WebGL2 支持UNSIGNED_INT_10F_11F_11F_REV
纹理类型,其中浮点值表示为无符号 10 位和 11 位浮点数。如何创建打包的值以及如何将它们解包回浮点数?
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1 回答
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这里有一些功能
// Adapted from https://gamedev.stackexchange.com/a/17329/79
var to11uf = (function() {
const F11_EXPONENT_BITS = 0x1F
const F11_EXPONENT_SHIFT = 6
const F11_EXPONENT_BIAS = 15
const F11_MANTISSA_BITS = 0x3f
const F11_MANTISSA_SHIFT = (23 - F11_EXPONENT_SHIFT)
const F11_MAX_EXPONENT = (F11_EXPONENT_BITS << F11_EXPONENT_SHIFT)
const floatView = new Float32Array(1);
const int32View = new Int32Array(floatView.buffer);
return function(val) {
floatView[0] = val;
let f32 = int32View[0];
let f11 = 0;
/* Decode IEEE 754 little-endian 32-bit floating-point value */
if (f32 & 0x80000000) {
// negative values go to 0
return 0;
}
/* Map exponent to the range [-127,128] */
let exponent = ((f32 >> 23) & 0xff) - 127;
let mantissa = f32 & 0x007fffff;
if (exponent == 128) {
/* Infinity or NaN */
f11 = F11_MAX_EXPONENT;
if (mantissa) {
f11 |= (mantissa & F11_MANTISSA_BITS);
}
} else if (exponent > 15) {
/* Overflow - flush to Infinity */
f11 = F11_MAX_EXPONENT;
} else if (exponent > -15) {
/* Representable value */
exponent += F11_EXPONENT_BIAS;
mantissa >>= F11_MANTISSA_SHIFT;
f11 = exponent << F11_EXPONENT_SHIFT | mantissa;
} else {
f11 = 0;
}
return f11;
}
}());
// Adapted from http://gamedev.stackexchange.com/a/17329/79
var to10uf = (function() {
const F10_EXPONENT_BITS = 0x1F
const F10_EXPONENT_SHIFT = 5
const F10_EXPONENT_BIAS = 15
const F10_MANTISSA_BITS = 0x1f
const F10_MANTISSA_SHIFT = (23 - F10_EXPONENT_SHIFT)
const F10_MAX_EXPONENT = (F10_EXPONENT_BITS << F10_EXPONENT_SHIFT)
const floatView = new Float32Array(1);
const int32View = new Int32Array(floatView.buffer);
return function(val) {
floatView[0] = val;
let f32 = int32View[0];
let f10 = 0;
/* Decode IEEE 754 little-endian 32-bit floating-point value */
if (f32 & 0x80000000) {
// negative values go to 0
return 0;
}
/* Map exponent to the range [-127,128] */
let exponent = ((f32 >> 23) & 0xff) - 127;
let mantissa = f32 & 0x007fffff;
if (exponent == 128) {
/* Infinity or NaN */
f10 = F10_MAX_EXPONENT;
if (mantissa) {
f10 |= (mantissa & F10_MANTISSA_BITS);
}
} else if (exponent > 15) {
/* Overflow - flush to Infinity */
f10 = F10_MAX_EXPONENT;
} else if (exponent > -15) {
/* Representable value */
exponent += F10_EXPONENT_BIAS;
mantissa >>= F10_MANTISSA_SHIFT;
f10 = exponent << F10_EXPONENT_SHIFT | mantissa;
} else {
f10 = 0;
}
return f10;
}
}());
// From OpenGL ES 3.0 spec 2.1.3
function from11uf(v) {
const e = v >> 6;
const m = v & 0x3F;
if (e === 0) {
if (m === 0) {
return 0;
} else {
return Math.pow(2, -14) * (m / 64);
}
} else {
if (e < 31) {
return Math.pow(2, e - 15) * (1 + m / 64);
} else {
if (m === 0) {
return 0; // Inf
} else {
return 0; // Nan
}
}
}
}
// From OpenGL ES 3.0 spec 2.1.4
function from10uf(v) {
const e = v >> 5;
const m = v & 0x1F;
if (e === 0) {
if (m === 0) {
return 0;
} else {
return Math.pow(2, -14) * (m / 32);
}
} else {
if (e < 31) {
return Math.pow(2, e - 15) * (1 + m / 32);
} else {
if (m === 0) {
return 0; // Inf
} else {
return 0; // Nan
}
}
}
}
function rgb101111(r, g, b) {
return (to11uf(r) << 0) |
(to11uf(g) << 11) |
(to10uf(b) << 22);
}
和一个例子
// Adapted from https://gamedev.stackexchange.com/a/17329/79
var to11uf = (function() {
const F11_EXPONENT_BITS = 0x1F
const F11_EXPONENT_SHIFT = 6
const F11_EXPONENT_BIAS = 15
const F11_MANTISSA_BITS = 0x3f
const F11_MANTISSA_SHIFT = (23 - F11_EXPONENT_SHIFT)
const F11_MAX_EXPONENT = (F11_EXPONENT_BITS << F11_EXPONENT_SHIFT)
const floatView = new Float32Array(1);
const int32View = new Int32Array(floatView.buffer);
return function(val) {
floatView[0] = val;
