// This code is in the public domain -- Ignacio Castaņo #include "PackedFloat.h" #include "Vector.inl" #include "ftoi.h" using namespace nv; Vector3 nv::rgb9e5_to_vector3(FloatRGB9E5 v) { } FloatRGB9E5 nv::vector3_to_rgb9e5(const Vector3 & v) { } float nv::float11_to_float32(uint v) { } float nv::float10_to_float32(uint v) { } Vector3 nv::r11g11b10_to_vector3(FloatR11G11B10 v) { } FloatR11G11B10 nv::vector3_to_r11g11b10(const Vector3 & v) { } // These are based on: // http://www.graphics.cornell.edu/~bjw/rgbe/rgbe.c // While this may not be the best way to encode/decode RGBE8, I'm not making any changes to maintain compatibility. FloatRGBE8 nv::vector3_to_rgbe8(const Vector3 & v) { float m = max3(v.x, v.y, v.z); FloatRGBE8 rgbe; if (m < 1e-32) { rgbe.v = 0; } else { int e; float scale = frexpf(m, &e) * 256.0f / m; rgbe.r = U8(ftoi_round(v.x * scale)); rgbe.g = U8(ftoi_round(v.y * scale)); rgbe.b = U8(ftoi_round(v.z * scale)); rgbe.e = U8(e + 128); } return rgbe; } Vector3 nv::rgbe8_to_vector3(FloatRGBE8 v) { if (v.e != 0) { float scale = ldexpf(1.0f, v.e-(int)(128+8)); // +8 to divide by 256. @@ Shouldn't we divide by 255 instead? return scale * Vector3(float(v.r), float(v.g), float(v.b)); } return Vector3(0); }