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
使用osg传递float和Vec2数组到GLSLshader

该文描述了一个过程,涉及使用osg库处理float类型的数组m_dampingPixelDist和osg::Vec2数组m_neighbours。首先,初始化并赋值数组,然后通过osg::Uniform将它们传递到GLSLshader中,分别设置为uniformfloatDistCoefs[64]和uniformvec2Neigh_pos_2D[8]。
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