15

我希望能够OES_texture_half_float在 WebGL 中使用扩展并提供我自己的数据,但Float16ArrayJavaScript 中没有。那么如何生成半浮点数据呢?

4

1 回答 1

17

我将这两个函数改编为 JavaScript。他们似乎工作

  1. 从这里

    var 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;
      };
    
    }());
    
  2. 从这里

    var toHalf = (function() {
    
      var floatView = new Float32Array(1);
      var int32View = new Int32Array(floatView.buffer);
    
      return function toHalf( fval ) {
        floatView[0] = fval;
        var fbits = int32View[0];
        var sign  = (fbits >> 16) & 0x8000;          // sign only
        var val   = ( fbits & 0x7fffffff ) + 0x1000; // rounded value
    
        if( val >= 0x47800000 ) {             // might be or become NaN/Inf
          if( ( fbits & 0x7fffffff ) >= 0x47800000 ) {
                                              // is or must become NaN/Inf
            if( val < 0x7f800000 ) {          // was value but too large
              return sign | 0x7c00;           // make it +/-Inf
            }
            return sign | 0x7c00 |            // remains +/-Inf or NaN
                ( fbits & 0x007fffff ) >> 13; // keep NaN (and Inf) bits
          }
          return sign | 0x7bff;               // unrounded not quite Inf
        }
        if( val >= 0x38800000 ) {             // remains normalized value
          return sign | val - 0x38000000 >> 13; // exp - 127 + 15
        }
        if( val < 0x33000000 )  {             // too small for subnormal
          return sign;                        // becomes +/-0
        }
        val = ( fbits & 0x7fffffff ) >> 23;   // tmp exp for subnormal calc
        return sign | ( ( fbits & 0x7fffff | 0x800000 ) // add subnormal bit
             + ( 0x800000 >>> val - 102 )     // round depending on cut off
             >> 126 - val );                  // div by 2^(1-(exp-127+15)) and >> 13 | exp=0
      };
    }());
    

示例用法

var tex = new Uint16Array(4);
tex[0] = toHalf(0.5);
tex[1] = toHalf(1);
tex[2] = toHalf(123);
tex[3] = toHalf(-13);

这是一个使用第一个与 WebGL 的示例

var 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;
  };

}());

(function() {
  twgl.setAttributePrefix("a_");
  var m4 = twgl.m4;
  var gl = document.getElementById("c").getContext("webgl");
  var ext =  gl.getExtension("OES_texture_half_float");
  if (!ext) {
    alert("no support for OES_texture_half_float on this device");
    return;
  }
  var onePointProgramInfo = twgl.createProgramInfo(gl, ["vs", "fs"]);

  var shapes = [
    twgl.primitives.createCubeBufferInfo(gl, 2),
  ];

  function rand(min, max) {
    if (max === undefined) {
      max = min;
      min = 0;
    }
    return min + Math.random() * (max - min);
  }

  // Shared values
  var baseHue = rand(360);
  var lightWorldPosition = [1, 8, -10];
  var lightColor = [1, 1, 1, 1];
  var camera = m4.identity();
  var view = m4.identity();
  var viewProjection = m4.identity();

  var halfFloatData = new Uint16Array(4);

  // will divide by 400 in shader to prove it works.
  halfFloatData[0] = toHalf(100);  
  halfFloatData[1] = toHalf(200);
  halfFloatData[2] = toHalf(300);
  halfFloatData[3] = toHalf(400);

  var textures = twgl.createTextures(gl, {
    // A 2x2 pixel texture from a JavaScript array
    checker: {
      // Note: You need OES_texture_half_float_linear to use anything other than NEAREST
      mag: gl.NEAREST,
      min: gl.NEAREST,
      format: gl.LUMINANCE,
      type: ext.HALF_FLOAT_OES,
      src: halfFloatData,
    },
  });

  var objects = [];
  var drawObjects = [];
  var numObjects = 100;
  for (var ii = 0; ii < numObjects; ++ii) {
    var uniforms;
    var programInfo;
    var shape;
    shape = shapes[ii % shapes.length];
    programInfo = onePointProgramInfo;
    uniforms = {
      u_diffuse: textures.checker,
      u_worldViewProjection: m4.identity(),
    };
    drawObjects.push({
      programInfo: programInfo,
      bufferInfo: shape,
      uniforms: uniforms,
    });
    objects.push({
      translation: [rand(-10, 10), rand(-10, 10), rand(-10, 10)],
      ySpeed: rand(0.1, 0.3),
      zSpeed: rand(0.1, 0.3),
      uniforms: uniforms,
    });
  }

  function render(time) {
    time *= 0.001;
    twgl.resizeCanvasToDisplaySize(gl.canvas);
    gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);

    gl.enable(gl.DEPTH_TEST);
    gl.clearColor(0.2, 0.3, 0.8, 1);
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

    var radius = 20;
    var orbitSpeed = time * 0.1;
    var projection = m4.perspective(30 * Math.PI / 180, gl.canvas.clientWidth / gl.canvas.clientHeight, 0.5, 100);
    var eye = [Math.cos(orbitSpeed) * radius, 4, Math.sin(orbitSpeed) * radius];
    var target = [0, 0, 0];
    var up = [0, 1, 0];

    m4.lookAt(eye, target, up, camera);
    m4.inverse(camera, view);
    m4.multiply(projection, view, viewProjection);

    objects.forEach(function(obj) {
      var uni = obj.uniforms;
      var world = m4.identity(world);
      m4.rotateY(world, time * obj.ySpeed, world);
      m4.rotateZ(world, time * obj.zSpeed, world);
      m4.translate(world, obj.translation, world);
      m4.rotateX(world, time, world);
      m4.multiply(viewProjection, world, uni.u_worldViewProjection);
    });

    twgl.drawObjectList(gl, drawObjects);

    requestAnimationFrame(render);
  }
  requestAnimationFrame(render);
}());
body {
  margin: 0;
  font-family: monospace;
}
canvas {
  width: 100vw;
  height: 100vh;
  display: block;
}
<script src="https://twgljs.org/dist/3.x/twgl-full.min.js"></script>
<canvas id="c"></canvas>
<script id="vs" type="notjs">
uniform mat4 u_worldViewProjection;

attribute vec4 a_position;
attribute vec2 a_texcoord;

varying vec4 v_position;
varying vec2 v_texCoord;

void main() {
  v_texCoord = a_texcoord;
  gl_Position = u_worldViewProjection * a_position;
}
</script>
<script id="fs" type="notjs">
precision mediump float;

varying vec2 v_texCoord;
uniform sampler2D u_diffuse;

void main() {
  gl_FragColor = texture2D(u_diffuse, v_texCoord) / vec4(400.0, 400.0, 400.0, 1.0);
}
</script>


请注意,虽然这在您上传图像纹理时有效,但最好离线进行此转换。然后,您可以将它们存储为二进制文件并使用 XMLHttpRequest 下载。您可以使用 gzip 压缩它们(与 png 大致相同),并且只要您的服务器发送正确的标头告诉浏览器该文件已被 gzip 压缩,它应该会自动为您解压缩。

于 2015-09-17T14:58:04.553 回答