Implimented RGBA buttons
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b1b129c8c1
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@ -1,27 +1,35 @@
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using ImageProcessingGraph.Editor.Nodes.NodeAttributes;
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using UnityEngine;
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using Unity.Collections;
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using Unity.Jobs;
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using Unity.Burst;
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namespace ImageProcessingGraph.Editor.Nodes.Types.Image.Utilities.ViewNode
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{
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[NodeInfo("View Texture", "Utility/View Texture", false, null ,typeof(ViewTextureNodeEditor))]
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public class ViewTextureNode : BaseImageNode
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public partial class ViewTextureNode : BaseImageNode
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{
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[NodeAttributes.Input("Texture")] public Texture2D texture;
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[NodeAttributes.Input("Image Data")] public ImageData imageData;
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public delegate void OnImageUpdated();
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public OnImageUpdated onImageUpdated;
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public Texture2D cachedRGB;
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public Texture2D cachedR;
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public Texture2D cachedG;
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public Texture2D cachedB;
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public Texture2D cachedA;
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public override void Process()
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{
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if (texture == null)
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{
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texture = imageData.ToTexture2D();
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}
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//CHANGE NPOT SETTING
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GenerateChannelTextures(texture);
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onImageUpdated?.Invoke();
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}
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@ -30,5 +38,98 @@ namespace ImageProcessingGraph.Editor.Nodes.Types.Image.Utilities.ViewNode
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texture = null;
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imageData = default;
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}
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private void GenerateChannelTextures(Texture2D source)
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{
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var pixels = source.GetPixels();
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int length = pixels.Length;
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NativeArray<Color> inputPixels = new NativeArray<Color>(pixels, Allocator.TempJob);
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NativeArray<Color> outputR = new NativeArray<Color>(length, Allocator.TempJob);
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NativeArray<Color> outputG = new NativeArray<Color>(length, Allocator.TempJob);
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NativeArray<Color> outputB = new NativeArray<Color>(length, Allocator.TempJob);
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NativeArray<Color> outputA = new NativeArray<Color>(length, Allocator.TempJob);
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var jobR = new ChannelJob(ChannelType.R, inputPixels, outputR);
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var jobG = new ChannelJob(ChannelType.G, inputPixels, outputG);
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var jobB = new ChannelJob(ChannelType.B, inputPixels, outputB);
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var jobA = new ChannelJob(ChannelType.A, inputPixels, outputA);
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JobHandle handleR = jobR.Schedule(length, 64);
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JobHandle handleG = jobG.Schedule(length, 64);
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JobHandle handleB = jobB.Schedule(length, 64);
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JobHandle handleA = jobA.Schedule(length, 64);
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var handles = new NativeArray<JobHandle>(4, Allocator.Temp);
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handles[0] = handleR;
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handles[1] = handleG;
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handles[2] = handleB;
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handles[3] = handleA;
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JobHandle.CompleteAll(handles);
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handles.Dispose();
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cachedRGB = source;
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cachedR = CreateTexture(source.width, source.height, outputR);
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cachedG = CreateTexture(source.width, source.height, outputG);
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cachedB = CreateTexture(source.width, source.height, outputB);
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cachedA = CreateTexture(source.width, source.height, outputA);
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inputPixels.Dispose();
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outputR.Dispose();
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outputG.Dispose();
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outputB.Dispose();
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outputA.Dispose();
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}
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private Texture2D CreateTexture(int width, int height, NativeArray<Color> colors)
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{
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Texture2D tex = new Texture2D(width, height, TextureFormat.RGBA32, false);
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tex.SetPixels(colors.ToArray());
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tex.Apply();
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return tex;
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}
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[BurstCompile]
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private struct ChannelJob : IJobParallelFor
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{
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public ChannelType channelType;
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[ReadOnly] public NativeArray<Color> input;
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public NativeArray<Color> output;
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public ChannelJob(ChannelType type, NativeArray<Color> input, NativeArray<Color> output)
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{
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this.channelType = type;
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this.input = input;
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this.output = output;
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}
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public void Execute(int index)
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{
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Color c = input[index];
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switch (channelType)
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{
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case ChannelType.R:
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output[index] = new Color(c.r, c.r, c.r, 1f);
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break;
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case ChannelType.G:
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output[index] = new Color(c.g, c.g, c.g, 1f);
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break;
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case ChannelType.B:
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output[index] = new Color(c.b, c.b, c.b, 1f);
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break;
