提交 aa5c581e 编写于 作者: M Mugen87

Examples: Clean up.

上级 e6308763
......@@ -1231,7 +1231,7 @@ THREE.EXRLoader.prototype = Object.assign( Object.create( THREE.DataTextureLoade
for ( var i = 0; i < 64; ++ i ) {
dst[ idx + i ] = encodeFloat16( toLinear( src[ i ] ) );
dst[ idx + i ] = THREE.DataUtils.toHalfFloat( toLinear( src[ i ] ) );
}
......@@ -1816,7 +1816,7 @@ THREE.EXRLoader.prototype = Object.assign( Object.create( THREE.DataTextureLoade
function decodeFloat32( dataView, offset ) {
return encodeFloat16( parseFloat32( dataView, offset ) );
return THREE.DataUtils.toHalfFloat( parseFloat32( dataView, offset ) );
}
......@@ -1838,55 +1838,6 @@ THREE.EXRLoader.prototype = Object.assign( Object.create( THREE.DataTextureLoade
}
// http://gamedev.stackexchange.com/questions/17326/conversion-of-a-number-from-single-precision-floating-point-representation-to-a/17410#17410
function encodeFloat16( val ) {
/* This method is faster than the OpenEXR implementation (very often
* used, eg. in Ogre), with the additional benefit of rounding, inspired
* by James Tursa?s half-precision code.
*/
tmpDataView.setFloat32( 0, val );
var x = tmpDataView.getInt32( 0 );
var bits = ( x >> 16 ) & 0x8000; /* Get the sign */
var m = ( x >> 12 ) & 0x07ff; /* Keep one extra bit for rounding */
var e = ( x >> 23 ) & 0xff; /* Using int is faster here */
/* If zero, or denormal, or exponent underflows too much for a denormal
* half, return signed zero. */
if ( e < 103 ) return bits;
/* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
if ( e > 142 ) {
bits |= 0x7c00;
/* If exponent was 0xff and one mantissa bit was set, it means NaN,
* not Inf, so make sure we set one mantissa bit too. */
bits |= ( ( e == 255 ) ? 0 : 1 ) && ( x & 0x007fffff );
return bits;
}
/* If exponent underflows but not too much, return a denormal */
if ( e < 113 ) {
m |= 0x0800;
/* Extra rounding may overflow and set mantissa to 0 and exponent
* to 1, which is OK. */
bits |= ( m >> ( 114 - e ) ) + ( ( m >> ( 113 - e ) ) & 1 );
return bits;
}
bits |= ( ( e - 112 ) << 10 ) | ( m >> 1 );
/* Extra rounding. An overflow will set mantissa to 0 and increment
* the exponent, which is OK. */
bits += m & 1;
return bits;
}
function parseUint16( dataView, offset ) {
var Uint16 = dataView.getUint16( offset.value, true );
......
import {
DataTextureLoader,
DataUtils,
FloatType,
HalfFloatType,
LinearEncoding,
......@@ -1246,7 +1247,7 @@ EXRLoader.prototype = Object.assign( Object.create( DataTextureLoader.prototype
for ( var i = 0; i < 64; ++ i ) {
dst[ idx + i ] = encodeFloat16( toLinear( src[ i ] ) );
dst[ idx + i ] = DataUtils.toHalfFloat( toLinear( src[ i ] ) );
}
......@@ -1831,7 +1832,7 @@ EXRLoader.prototype = Object.assign( Object.create( DataTextureLoader.prototype
function decodeFloat32( dataView, offset ) {
return encodeFloat16( parseFloat32( dataView, offset ) );
return DataUtils.toHalfFloat( parseFloat32( dataView, offset ) );
}
......@@ -1853,55 +1854,6 @@ EXRLoader.prototype = Object.assign( Object.create( DataTextureLoader.prototype
}
// http://gamedev.stackexchange.com/questions/17326/conversion-of-a-number-from-single-precision-floating-point-representation-to-a/17410#17410
function encodeFloat16( val ) {
/* This method is faster than the OpenEXR implementation (very often
* used, eg. in Ogre), with the additional benefit of rounding, inspired
* by James Tursa?s half-precision code.
*/
tmpDataView.setFloat32( 0, val );
var x = tmpDataView.getInt32( 0 );
var bits = ( x >> 16 ) & 0x8000; /* Get the sign */
var m = ( x >> 12 ) & 0x07ff; /* Keep one extra bit for rounding */
var e = ( x >> 23 ) & 0xff; /* Using int is faster here */
/* If zero, or denormal, or exponent underflows too much for a denormal
* half, return signed zero. */
if ( e < 103 ) return bits;
/* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
if ( e > 142 ) {
bits |= 0x7c00;
/* If exponent was 0xff and one mantissa bit was set, it means NaN,
* not Inf, so make sure we set one mantissa bit too. */
bits |= ( ( e == 255 ) ? 0 : 1 ) && ( x & 0x007fffff );
return bits;
}
/* If exponent underflows but not too much, return a denormal */
if ( e < 113 ) {
m |= 0x0800;
/* Extra rounding may overflow and set mantissa to 0 and exponent
* to 1, which is OK. */
bits |= ( m >> ( 114 - e ) ) + ( ( m >> ( 113 - e ) ) & 1 );
return bits;
}
bits |= ( ( e - 112 ) << 10 ) | ( m >> 1 );
/* Extra rounding. An overflow will set mantissa to 0 and increment
* the exponent, which is OK. */
bits += m & 1;
return bits;
}
function parseUint16( dataView, offset ) {
var Uint16 = dataView.getUint16( offset.value, true );
......
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