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nvidia-texture-tools/src/nvmath/PackedFloat.cpp

62 lines
1.4 KiB
C++

// This code is in the public domain -- Ignacio Castaño <castano@gmail.com>
#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);
}