mirror of
https://github.com/FreeTheTech101/t5exp.git
synced 2025-06-07 18:07:52 -05:00
Apply correct texture coordinates. Thx to NTAuthority.
This commit is contained in:
parent
8a03c2b6a3
commit
60a8608ef0
@ -25,6 +25,11 @@ union GfxColor
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union PackedTexCoords
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{
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unsigned int packed;
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struct
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{
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unsigned short texX;
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unsigned short texY;
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};
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};
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union PackedUnitVec
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@ -15,6 +15,22 @@ void fwritestr(FILE* file, const char* str)
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//fwrite(str, 1, 1, file);
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}
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// T5 has alpha channel as byte 0 and T6 as byte 3 (in non-dxt formats), might have to do a conversion one day :D
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char Image_GetFormat(char format)
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{
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switch (format)
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{
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case 0xC: //DXT3
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return 0xD;
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case 0xD: //DXT5
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return 0xE;
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default:
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return format;
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}
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}
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void Image_Export(GfxImage* image)
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{
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_mkdir("raw");
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@ -51,6 +67,7 @@ void Image_Export(GfxImage* image)
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}
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}
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newHeader.format = Image_GetFormat(header->format);
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newHeader.version = 27;
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fwrite(&newHeader, sizeof(GfxImageFileHeader_T6), 1, fp);
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@ -129,6 +146,105 @@ void Material_Export(Material* material)
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}
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}
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// Credit to NTAuthority.
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// I personally am too dumb to actually perform the texture coordinate conversion on my own.
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// My modeling knowledge is probably not enough.
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// *best* function
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DWORD __declspec(naked) Vec2PackTexCoords(float* coords)
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{
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__asm
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{
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push ebp
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mov ebp, esp
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push ebx
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sub esp, 10h
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mov eax, [ebp+8]
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mov ebx, [eax+4]
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mov eax, [eax]
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mov [ebp-8], eax
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mov eax, [ebp-8]
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mov edx, eax
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sar edx, 10h
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and edx, 0C000h
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lea eax, [eax+eax-80000000h]
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sar eax, 0Eh
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cmp eax, 3FFEh
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jle loc_1CEA97
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mov eax, 3FFFh
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loc_1CEA5E:
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mov ecx, edx
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or ecx, eax
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mov [ebp-8], ebx
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mov eax, [ebp-8]
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mov edx, eax
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sar edx, 10h
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and edx, 0C000h
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lea eax, [eax+eax-80000000h]
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sar eax, 0Eh
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cmp eax, 3FFEh
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jle loc_1CEAA2
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mov eax, 3FFFh
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loc_1CEA89:
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or edx, eax
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shl ecx, 10h
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lea eax, [edx+ecx]
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add esp, 10h
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pop ebx
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pop ebp
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retn
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loc_1CEA97:
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cmp eax, 0FFFFC000h
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jg loc_1CEAB9
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xor eax, eax
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jmp loc_1CEA5E
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loc_1CEAB9:
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and eax, 3FFFh
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jmp loc_1CEA5E
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loc_1CEAA2:
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cmp eax, 0FFFFC000h
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jg loc_1CEAC0
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xor eax, eax
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or edx, eax
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shl ecx, 10h
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lea eax, [edx+ecx]
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add esp, 10h
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pop ebx
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pop ebp
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retn
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loc_1CEAC0:
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and eax, 3FFFh
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jmp loc_1CEA89
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}
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}
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void XME_DumpOBJ(GfxPackedVertex* vertices, unsigned short vertCount)
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{
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for (unsigned short i = 0; i < vertCount; i++)
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{
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s10e5 x, y;
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x.setBits(vertices[i].texCoord.texX);
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y.setBits(vertices[i].texCoord.texY);
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float v[2];
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v[0] = (float)x;
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v[1] = (float)y;
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vertices[i].texCoord.packed = Vec2PackTexCoords(v);
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}
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}
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// Stuff copied from T6, might be missing some data, but who cares :P
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void Write_XSurfaceVertexInfo(XSurfaceVertexInfo* vertInfo, XSurfaceVertexInfo* destVertInfo)
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@ -196,8 +312,12 @@ void Write_XSurfaceArray(XSurface* surfs, char numsurfs)
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if (!(surf->flags & 1) && surf->verts0)
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{
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GfxPackedVertex* destVerts0 = (GfxPackedVertex*)Buffer->At();
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Buffer->Write(surf->verts0, sizeof(GfxPackedVertex), surf->vertCount);
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destSurf->verts0 = (GfxPackedVertex *)-1;
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// Apply correct texture coordinates for T6
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XME_DumpOBJ(destVerts0, surf->vertCount);
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}
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// DirectX buffers are handled by the game.
