| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859 |
- const _floatView = new Float32Array( 1 );
- const _int32View = new Int32Array( _floatView.buffer );
- const DataUtils = {
- // Converts float32 to float16 (stored as uint16 value).
- toHalfFloat: function ( 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 };
|