一,对float类型的数组
osg::ref_ptrosg::FloatArray m_dampingPixelDist;
赋值
void ccBilateralFilter::updateDampingTable()
{
m_dampingPixelDist->clear();
m_dampingPixelDist->resize(64, 1.0f);(设定数组有64个浮点值,默认为1.0)
//constant quotient
float q = m_halfSpatialSize * m_spatialSigma;
q = 2 * (q*q);
for (int c = 0; c <= m_halfSpatialSize; c++)
{
for (int d = 0; d <= m_halfSpatialSize; d++)
{
int index = c*(m_halfSpatialSize + 1) + d;
//pixel distance based damping
m_dampingPixelDist->at(index) = std::exp((c*c + d*d) / (-q));
}
}
}
传递到shader
osg::ref_ptr<osg::Uniform> distCoefsUniform = new osg::Uniform(osg::Uniform::FLOAT, "DistCoefs", m_dampingPixelDist->size());
for (int i = 0; i < m_dampingPixelDist->size(); i++)
{
distCoefsUniform->setElement(i, m_dampingPixelDist->at(i));
}
glsl中设置
uniform float DistCoefs[64];
二,同样,
对于osg::vec2的数组,传递到shader
osg::Vec2Array* m_neighbours = new osg::Vec2Array;
m_neighbours->clear();
for (int i = 0; i < 8; i++) //8邻域
{
float x = static_cast<float>(std::cos(i * osg::PI / 4.0));
float y = static_cast<float>(std::sin(i * osg::PI / 4.0));
m_neighbours->push_back(osg::Vec2(x, y));
}
osg::ref_ptr<osg::Uniform> neighbourUniform = new osg::Uniform(osg::Uniform::FLOAT_VEC2, "Neigh_pos_2D", m_neighbours->size());
for (int i = 0; i < m_neighbours->size(); i++)
{
neighbourUniform->setElement(i, m_neighbours->at(i));
}
在GLSL中
“uniform vec2 Neigh_pos_2D[8];”