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604
t5exp/s10e5.h
Normal file
604
t5exp/s10e5.h
Normal file
@ -0,0 +1,604 @@
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//
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// s10e5 -- IEEE 754-2008 binary16 (16-bit floating-point)
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//
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// This is a C++ class definition and implementation of
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// the IEEE 754-2008 "binary16" floating-point datatype,
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// which originated in the computer graphics industry and
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// is also known as "s10e5", "fp16" and "half".
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// This particular version is based on the source
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// for the "half" class from ILM's OpenEXR distribution,
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// but removes the lookup tables "eLut" and "toFloat"
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// (which were only available in binary form) and replaces
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// them with the source code for the conversion functions.
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//
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// The following copyrights and restrictions apply:
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//
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// Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
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// Digital Ltd. LLC
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//
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are
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// met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following disclaimer
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// in the documentation and/or other materials provided with the
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// distribution.
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// * Neither the name of Industrial Light & Magic nor the names of
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// its contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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//
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//
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// Original authors at ILM:
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// Florian Kainz, kainz at ilm.com
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// Rod Bogart, rgb at ilm.com
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//
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// Adaption to stand-alone class by:
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// Robert Munafo, mrob at mrob.com
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//
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//
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// This format is used in graphics applications, primarily to represent
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// light levels (as one of the components of a pixel). It was created
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// by Nvidia and Industrial Light & Magic, and was included in Nvidia's
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// early 2002 release of the Cg language. Later in 2002 it was implemented
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// in hardware in the GeForce FX. (Meanwhile, competitor ATI used a 24-bit
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// "s16e7" format.) It was also used in the file format for rendered frames
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// by ILM and Pixar. More recently, this type became part of the IEEE
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// 754-2008 standard, wherein it is called "binary16", and it is supported
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// by all grahics processors from Nvidia and AMD/ATI, as well as being
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// part of the OpenEXR, OpenGL, Cg, and D3DX specifications.
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//
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// The datatype provided by this file is a floating-point format adhering to
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// the IEEE 754 rules (except as noted below), using a 5-bit exponent and
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// 10-bit mantissa, for a total of 16 bits (including sign bit). It provides
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// 3 significant digits of precision and a range of about 10^-5 to 10^5.
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//
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// As in IEEE 754:
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//
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// - The leading mantissa bit is implied, except when the value is
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// "subnormal",
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// - Subnormal (formerly called "denormalized") values are fully
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// supported
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// - The highest exponent value is used for infinities and NANs;
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// the mantissa values for the various infinities and NANs are as
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// specified in IEEE 754
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// - On arithmetic operations including conversion from higher-precision
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// formats, underflow is silent and produces a zero of the appropriate
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// sign
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// - Overflow produces an appropriate infinity
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// - NANs are produced by the same operations specified in IEEE 754
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// - Operations involving NANs produce results by the same rules as
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// in IEEE 754
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// - Only one rounding mode is provided: round-to-nearest, ties to
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// even (which is the IEEE default rounding mode).
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//
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// However, the following points differ with IEEE 754 (contributions are
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// welcome):
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//
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// - The conversion functions do not signal exceptions.
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// - Only one rounding mode is provided.
