// // Crest Water System // Copyright © 2024 Wave Harmonic. All rights reserved. using WaveHarmonic.Crest.Splines; using WaveHarmonic.Crest.Paint; namespace WaveHarmonic.Crest { static partial class _Extensions { static void AddData(LodInput input, LodInputMode mode) { switch (mode) { case LodInputMode.Renderer when input is AbsorptionLodInput: AddData(input, mode); break; case LodInputMode.Texture when input is AbsorptionLodInput: AddData(input, mode); break; #if d_CrestSplines case LodInputMode.Spline when input is AbsorptionLodInput: AddData(input, mode); break; #endif #if d_CrestPaint case LodInputMode.Paint when input is AbsorptionLodInput: AddData(input, mode); break; #endif case LodInputMode.Renderer when input is AlbedoLodInput: AddData(input, mode); break; case LodInputMode.Renderer when input is AnimatedWavesLodInput: AddData(input, mode); break; case LodInputMode.Renderer when input is ClipLodInput: AddData(input, mode); break; case LodInputMode.Texture when input is ClipLodInput: AddData(input, mode); break; #if d_CrestPaint case LodInputMode.Paint when input is ClipLodInput: AddData(input, mode); break; #endif case LodInputMode.Renderer when input is DepthLodInput: AddData(input, mode); break; case LodInputMode.Texture when input is DepthLodInput: AddData(input, mode); break; case LodInputMode.Geometry when input is DepthLodInput: AddData(input, mode); break; case LodInputMode.Renderer when input is DynamicWavesLodInput: AddData(input, mode); break; case LodInputMode.Renderer when input is FlowLodInput: AddData(input, mode); break; case LodInputMode.Texture when input is FlowLodInput: AddData(input, mode); break; #if d_CrestPaint case LodInputMode.Paint when input is FlowLodInput: AddData(input, mode); break; #endif #if d_CrestSplines case LodInputMode.Spline when input is FlowLodInput: AddData(input, mode); break; #endif case LodInputMode.Renderer when input is FoamLodInput: AddData(input, mode); break; case LodInputMode.Texture when input is FoamLodInput: AddData(input, mode); break; #if d_CrestPaint case LodInputMode.Paint when input is FoamLodInput: AddData(input, mode); break; #endif #if d_CrestSplines case LodInputMode.Spline when input is FoamLodInput: AddData(input, mode); break; #endif case LodInputMode.Renderer when input is LevelLodInput: AddData(input, mode); break; case LodInputMode.Texture when input is LevelLodInput: AddData(input, mode); break; #if d_CrestPaint case LodInputMode.Paint when input is LevelLodInput: AddData(input, mode); break; #endif #if d_CrestSplines case LodInputMode.Spline when input is LevelLodInput: AddData(input, mode); break; #endif case LodInputMode.Geometry when input is LevelLodInput: AddData(input, mode); break; case LodInputMode.Renderer when input is ScatteringLodInput: AddData(input, mode); break; case LodInputMode.Texture when input is ScatteringLodInput: AddData(input, mode); break; #if d_CrestSplines case LodInputMode.Spline when input is ScatteringLodInput: AddData(input, mode); break; #endif #if d_CrestPaint case LodInputMode.Paint when input is ScatteringLodInput: AddData(input, mode); break; #endif case LodInputMode.Renderer when input is ShadowLodInput: AddData(input, mode); break; case LodInputMode.Renderer when input is ShapeWaves: AddData(input, mode); break; case LodInputMode.Texture when input is ShapeWaves: AddData(input, mode); break; #if d_CrestPaint case LodInputMode.Paint when input is ShapeWaves: AddData(input, mode); break; #endif #if d_CrestSplines case LodInputMode.Spline when input is ShapeWaves: AddData(input, mode); break; #endif } } } }