82 lines
5.1 KiB
C#
82 lines
5.1 KiB
C#
// <auto-generated/>
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// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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using WaveHarmonic.Crest.Splines;
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using WaveHarmonic.Crest.Paint;
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namespace WaveHarmonic.Crest
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{
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static partial class _Extensions
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{
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static void AddData(LodInput input, LodInputMode mode)
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{
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switch (mode)
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{
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case LodInputMode.Renderer when input is AbsorptionLodInput: AddData<AbsorptionRendererLodInputData>(input, mode); break;
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case LodInputMode.Texture when input is AbsorptionLodInput: AddData<AbsorptionTextureLodInputData>(input, mode); break;
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#if d_CrestSplines
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case LodInputMode.Spline when input is AbsorptionLodInput: AddData<AbsorptionSplineLodInputData>(input, mode); break;
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#endif
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#if d_CrestPaint
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case LodInputMode.Paint when input is AbsorptionLodInput: AddData<AbsorptionPaintLodInputData>(input, mode); break;
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#endif
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case LodInputMode.Renderer when input is AlbedoLodInput: AddData<AlbedoRendererLodInputData>(input, mode); break;
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case LodInputMode.Renderer when input is AnimatedWavesLodInput: AddData<AnimatedWavesRendererLodInputData>(input, mode); break;
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case LodInputMode.Renderer when input is ClipLodInput: AddData<ClipRendererLodInputData>(input, mode); break;
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case LodInputMode.Texture when input is ClipLodInput: AddData<ClipTextureLodInputData>(input, mode); break;
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#if d_CrestPaint
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case LodInputMode.Paint when input is ClipLodInput: AddData<ClipPaintLodInputData>(input, mode); break;
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#endif
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case LodInputMode.Renderer when input is DepthLodInput: AddData<DepthRendererLodInputData>(input, mode); break;
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case LodInputMode.Texture when input is DepthLodInput: AddData<DepthTextureLodInputData>(input, mode); break;
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case LodInputMode.Geometry when input is DepthLodInput: AddData<DepthGeometryLodInputData>(input, mode); break;
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case LodInputMode.Renderer when input is DynamicWavesLodInput: AddData<DynamicWavesRendererLodInputData>(input, mode); break;
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case LodInputMode.Renderer when input is FlowLodInput: AddData<FlowRendererLodInputData>(input, mode); break;
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case LodInputMode.Texture when input is FlowLodInput: AddData<FlowTextureLodInputData>(input, mode); break;
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#if d_CrestPaint
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case LodInputMode.Paint when input is FlowLodInput: AddData<FlowPaintLodInputData>(input, mode); break;
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#endif
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#if d_CrestSplines
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case LodInputMode.Spline when input is FlowLodInput: AddData<FlowSplineLodInputData>(input, mode); break;
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#endif
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case LodInputMode.Renderer when input is FoamLodInput: AddData<FoamRendererLodInputData>(input, mode); break;
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case LodInputMode.Texture when input is FoamLodInput: AddData<FoamTextureLodInputData>(input, mode); break;
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#if d_CrestPaint
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case LodInputMode.Paint when input is FoamLodInput: AddData<FoamPaintLodInputData>(input, mode); break;
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#endif
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#if d_CrestSplines
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case LodInputMode.Spline when input is FoamLodInput: AddData<FoamSplineLodInputData>(input, mode); break;
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#endif
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case LodInputMode.Renderer when input is LevelLodInput: AddData<LevelRendererLodInputData>(input, mode); break;
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case LodInputMode.Texture when input is LevelLodInput: AddData<LevelTextureLodInputData>(input, mode); break;
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#if d_CrestPaint
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case LodInputMode.Paint when input is LevelLodInput: AddData<LevelPaintLodInputData>(input, mode); break;
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#endif
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#if d_CrestSplines
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case LodInputMode.Spline when input is LevelLodInput: AddData<LevelSplineLodInputData>(input, mode); break;
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#endif
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case LodInputMode.Geometry when input is LevelLodInput: AddData<LevelGeometryLodInputData>(input, mode); break;
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case LodInputMode.Renderer when input is ScatteringLodInput: AddData<ScatteringRendererLodInputData>(input, mode); break;
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case LodInputMode.Texture when input is ScatteringLodInput: AddData<ScatteringTextureLodInputData>(input, mode); break;
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#if d_CrestSplines
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case LodInputMode.Spline when input is ScatteringLodInput: AddData<ScatteringSplineLodInputData>(input, mode); break;
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#endif
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#if d_CrestPaint
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case LodInputMode.Paint when input is ScatteringLodInput: AddData<ScatteringPaintLodInputData>(input, mode); break;
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#endif
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case LodInputMode.Renderer when input is ShadowLodInput: AddData<ShadowRendererLodInputData>(input, mode); break;
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case LodInputMode.Renderer when input is ShapeWaves: AddData<ShapeWavesRendererLodInputData>(input, mode); break;
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case LodInputMode.Texture when input is ShapeWaves: AddData<ShapeWavesTextureLodInputData>(input, mode); break;
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#if d_CrestPaint
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case LodInputMode.Paint when input is ShapeWaves: AddData<ShapeWavesPaintLodInputData>(input, mode); break;
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#endif
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#if d_CrestSplines
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case LodInputMode.Spline when input is ShapeWaves: AddData<ShapeWavesSplineLodInputData>(input, mode); break;
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#endif
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}
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}
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}
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}
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