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//
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// The normalized values cover a range from 2^-14 = 6.1e-5 to 2^15 x
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// (2047/2048) = 65504, with a relative error of 2^-10 = 9.8e-4. The
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// subnormals represent values smaller than 2^-14 with an absolute
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// error of 2^-24 = 6.0e-8. All integers from -2048 to +2048 can be
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// represented exactly.
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//
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// Type s10e5 behaves (almost) like the built-in C++ floating point
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// types. In arithmetic expressions, s10e5, float and double can be
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// mixed freely. Here are a few examples:
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//
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// s10e5 a = (3.5);
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// float b = (a + sqrt (a));
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// a += b;
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// b += a;
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// b = a + 7;
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//
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// Conversions from s10e5 to float are lossless; all s10e5 numbers are
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// exactly representable as floats.
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//
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// Conversions from float to s10e5 may not preserve the float's value
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// exactly. If a float is not representable as a s10e5, the float
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// value is rounded to the nearest representable s10e5. If a float value
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// is exactly in the middle between the two closest representable s10e5
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// values, then the float value is rounded to the s10e5 value with a
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// 0 as its least-significant mantissa bit.
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//
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// The implementation of type s10e5 makes the following assumptions
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// about the implementation of the built-in C++ types:
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//
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// "float" is IEEE 754 binary32 (single-precision)
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// sizeof (float) == 4
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// sizeof (unsigned int) == sizeof (float)
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// alignof (unsigned int) == alignof (float)
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// sizeof (unsigned short) == 2
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//
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// Revisions:
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// 20040921 Adapted to operate as a self-contained C++ class by Robert Munafo
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// 20041016 Comment out operators << and >>, to enable using this class
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// in programs that do not use std::{i|o}stream
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// 20120627 Updaet comments to reflect the fact that this is now part of
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// IEEE 754. Round ties to even instead of away from zero; update
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// comments to reflect this.
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#ifndef _S10E5_H_
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#define _S10E5_H_
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class s10e5
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{
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public:
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// constructors
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s10e5 (); // no initialization
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s10e5 (float f);
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// convert-out
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operator float () const;
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// unary operators
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s10e5 operator - () const;
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// assign and op-assign
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s10e5 & operator = (s10e5 h);
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s10e5 & operator = (float f);
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s10e5 & operator += (s10e5 h);
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s10e5 & operator += (float f);
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s10e5 & operator -= (s10e5 h);
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s10e5 & operator -= (float f);
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s10e5 & operator *= (s10e5 h);
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s10e5 & operator *= (float f);
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s10e5 & operator /= (s10e5 h);
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s10e5 & operator /= (float f);
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//---------------------------------------------------------
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// Round to n-bit precision (n should be between 0 and 10).
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// After rounding, the significand's 10-n least significant
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// bits will be zero.
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//---------------------------------------------------------
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s10e5 round (unsigned int n) const;
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// ------------------------------ predicates ------------------------------
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// Use these with the syntax "if (x.isZero()) { ... }"
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bool isFinite () const; // true iff normal, subnormal or zero
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bool isNormalized () const; // true iff normal
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bool isDenormalized () const; // true iff subnormal
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bool isZero () const; // true iff zero or negative-zero
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bool isNan () const; // true iff NAN
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bool isInfinity () const; // true iff infinite
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bool isNegative () const; // true iff negative (includes negative NANs)
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// ---------------------------- special values ----------------------------
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static s10e5 posInf (); // returns +infinity
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static s10e5 negInf (); // returns -infinity
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static s10e5 qNan (); // returns a quiet NAN (0.11111.1111111111)
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static s10e5 Indet (); // "indeterminate" NAN (0.11111.1000000000)
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static s10e5 sNan (); // signaling NAN (0.11111.0111111111)
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// --------------------- access to raw representation ---------------------
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unsigned short bits () const;
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void setBits (unsigned short bits);
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public:
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// This union gives us an easy way to examine and/or set the individual
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// bit-fields of an s23e8.
