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@@ -117,18 +117,19 @@ THREE.EXRLoader.prototype = Object.assign( Object.create( THREE.DataTextureLoade
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const logBase = Math.pow( 2.7182818, 2.2 );
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+ var tmpDataView = new DataView( new ArrayBuffer( 8 ) );
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+
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function frexp( value ) {
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if ( value === 0 ) return [ value, 0 ];
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- var data = new DataView( new ArrayBuffer( 8 ) );
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- data.setFloat64( 0, value );
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+ tmpDataView.setFloat64( 0, value );
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- var bits = ( data.getUint32( 0 ) >>> 20 ) & 0x7FF;
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+ var bits = ( tmpDataView.getUint32( 0 ) >>> 20 ) & 0x7FF;
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if ( bits === 0 ) { // denormal
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- data.setFloat64( 0, value * Math.pow( 2, 64 ) ); // exp + 64
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- bits = ( ( data.getUint32( 0 ) >>> 20 ) & 0x7FF ) - 64;
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+ tmpDataView.setFloat64( 0, value * Math.pow( 2, 64 ) ); // exp + 64
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+ bits = ( ( tmpDataView.getUint32( 0 ) >>> 20 ) & 0x7FF ) - 64;
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}
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var exponent = bits - 1022;
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@@ -1686,6 +1687,12 @@ THREE.EXRLoader.prototype = Object.assign( Object.create( THREE.DataTextureLoade
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}
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+ function decodeFloat32( dataView, offset ) {
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+
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+ return encodeFloat16( parseFloat32( dataView, offset ) );
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+
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+ }
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+
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// https://stackoverflow.com/questions/5678432/decompressing-half-precision-floats-in-javascript
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function decodeFloat16( binary ) {
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@@ -1704,60 +1711,54 @@ THREE.EXRLoader.prototype = Object.assign( Object.create( THREE.DataTextureLoade
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}
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- var encodeFloat16 = ( function () {
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-
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- // Source: http://gamedev.stackexchange.com/questions/17326/conversion-of-a-number-from-single-precision-floating-point-representation-to-a/17410#17410
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-
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- var floatView = new Float32Array( 1 );
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- var int32View = new Int32Array( floatView.buffer );
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+ // http://gamedev.stackexchange.com/questions/17326/conversion-of-a-number-from-single-precision-floating-point-representation-to-a/17410#17410
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+ function encodeFloat16( val ) {
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/* This method is faster than the OpenEXR implementation (very often
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* used, eg. in Ogre), with the additional benefit of rounding, inspired
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- * by James Tursa?s half-precision code. */
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- return function toHalf( val ) {
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-
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- floatView[ 0 ] = val;
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- var x = int32View[ 0 ];
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-
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- var bits = ( x >> 16 ) & 0x8000; /* Get the sign */
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- var m = ( x >> 12 ) & 0x07ff; /* Keep one extra bit for rounding */
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- var e = ( x >> 23 ) & 0xff; /* Using int is faster here */
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+ * by James Tursa?s half-precision code.
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+ */
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- /* If zero, or denormal, or exponent underflows too much for a denormal
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- * half, return signed zero. */
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- if ( e < 103 ) return bits;
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+ tmpDataView.setFloat32( 0, val );
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+ var x = tmpDataView.getInt32( 0 );
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- /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
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- if ( e > 142 ) {
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+ var bits = ( x >> 16 ) & 0x8000; /* Get the sign */
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+ var m = ( x >> 12 ) & 0x07ff; /* Keep one extra bit for rounding */
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+ var e = ( x >> 23 ) & 0xff; /* Using int is faster here */
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- bits |= 0x7c00;
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- /* If exponent was 0xff and one mantissa bit was set, it means NaN,
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- * not Inf, so make sure we set one mantissa bit too. */
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- bits |= ( ( e == 255 ) ? 0 : 1 ) && ( x & 0x007fffff );
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- return bits;
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+ /* If zero, or denormal, or exponent underflows too much for a denormal
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+ * half, return signed zero. */
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+ if ( e < 103 ) return bits;
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- }
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+ /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
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+ if ( e > 142 ) {
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- /* If exponent underflows but not too much, return a denormal */
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- if ( e < 113 ) {
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+ bits |= 0x7c00;
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+ /* If exponent was 0xff and one mantissa bit was set, it means NaN,
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+ * not Inf, so make sure we set one mantissa bit too. */
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+ bits |= ( ( e == 255 ) ? 0 : 1 ) && ( x & 0x007fffff );
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+ return bits;
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- m |= 0x0800;
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- /* Extra rounding may overflow and set mantissa to 0 and exponent
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- * to 1, which is OK. */
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- bits |= ( m >> ( 114 - e ) ) + ( ( m >> ( 113 - e ) ) & 1 );
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- return bits;
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+ }
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- }
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+ /* If exponent underflows but not too much, return a denormal */
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+ if ( e < 113 ) {
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- bits |= ( ( e - 112 ) << 10 ) | ( m >> 1 );
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- /* Extra rounding. An overflow will set mantissa to 0 and increment
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- * the exponent, which is OK. */
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- bits += m & 1;
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+ m |= 0x0800;
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+ /* Extra rounding may overflow and set mantissa to 0 and exponent
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+ * to 1, which is OK. */
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+ bits |= ( m >> ( 114 - e ) ) + ( ( m >> ( 113 - e ) ) & 1 );
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return bits;
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- };
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+ }
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+
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+ bits |= ( ( e - 112 ) << 10 ) | ( m >> 1 );
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+ /* Extra rounding. An overflow will set mantissa to 0 and increment
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+ * the exponent, which is OK. */
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+ bits += m & 1;
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+ return bits;
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- } )();
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+ }
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function parseUint16( dataView, offset ) {
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@@ -2056,7 +2057,8 @@ THREE.EXRLoader.prototype = Object.assign( Object.create( THREE.DataTextureLoade
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case THREE.HalfFloatType:
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- throw 'EXRLoader.parse: unsupported HalfFloatType texture for FloatType image file.';
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+ getValue = decodeFloat32;
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+ size_t = FLOAT32_SIZE;
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}
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