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case ChannelType.A:
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output[index] = new Color(c.a, c.a, c.a, 1f);
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break;
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}
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}
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}
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private enum ChannelType
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{
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R, G, B, A
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}
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}
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}
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}
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@ -9,7 +9,7 @@ namespace ImageProcessingGraph.Editor.Nodes.Types.Image.Utilities.ViewNode
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private UnityEngine.UIElements.Image viewableImage;
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private Foldout foldout;
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private VisualElement buttonRow;
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public ViewTextureNodeEditor(BaseImageNode node, ImageProcessingGraphViewWindow window) : base(node, window)
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{
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//Port 0 is Texture2D
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@ -18,30 +18,18 @@ namespace ImageProcessingGraph.Editor.Nodes.Types.Image.Utilities.ViewNode
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IPTPort tex2DPort = InputPorts[0] as IPTPort;
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IPTPort imageDataPort = InputPorts[1] as IPTPort;
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tex2DPort.OnPortConnected += () =>
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{
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imageDataPort.style.display = DisplayStyle.None;
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};
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tex2DPort.OnPortConnected += () => { imageDataPort.style.display = DisplayStyle.None; };
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tex2DPort.OnPortDisconnected += () =>
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{
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imageDataPort.style.display = DisplayStyle.Flex;
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};
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tex2DPort.OnPortDisconnected += () => { imageDataPort.style.display = DisplayStyle.Flex; };
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imageDataPort.OnPortConnected += () => { tex2DPort.style.display = DisplayStyle.None; };
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imageDataPort.OnPortDisconnected += () => { tex2DPort.style.display = DisplayStyle.Flex; };
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imageDataPort.OnPortConnected += () =>
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{
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tex2DPort.style.display = DisplayStyle.None;
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};
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imageDataPort.OnPortDisconnected += () =>
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{
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tex2DPort.style.display = DisplayStyle.Flex;
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};
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this.Q("output").style.display = DisplayStyle.None;
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ViewTextureNode viewImageNode = node as ViewTextureNode;
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foldout = new Foldout
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{
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text = "Texture Viewer",
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@ -50,7 +38,7 @@ namespace ImageProcessingGraph.Editor.Nodes.Types.Image.Utilities.ViewNode
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foldout.style.backgroundColor = new Color(63f / 255f, 63f / 255f, 63f / 255f, 205f / 255f);
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foldout.contentContainer.style.justifyContent = Justify.Center;
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Add(foldout);
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viewableImage = new UnityEngine.UIElements.Image
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{
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scaleMode = ScaleMode.ScaleToFit
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@ -59,12 +47,9 @@ namespace ImageProcessingGraph.Editor.Nodes.Types.Image.Utilities.ViewNode
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viewableImage.style.height = 256;
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viewableImage.style.backgroundColor = Color.black;
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foldout.Add(viewableImage);
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viewImageNode.onImageUpdated += () =>
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{
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viewableImage.image = viewImageNode.texture;
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};
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viewImageNode.onImageUpdated += () => { viewableImage.image = viewImageNode.texture; };
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buttonRow = new VisualElement
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{
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style =
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@ -76,7 +61,7 @@ namespace ImageProcessingGraph.Editor.Nodes.Types.Image.Utilities.ViewNode
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marginBottom = 8,
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}
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};
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string[] channels = { "RGB", "R", "G", "B", "A" };
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foreach (var channel in channels)
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{
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@ -87,13 +72,33 @@ namespace ImageProcessingGraph.Editor.Nodes.Types.Image.Utilities.ViewNode
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btn.style.flexGrow = 1;
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buttonRow.Add(btn);
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}
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foldout.Add(buttonRow);
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}
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private void OnChannelClicked(ViewTextureNode viewNode, string channel)
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{
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Debug.Log($"[ViewTextureNodeEditor] Channel Selected: {channel}");
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switch (channel)
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{
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case "RGB":
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viewableImage.image = viewNode.cachedRGB;
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break;
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case "R":
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viewableImage.image = viewNode.cachedR;
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break;
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case "G":
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viewableImage.image = viewNode.cachedG;
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break;
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case "B":
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viewableImage.image = viewNode.cachedB;
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break;
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case "A":
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viewableImage.image = viewNode.cachedA;
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break;
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default:
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Debug.LogError("[ViewTextureNodeEditor] Unknown channel clicked! Did you hack reality again?");
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break;
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}
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}
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}
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}
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