Workbench: Smoke: Fix display
Includes the following fixes - Fix smoke texture creation: data was interpreted as Byte instead of Floats. - Fix Velocity texture not being free after draw: also was causing crashes. - Fix display_thickness not being copied during COW. - Fix Blending and general volume rendering algorithm. - Add Volume Shadowing support.
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@ -664,6 +664,7 @@ void smokeModifier_copy(const struct SmokeModifierData *smd, struct SmokeModifie
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tsds->data_depth = sds->data_depth;
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tsds->cache_file_format = sds->cache_file_format;
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tsds->display_thickness = sds->display_thickness;
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tsds->slice_method = sds->slice_method;
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tsds->axis_slice_method = sds->axis_slice_method;
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tsds->slice_per_voxel = sds->slice_per_voxel;
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@ -3,9 +3,11 @@ uniform mat4 ProjectionMatrix;
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uniform mat4 ModelMatrixInverse;
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uniform mat4 ModelViewMatrixInverse;
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uniform mat4 ModelMatrix;
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uniform vec3 OrcoTexCoFactors[2];
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uniform sampler2D depthBuffer;
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uniform sampler3D densityTexture;
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uniform sampler3D shadowTexture;
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uniform int samplesLen = 256;
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uniform float stepLength; /* Step length in local space. */
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@ -62,15 +64,23 @@ float line_unit_box_intersect_dist(vec3 lineorigin, vec3 linedirection)
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void volume_properties(vec3 ls_pos, out vec3 scattering, out float extinction)
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{
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scattering = vec3(0.0);
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extinction = 1e-8;
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vec3 co = ls_pos * 0.5 + 0.5;
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float shadows = texture(shadowTexture, co).r;
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vec4 density = texture(densityTexture, co); /* rgb: color, a: density */
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density.a *= densityScale;
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vec4 density = texture(densityTexture, ls_pos * 0.5 + 0.5);
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density.rgb /= density.a;
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density *= densityScale;
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scattering = density.rgb * density.a;
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extinction = max(1e-4, dot(scattering, vec3(0.33333)));
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scattering *= shadows * M_PI;
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}
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scattering = density.rgb;
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extinction = max(1e-8, density.a);
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void eval_volume_step(inout vec3 Lscat, float extinction, float step_len, out float Tr)
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{
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Lscat *= phase_function_isotropic();
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/* Evaluate Scattering */
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Tr = exp(-extinction * step_len);
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/* integrate along the current step segment */
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Lscat = (Lscat - Lscat * Tr) / extinction;
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}
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#define P(x) ((x + 0.5) * (1.0 / 16.0))
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@ -96,18 +106,15 @@ vec4 volume_integration(
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vec3 ls_pos = ray_ori + ray_dir * ray_len;
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vec3 Lscat;
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float s_extinction;
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float s_extinction, Tr;
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volume_properties(ls_pos, Lscat, s_extinction);
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/* Evaluate Scattering */
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float Tr = exp(-s_extinction * step_len);
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/* integrate along the current step segment */
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Lscat = (Lscat - Lscat * Tr) / s_extinction;
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eval_volume_step(Lscat, s_extinction, step_len, Tr);
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/* accumulate and also take into account the transmittance from previous steps */
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final_scattering += final_transmittance * Lscat;
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final_transmittance *= Tr;
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}
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return vec4(final_scattering, 1.0 - final_transmittance);
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return vec4(final_scattering, final_transmittance);
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}
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void main()
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@ -134,15 +141,11 @@ void main()
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step_len = 1.0 / step_len;
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vec3 Lscat;
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float s_extinction;
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float s_extinction, Tr;
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volume_properties(localPos, Lscat, s_extinction);
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/* Evaluate Scattering */
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float Tr = exp(-s_extinction * step_len);
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/* integrate along the current step segment */
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Lscat = (Lscat - Lscat * Tr) / s_extinction;
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fragColor = vec4(Lscat, 1.0 - Tr);
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eval_volume_step(Lscat, s_extinction, step_len, Tr);
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fragColor = vec4(Lscat, Tr);
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#else
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vec2 screen_uv = gl_FragCoord.xy / vec2(textureSize(depthBuffer, 0).xy);
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bool is_persp = ProjectionMatrix[3][3] == 0.0;
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@ -156,10 +159,13 @@ void main()
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vec3 vs_ray_dir = (is_persp) ? (vs_ray_end - vs_ray_ori) : vec3(0.0, 0.0, -1.0);
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vs_ray_dir /= abs(vs_ray_dir.z);
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vec3 ls_ray_dir = mat3(ModelViewMatrixInverse) * vs_ray_dir;
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vec3 ls_ray_dir = mat3(ModelViewMatrixInverse) * vs_ray_dir * OrcoTexCoFactors[1] * 2.0;
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vec3 ls_ray_ori = (ModelViewMatrixInverse * vec4(vs_ray_ori, 1.0)).xyz;
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vec3 ls_ray_end = (ModelViewMatrixInverse * vec4(vs_ray_end, 1.0)).xyz;
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ls_ray_ori = (OrcoTexCoFactors[0] + ls_ray_ori * OrcoTexCoFactors[1]) * 2.0 - 1.0;
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ls_ray_end = (OrcoTexCoFactors[0] + ls_ray_end * OrcoTexCoFactors[1]) * 2.0 - 1.0;
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/* TODO: Align rays to volume center so that it mimics old behaviour of slicing the volume. */
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float dist = line_unit_box_intersect_dist(ls_ray_ori, ls_ray_dir);
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@ -1,5 +1,6 @@
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uniform mat4 ModelViewProjectionMatrix;
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uniform vec3 OrcoTexCoFactors[2];
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uniform float slicePosition;
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uniform int sliceAxis; /* -1 is no slice, 0 is X, 1 is Y, 2 is Z. */
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@ -23,9 +24,10 @@ void main()
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else {
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localPos = vec3(pos.xy, slicePosition * 2.0 - 1.0);
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}
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gl_Position = ModelViewProjectionMatrix * vec4(localPos, 1.0);
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vec3 final_pos = localPos;
