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@@ -333,71 +333,16 @@ THREE.RGBELoader.prototype = Object.assign( Object.create( THREE.DataTextureLoad
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};
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};
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- var RGBEByteToRGBHalf = ( function () {
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+ var RGBEByteToRGBHalf = function ( sourceArray, sourceOffset, destArray, destOffset ) {
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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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-
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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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- 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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-
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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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-
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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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-
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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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-
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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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-
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- return function ( sourceArray, sourceOffset, destArray, destOffset ) {
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-
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- var e = sourceArray[ sourceOffset + 3 ];
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- var scale = Math.pow( 2.0, e - 128.0 ) / 255.0;
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+ var e = sourceArray[ sourceOffset + 3 ];
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+ var scale = Math.pow( 2.0, e - 128.0 ) / 255.0;
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- destArray[ destOffset + 0 ] = toHalf( sourceArray[ sourceOffset + 0 ] * scale );
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- destArray[ destOffset + 1 ] = toHalf( sourceArray[ sourceOffset + 1 ] * scale );
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- destArray[ destOffset + 2 ] = toHalf( sourceArray[ sourceOffset + 2 ] * scale );
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+ destArray[ destOffset + 0 ] = THREE.DataUtils.toHalfFloat( sourceArray[ sourceOffset + 0 ] * scale );
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+ destArray[ destOffset + 1 ] = THREE.DataUtils.toHalfFloat( sourceArray[ sourceOffset + 1 ] * scale );
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+ destArray[ destOffset + 2 ] = THREE.DataUtils.toHalfFloat( sourceArray[ sourceOffset + 2 ] * scale );
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- };
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-
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- } )();
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+ };
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var byteArray = new Uint8Array( buffer );
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var byteArray = new Uint8Array( buffer );
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byteArray.pos = 0;
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byteArray.pos = 0;
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