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union u_u32_s23e8 {
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unsigned int i;
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float f;
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};
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private:
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unsigned short _h;
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};
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// std::ostream & operator << (std::ostream &os, s10e5 h);
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// std::istream & operator >> (std::istream &is, s10e5 &h);
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#define S10E5_MIN 5.96046448e-08 // Smallest positive s10e5
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#define S10E5_NRM_MIN 6.10351562e-05 // Smallest positive normalized s10e5
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#define S10E5_MAX 65504.0 // Largest positive s10e5
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#define S10E5_EPSILON 0.00097656 // Smallest positive e for which
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// s10e5 (1.0 + e) != s10e5 (1.0)
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#define S10E5_MANT_DIG 11 // Number of digits in mantissa
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// (significand + hidden leading 1)
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#define S10E5_DIG 2 // Number of base 10 digits that
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// can be represented without change
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#define S10E5_RADIX 2 // Base of the exponent
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#define S10E5_MIN_EXP -13 // Minimum negative integer such that
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// S10E5_RADIX raised to the power of
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// one less than that integer is a
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// normalized s10e5
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#define S10E5_MAX_EXP 16 // Maximum positive integer such that
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// S10E5_RADIX raised to the power of
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// one less than that integer is a
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// normalized s10e5
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#define S10E5_MIN_10_EXP -4 // Minimum positive integer such
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// that 10 raised to that power is
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// a normalized s10e5
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#define S10E5_MAX_10_EXP 4 // Maximum positive integer such
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// that 10 raised to that power is
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// a normalized s10e5
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//---------------------------------------------------------------------------
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||||
//
|
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// Implementation --
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//
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||||
// Representation of a float:
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//
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// We assume that a float, f, is an IEEE 754 single-precision
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||||
// floating point number, whose bits are arranged as follows:
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//
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// 31 (msb)
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// |
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// | 30 23
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||||
// | | |
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||||
// | | | 22 0 (lsb)
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// | | | | |
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// X XXXXXXXX XXXXXXXXXXXXXXXXXXXXXXX
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//
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// s e m
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//
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// S is the sign-bit, e is the exponent and m is the significand.
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//
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// If e is between 1 and 254, f is a normalized number:
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//
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// s e-127
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// f = (-1) * 2 * 1.m
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//
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// If e is 0, and m is not zero, f is a denormalized number:
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||||
//
|
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// s -126
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// f = (-1) * 2 * 0.m
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//
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// If e and m are both zero, f is zero:
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//
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// f = 0.0
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||||
//
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// If e is 255, f is an "infinity" or "not a number" (NAN),
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||||
// depending on whether m is zero or not.
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||||
//
|
||||
// Examples:
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//
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||||
// 0 00000000 00000000000000000000000 = 0.0
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||||
// 0 01111110 00000000000000000000000 = 0.5
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||||
// 0 01111111 00000000000000000000000 = 1.0
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||||
// 0 10000000 00000000000000000000000 = 2.0
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// 0 10000000 10000000000000000000000 = 3.0
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// 1 10000101 11110000010000000000000 = -124.0625
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// 0 11111111 00000000000000000000000 = +infinity
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||||
// 1 11111111 00000000000000000000000 = -infinity
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||||
// 0 11111111 10000000000000000000000 = NAN
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// 1 11111111 11111111111111111111111 = NAN
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||||
//
|
||||
// Representation of a s10e5:
|
||||
//
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// Here is the bit-layout for a s10e5 number, h:
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//
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// 15 (msb)
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||||
// |
|
||||
// | 14 10
|
||||
// | | |
|
||||
// | | | 9 0 (lsb)
|
||||
// | | | | |
|
||||
// X XXXXX XXXXXXXXXX
|
||||
//
|
||||
// s e m
|
||||
//
|
||||
// S is the sign-bit, e is the exponent and m is the significand.
