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Examples: Clean up.

Mugen87 4 years ago
parent
commit
aa5c581ead
2 changed files with 5 additions and 102 deletions
  1. 2 51
      examples/js/loaders/EXRLoader.js
  2. 3 51
      examples/jsm/loaders/EXRLoader.js

+ 2 - 51
examples/js/loaders/EXRLoader.js

@@ -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 );

+ 3 - 51
examples/jsm/loaders/EXRLoader.js

@@ -1,5 +1,6 @@
 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 );