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#else
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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vec3 final_pos = pos;
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#endif
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final_pos = ((final_pos * 0.5 + 0.5) - OrcoTexCoFactors[0]) / OrcoTexCoFactors[1];
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gl_Position = ModelViewProjectionMatrix * vec4(final_pos, 1.0);
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}
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@ -61,7 +61,7 @@ void workbench_volume_engine_free(void)
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void workbench_volume_cache_init(WORKBENCH_Data *vedata)
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{
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vedata->psl->volume_pass = DRW_pass_create("Volumes", DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_PREMUL | DRW_STATE_CULL_FRONT);
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vedata->psl->volume_pass = DRW_pass_create("Volumes", DRW_STATE_WRITE_COLOR | DRW_STATE_TRANSMISSION | DRW_STATE_CULL_FRONT);
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}
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void workbench_volume_cache_populate(WORKBENCH_Data *vedata, Scene *scene, Object *ob, ModifierData *md)
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@ -101,6 +101,7 @@ void workbench_volume_cache_populate(WORKBENCH_Data *vedata, Scene *scene, Objec
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DRWShadingGroup *grp = DRW_shgroup_create(e_data.volume_slice_sh, vedata->psl->volume_pass);
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DRW_shgroup_uniform_texture(grp, "densityTexture", sds->tex);
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DRW_shgroup_uniform_texture(grp, "shadowTexture", sds->tex_shadow);
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DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
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DRW_shgroup_uniform_float_copy(grp, "densityScale", 10.0f * sds->display_thickness);
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DRW_shgroup_uniform_float_copy(grp, "slicePosition", sds->slice_depth);
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@ -120,6 +121,7 @@ void workbench_volume_cache_populate(WORKBENCH_Data *vedata, Scene *scene, Objec
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DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)wpd->viewvecs, 3);
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DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
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DRW_shgroup_uniform_texture(grp, "densityTexture", sds->tex);
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DRW_shgroup_uniform_texture(grp, "shadowTexture", sds->tex_shadow);
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DRW_shgroup_uniform_float_copy(grp, "densityScale", 10.0f * sds->display_thickness);
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DRW_shgroup_uniform_int_copy(grp, "samplesLen", max_slices);
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/* TODO FIXME : This step size is in object space but the ray itself
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@ -2040,7 +2040,7 @@ static void volumes_free_smoke_textures(void)
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* all viewport in a redraw at least. */
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for (LinkData *link = e_data.smoke_domains.first; link; link = link->next) {
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SmokeModifierData *smd = (SmokeModifierData *)link->data;
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GPU_free_smoke(smd);
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GPU_free_smoke_velocity(smd);
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}
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BLI_freelistN(&e_data.smoke_domains);
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}
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@ -915,9 +915,10 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres)
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}
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/* density only */
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else {
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sds->tex = GPU_texture_create_3D(
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sds->res[0], sds->res[1], sds->res[2],
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GPU_R8, smoke_get_density(sds->fluid), NULL);
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sds->tex = GPU_texture_create_nD(
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sds->res[0], sds->res[1], sds->res[2], 3,
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smoke_get_density(sds->fluid),
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GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
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/* Swizzle the RGBA components to read the Red channel so
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* that the shader stay the same for colored and non color
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@ -931,10 +932,11 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres)
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}
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sds->tex_flame = (
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smoke_has_fuel(sds->fluid) ?
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GPU_texture_create_3D(
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sds->res[0], sds->res[1], sds->res[2],
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GPU_R8, smoke_get_flame(sds->fluid), NULL) :
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NULL);
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GPU_texture_create_nD(
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sds->res[0], sds->res[1], sds->res[2], 3,
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smoke_get_flame(sds->fluid),
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GPU_R8, GPU_DATA_FLOAT, 0, true, NULL) :
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NULL);
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}
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else if (!sds->tex && highres) {
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/* rgba texture for color + density */
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@ -946,9 +948,10 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres)
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}
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/* density only */
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else {
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sds->tex = GPU_texture_create_3D(
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sds->res_wt[0], sds->res_wt[1], sds->res_wt[2],
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GPU_R8, smoke_turbulence_get_density(sds->wt), NULL);
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sds->tex = GPU_texture_create_nD(
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sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 3,
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smoke_turbulence_get_density(sds->wt),
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GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
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/* Swizzle the RGBA components to read the Red channel so
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* that the shader stay the same for colored and non color
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@ -962,15 +965,18 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres)
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}
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sds->tex_flame = (
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smoke_turbulence_has_fuel(sds->wt) ?
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GPU_texture_create_3D(
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sds->res_wt[0], sds->res_wt[1], sds->res_wt[2],
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GPU_R8, smoke_turbulence_get_flame(sds->wt), NULL) :
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NULL);
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GPU_texture_create_nD(
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sds->res[0], sds->res[1], sds->res[2], 3,
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smoke_turbulence_get_flame(sds->wt),
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GPU_R8, GPU_DATA_FLOAT, 0, true, NULL) :
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NULL);
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}
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sds->tex_shadow = GPU_texture_create_3D(
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sds->res[0], sds->res[1], sds->res[2],
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GPU_R8, sds->shadow, NULL);
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sds->tex_shadow = GPU_texture_create_nD(
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sds->res[0], sds->res[1], sds->res[2], 3,
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sds->shadow,
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GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
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}
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#else // WITH_SMOKE
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(void)highres;
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