|
||||
//
|
||||
// If e is between 1 and 30, h is a normalized number:
|
||||
//
|
||||
// s e-15
|
||||
// h = (-1) * 2 * 1.m
|
||||
//
|
||||
// If e is 0, and m is not zero, h is a denormalized number:
|
||||
//
|
||||
// S -14
|
||||
// h = (-1) * 2 * 0.m
|
||||
//
|
||||
// If e and m are both zero, h is zero:
|
||||
//
|
||||
// h = 0.0
|
||||
//
|
||||
// If e is 31, h is an "infinity" or "not a number" (NAN),
|
||||
// depending on whether m is zero or not.
|
||||
//
|
||||
// Examples:
|
||||
//
|
||||
// 0 00000 0000000000 = 0.0
|
||||
// 0 01110 0000000000 = 0.5
|
||||
// 0 01111 0000000000 = 1.0
|
||||
// 0 10000 0000000000 = 2.0
|
||||
// 0 10000 1000000000 = 3.0
|
||||
// 1 10101 1111000001 = -124.0625
|
||||
// 0 11111 0000000000 = +infinity
|
||||
// 1 11111 0000000000 = -infinity
|
||||
// 0 11111 1000000000 = NAN
|
||||
// 1 11111 1111111111 = NAN
|
||||
//
|
||||
// Conversion:
|
||||
//
|
||||
// Converting from a float to a s10e5 requires some non-trivial bit
|
||||
// manipulations. In some cases, this makes conversion relatively
|
||||
// slow, but the most common case is accelerated via table lookups.
|
||||
//
|
||||
// Converting back from a s10e5 to a float is easier because we don't
|
||||
// have to do any rounding. In addition, there are only 65536
|
||||
// different s10e5 numbers; we can convert each of those numbers once
|
||||
// and store the results in a table. Later, all conversions can be
|
||||
// done using only simple table lookups.
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
|
||||
inline s10e5::s10e5 () { } // no initialization
|
||||
|
||||
// -------------------------- in-convert from s23e8 -------------------------
|
||||
|
||||
inline s10e5::s10e5 (float f)
|
||||
{
|
||||
u_u32_s23e8 x;
|
||||
|
||||
x.f = f;
|
||||
|
||||
register int e = (x.i >> 23) & 0x000000ff;
|
||||
register int s = (x.i >> 16) & 0x00008000;
|
||||
register int m = x.i & 0x007fffff;
|
||||
|
||||
e = e - 127;
|
||||
if (e == 128) {
|
||||
// infinity or NAN; preserve the leading bits of mantissa
|
||||
// because they tell whether it's a signaling of quiet NAN
|
||||
_h = s | (31 << 10) | (m >> 13);
|
||||
} else if (e > 15) {
|
||||
// overflow to infinity
|
||||
_h = s | (31 << 10);
|
||||
} else if (e > -15) {
|
||||
// normalized case
|
||||
if ((m & 0x00003fff) == 0x00001000) {
|
||||
// tie, round down to even
|
||||
_h = s | ((e+15) << 10) | (m >> 13);
|
||||
} else {
|
||||
// all non-ties, and tie round up to even
|
||||
_h = s | ((e+15) << 10) | ((m + 0x00001000) >> 13);
|
||||
}
|
||||
} else if (e > -25) {
|
||||
// convert to subnormal
|
||||
m |= 0x00800000; // restore the implied bit
|
||||
e = -14 - e; // shift count
|
||||
m >>= e; // M now in position but 2^13 too big
|
||||
if ((m & 0x00003fff) == 0x00001000) {
|
||||
// tie round down to even
|
||||
} else {
|
||||
// all non-ties, and tie round up to even
|
||||
m += (1 << 12); // m += 0x00001000
|
||||
}
|
||||
m >>= 13;
|
||||
_h = s | m;
|
||||
} else {
|
||||
// zero, or underflow
|
||||