let f32 = int32View[0];
let f11 = 0;
/* Decode IEEE 754 little-endian 32-bit floating-point value */
if (f32 & 0x80000000) {
// negative values go to 0
return 0;
}
/* Map exponent to the range [-127,128] */
let exponent = ((f32 >> 23) & 0xff) - 127;
let mantissa = f32 & 0x007fffff;
if (exponent == 128) {
/* Infinity or NaN */
f11 = F11_MAX_EXPONENT;
if (mantissa) {
f11 |= (mantissa & F11_MANTISSA_BITS);
}
} else if (exponent > 15) {
/* Overflow - flush to Infinity */
f11 = F11_MAX_EXPONENT;
} else if (exponent > -15) {
/* Representable value */
exponent += F11_EXPONENT_BIAS;
mantissa >>= F11_MANTISSA_SHIFT;
f11 = exponent << F11_EXPONENT_SHIFT | mantissa;
} else {
f11 = 0;
}
return f11;
}
}());
// Adapted from http://gamedev.stackexchange.com/a/17329/79
var to10uf = (function() {
const F10_EXPONENT_BITS = 0x1F
const F10_EXPONENT_SHIFT = 5
const F10_EXPONENT_BIAS = 15
const F10_MANTISSA_BITS = 0x1f
const F10_MANTISSA_SHIFT = (23 - F10_EXPONENT_SHIFT)
const F10_MAX_EXPONENT = (F10_EXPONENT_BITS << F10_EXPONENT_SHIFT)
const floatView = new Float32Array(1);
const int32View = new Int32Array(floatView.buffer);
return function(val) {
floatView[0] = val;
let f32 = int32View[0];
let f10 = 0;
/* Decode IEEE 754 little-endian 32-bit floating-point value */
if (f32 & 0x80000000) {
// negative values go to 0
return 0;
}
/* Map exponent to the range [-127,128] */
let exponent = ((f32 >> 23) & 0xff) - 127;
let mantissa = f32 & 0x007fffff;
if (exponent == 128) {
/* Infinity or NaN */
f10 = F10_MAX_EXPONENT;
if (mantissa) {
f10 |= (mantissa & F10_MANTISSA_BITS);
}
} else if (exponent > 15) {
/* Overflow - flush to Infinity */
f10 = F10_MAX_EXPONENT;
} else if (exponent > -15) {
/* Representable value */
exponent += F10_EXPONENT_BIAS;
mantissa >>= F10_MANTISSA_SHIFT;
f10 = exponent << F10_EXPONENT_SHIFT | mantissa;
} else {
f10 = 0;
}
return f10;
}
}());
function rgb101111(r, g, b) {
return (to11uf(r) << 0) |
(to11uf(g) << 11) |
(to10uf(b) << 22);
}
function main() {
const m4 = twgl.m4;
const gl = document.querySelector("canvas").getContext("webgl2");
if (!gl) {
alert("your browsers/machine does not appear to support webgl2");
return;
}
const vs = `
attribute vec4 position;
attribute vec2 texcoord;
uniform mat4 u_matrix;
varying vec2 v_texcoord;
void main() {
gl_Position = u_matrix * position;
v_texcoord = texcoord;
}
`;
const fs = `
precision mediump float;
uniform sampler2D u_tex;
varying vec2 v_texcoord;
void main() {
gl_FragColor = texture2D(u_tex, v_texcoord) * vec4(.1, 10, 1, 1);
}
`;
const programInfo = twgl.createProgramInfo(gl, [vs, fs]);
const bufferInfo = twgl.primitives.createCubeBufferInfo(gl, 1);
const size = 8;
const data = new Uint32Array(size * size);
for (let y = 0; y < size; ++y) {
for (let x = 0; x < size; ++x) {
const u = x / (size - 1);
const v = y / (size - 1);
data[y * size + x] = rgb101111(u * 10, v * .1, (x + y) % 2);
}
}
var tex = twgl.createTexture(gl, {
internalFormat: gl.R11F_G11F_B10F,
format: gl.RGB,
type: gl.UNSIGNED_INT_10F_11F_11F_REV,
minMag: gl.NEAREST,
src: data,
});
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.useProgram(programInfo.program);
var aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
var matrix = m4.perspective(Math.PI / 4, aspect, 1, 100);
matrix = m4.translate(matrix, [0, 0, -3]);
matrix = m4.rotateY(matrix, time);
matrix = m4.rotateX(matrix, Math.PI / 10);
twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
twgl.setUniforms(programInfo, {
u_matrix: matrix,
u_tex: tex,
});
twgl.drawBufferInfo(gl, bufferInfo);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
body { margin: 0; }
canvas { width: 100vw; height:100vh; display: block; }
<script src="https://twgljs.org/dist/2.x/twgl-full.min.js"></script>
<canvas></canvas>
于 2017-01-08T11:13:31.530 回答