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];”

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