_h = s;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// ------------------------ out-convert s10e5 to s23e8 ----------------------
|
||||
|
||||
inline s10e5::operator float () const
|
||||
{
|
||||
register int s = _h & 0x8000;
|
||||
register int e = (_h & 0x7c00) >> 10;
|
||||
register int m = _h & 0x03ff;
|
||||
u_u32_s23e8 x;
|
||||
|
||||
s <<= 16;
|
||||
if (e == 31) {
|
||||
// infinity or NAN
|
||||
e = 255 << 23;
|
||||
m <<= 13;
|
||||
x.i = s | e | m;
|
||||
} else if (e > 0) {
|
||||
// normalized
|
||||
e = e + (127 - 15);
|
||||
e <<= 23;
|
||||
m <<= 13;
|
||||
x.i = s | e | m;
|
||||
} else if (m == 0) {
|
||||
// zero
|
||||
x.i = s;
|
||||
} else {
|
||||
// subnormal, value is m times 2^-24
|
||||
x.f = ((float) m);
|
||||
x.i = s | (x.i - (24 << 23));
|
||||
}
|
||||
return(x.f);
|
||||
}
|
||||
|
||||
|
||||
//-------------------------
|
||||
// Round to n-bit precision
|
||||
//
|
||||
// %%% this routine does not handle subnormals properly
|
||||
//-------------------------
|
||||
|
||||
inline s10e5 s10e5::round (unsigned int n) const
|
||||
{
|
||||
//
|
||||
// Parameter check.
|
||||
//
|
||||
|
||||
if (n >= 10)
|
||||
return *this;
|
||||
|
||||
//
|
||||
// Disassemble h into the sign, s,
|
||||
// and the combined exponent and significand, e.
|
||||
//
|
||||
|
||||
unsigned short s = _h & 0x8000;
|
||||
unsigned short e = _h & 0x7fff;
|
||||
|
||||
//
|
||||
// Round the exponent and significand to the nearest value
|
||||
// where ones occur only in the (10-n) most significant bits.
|
||||
// Note that the exponent adjusts automatically if rounding
|
||||
// up causes the significand to overflow.
|
||||
//
|
||||
|
||||
e >>= 9 - n;
|
||||
e += e & 1;
|
||||
e <<= 9 - n;
|
||||
|
||||
//
|
||||
// Check for exponent overflow.
|
||||
//
|
||||
|
||||
if (e >= 0x7c00)
|
||||
{
|
||||
//
|
||||
// Overflow occurred -- truncate instead of rounding.
|
||||
//
|
||||
|
||||
e = _h;
|
||||
e >>= 10 - n;
|
||||
e <<= 10 - n;
|
||||
}
|
||||
|
||||
//
|
||||
// Put the original sign bit back.
|
||||
//
|
||||
|
||||
s10e5 h;
|
||||
h._h = s | e;
|
||||
|
||||
return h;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------
|
||||
// Other inline functions
|
||||
//-----------------------
|
||||
|
||||
// ------------------------------- assignment -------------------------------
|
||||
|
||||
inline s10e5 & s10e5::operator = (s10e5 h)
|
||||
{ _h = h._h; return *this; }
|
||||
|
||||
inline s10e5 & s10e5::operator = (float f)
|
||||
{ *this = s10e5 (f); return *this; }
|
||||
|
||||
// ---------------------------- unary operators -----------------------------
|
||||
|
||||
inline s10e5 s10e5::operator - () const
|
||||
{ s10e5 h; h._h = _h ^ 0x8000; return h; }
|
||||
|
||||
// ---------------------- assign with binary operator -----------------------
|
||||
|
||||
inline s10e5 & s10e5::operator += (s10e5 h)
|
||||
{ *this = s10e5 (float (*this) + float (h)); return *this; }
|
||||
|
||||
inline s10e5 & s10e5::operator += (float f)
|
||||
{ *this = s10e5 (float (*this) + f); return *this; }
|
||||
|
||||
inline s10e5 & s10e5::operator -= (s10e5 h)
|
||||
