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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
- */
- THREE.toHalf = (function() {
- var floatView = new Float32Array(1);
- var int32View = new Int32Array(floatView.buffer);
- /* 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. */
- return function toHalf(val) {
- floatView[0] = val;
- var x = int32View[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;
- };
- }());
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