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@@ -1231,7 +1231,7 @@ THREE.EXRLoader.prototype = Object.assign( Object.create( THREE.DataTextureLoade
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for ( var i = 0; i < 64; ++ i ) {
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for ( var i = 0; i < 64; ++ i ) {
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- dst[ idx + i ] = encodeFloat16( toLinear( src[ i ] ) );
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+ dst[ idx + i ] = THREE.DataUtils.toHalfFloat( toLinear( src[ i ] ) );
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}
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}
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@@ -1816,7 +1816,7 @@ THREE.EXRLoader.prototype = Object.assign( Object.create( THREE.DataTextureLoade
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function decodeFloat32( dataView, offset ) {
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function decodeFloat32( dataView, offset ) {
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- return encodeFloat16( parseFloat32( dataView, offset ) );
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+ return THREE.DataUtils.toHalfFloat( parseFloat32( dataView, offset ) );
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}
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}
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@@ -1838,55 +1838,6 @@ THREE.EXRLoader.prototype = Object.assign( Object.create( THREE.DataTextureLoade
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}
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}
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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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-
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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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- */
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-
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- tmpDataView.setFloat32( 0, val );
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- var x = tmpDataView.getInt32( 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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function parseUint16( dataView, offset ) {
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function parseUint16( dataView, offset ) {
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var Uint16 = dataView.getUint16( offset.value, true );
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var Uint16 = dataView.getUint16( offset.value, true );
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