Workbench/Eeevee: Minor refactor in smoke draw function

More concise this way.
This commit is contained in:
Sebastián Barschkis 2020-07-29 11:03:21 +02:00
parent 659db0592d
commit 91150c9ef5
2 changed files with 3 additions and 11 deletions

View File

@ -504,12 +504,7 @@ static bool eevee_volume_object_mesh_init(Scene *scene,
#endif
if (fds->fluid && (fds->type == FLUID_DOMAIN_TYPE_GAS) /* && show_smoke */) {
if (!(fds->flags & FLUID_DOMAIN_USE_NOISE)) {
GPU_create_smoke(fmd, 0);
}
else if (fds->flags & FLUID_DOMAIN_USE_NOISE) {
GPU_create_smoke(fmd, 1);
}
GPU_create_smoke(fmd, fds->flags & FLUID_DOMAIN_USE_NOISE);
BLI_addtail(&e_data.smoke_domains, BLI_genericNodeN(fmd));
}

View File

@ -81,11 +81,8 @@ static void workbench_volume_modifier_cache_populate(WORKBENCH_Data *vedata,
if (fds->use_coba) {
GPU_create_smoke_coba_field(fmd);
}
else if (!(fds->flags & FLUID_DOMAIN_USE_NOISE)) {
GPU_create_smoke(fmd, 0);
}
else if (fds->flags & FLUID_DOMAIN_USE_NOISE) {
GPU_create_smoke(fmd, 1);
else {
GPU_create_smoke(fmd, fds->flags & FLUID_DOMAIN_USE_NOISE);
}
if ((!fds->use_coba && (fds->tex_density == NULL && fds->tex_color == NULL)) ||