{ *this = s10e5 (float (*this) - float (h)); return *this; }
|
||||
|
||||
inline s10e5 & s10e5::operator -= (float f)
|
||||
{ *this = s10e5 (float (*this) - f); return *this; }
|
||||
|
||||
inline s10e5 & s10e5::operator *= (s10e5 h)
|
||||
{ *this = s10e5 (float (*this) * float (h)); return *this; }
|
||||
|
||||
inline s10e5 & s10e5::operator *= (float f)
|
||||
{ *this = s10e5 (float (*this) * f); return *this; }
|
||||
|
||||
inline s10e5 & s10e5::operator /= (s10e5 h)
|
||||
{ *this = s10e5 (float (*this) / float (h)); return *this; }
|
||||
|
||||
inline s10e5 & s10e5::operator /= (float f)
|
||||
{ *this = s10e5 (float (*this) / f); return *this; }
|
||||
|
||||
// ------------------------------- predicates -------------------------------
|
||||
|
||||
inline bool s10e5::isFinite () const
|
||||
{ unsigned short e = (_h >> 10) & 0x001f; return e < 31; }
|
||||
|
||||
inline bool s10e5::isNormalized () const
|
||||
{ unsigned short e = (_h >> 10) & 0x001f; return e > 0 && e < 31; }
|
||||
|
||||
inline bool s10e5::isDenormalized () const
|
||||
{
|
||||
unsigned short e = (_h >> 10) & 0x001f;
|
||||
unsigned short m = _h & 0x3ff;
|
||||
return e == 0 && m != 0;
|
||||
}
|
||||
|
||||
inline bool s10e5::isZero () const
|
||||
{ return (_h & 0x7fff) == 0; }
|
||||
|
||||
inline bool s10e5::isNan () const
|
||||
{
|
||||
unsigned short e = (_h >> 10) & 0x001f;
|
||||
unsigned short m = _h & 0x3ff;
|
||||
return e == 31 && m != 0;
|
||||
}
|
||||
|
||||
inline bool s10e5::isInfinity () const
|
||||
{
|
||||
unsigned short e = (_h >> 10) & 0x001f;
|
||||
unsigned short m = _h & 0x3ff;
|
||||
return e == 31 && m == 0;
|
||||
}
|
||||
|
||||
inline bool s10e5::isNegative () const
|
||||
{ return (_h & 0x8000) != 0; }
|
||||
|
||||
// ----------------------------- special values -----------------------------
|
||||
|
||||
inline s10e5 s10e5::posInf () { s10e5 h; h._h = 0x7c00; return h; }
|
||||
inline s10e5 s10e5::negInf () { s10e5 h; h._h = 0xfc00; return h; }
|
||||
inline s10e5 s10e5::qNan () { s10e5 h; h._h = 0x7fff; return h; }
|
||||
inline s10e5 s10e5::sNan () { s10e5 h; h._h = 0x7dff; return h; }
|
||||
inline s10e5 s10e5::Indet () { s10e5 h; h._h = 0x7e00; return h; }
|
||||
|
||||
// ---------------------- access to raw representation ----------------------
|
||||
|
||||
inline unsigned short s10e5::bits () const { return _h; }
|
||||
inline void s10e5::setBits (unsigned short bits) { _h = bits; }
|
||||
|
||||
#endif
|
@ -8,4 +8,6 @@
|
||||
#include "Hooking.h"
|
||||
#include "Stream.h"
|
||||
|
||||
#include "s10e5.h"
|
||||
|
||||
#include "T5.h"
|
@ -87,6 +87,7 @@
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Hooking.h" />
|
||||
<ClInclude Include="s10e5.h" />
|
||||
<ClInclude Include="stdinc.h" />
|
||||
<ClInclude Include="Stream.h" />
|
||||
<ClInclude Include="T5.h" />
|
||||
|
@ -50,5 +50,8 @@
|
||||
<ClInclude Include="T5.h">
|
||||
<Filter>Headerdateien</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="s10e5.h">
|
||||
<Filter>Headerdateien</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
Loading…
x
Reference in New Issue
Block a user