 +138,7 @@ void OVERLAY_paint_cache_init(OVERLAY_Data *vedata)
state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ALPHA;
DRW_PASS_CREATE(psl->paint_color_ps, state | pd->clipping_state);
- GPUTexture *tex = GPU_texture_from_blender(imapaint->stencil, NULL, NULL, GL_TEXTURE_2D);
+ GPUTexture *tex = BKE_image_get_gpu_texture(imapaint->stencil, NULL, NULL);
const bool mask_premult = (imapaint->stencil->alpha_mode == IMA_ALPHA_PREMUL);
const bool mask_inverted = (imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL_INV) != 0;
@@ -254,11 +256,18 @@ void OVERLAY_paint_draw(OVERLAY_Data *vedata)
OVERLAY_PrivateData *pd = stl->pd;
OVERLAY_PassList *psl = vedata->psl;
+ OVERLAY_FramebufferList *fbl = vedata->fbl;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
if (DRW_state_is_fbo()) {
- /* Paint overlay needs final color because of multiply blend mode. */
- GPU_framebuffer_bind(pd->painting.in_front ? dfbl->in_front_fb : dfbl->default_fb);
+ if (pd->painting.alpha_blending) {
+ GPU_framebuffer_bind(pd->painting.in_front ? fbl->overlay_in_front_fb :
+ fbl->overlay_default_fb);
+ }
+ else {
+ /* Paint overlay needs final color because of multiply blend mode. */
+ GPU_framebuffer_bind(pd->painting.in_front ? dfbl->in_front_fb : dfbl->default_fb);
+ }
}
if (psl->paint_depth_ps) {