forked from mrdoob/three.js
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathDataUtils.js
59 lines (41 loc) · 1.71 KB
/
DataUtils.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
const _floatView = new Float32Array( 1 );
const _int32View = new Int32Array( _floatView.buffer );
class DataUtils {
// Converts float32 to float16 (stored as uint16 value).
static toHalfFloat( val ) {
// Source: http://gamedev.stackexchange.com/questions/17326/conversion-of-a-number-from-single-precision-floating-point-representation-to-a/17410#17410
/* 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. */
_floatView[ 0 ] = val;
const x = _int32View[ 0 ];
let bits = ( x >> 16 ) & 0x8000; /* Get the sign */
let m = ( x >> 12 ) & 0x07ff; /* Keep one extra bit for rounding */
const 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;
}
}
export { DataUtils };