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Développement 2D, 3D et Jeux Discussion :

filtre de Blooming


Sujet :

Développement 2D, 3D et Jeux

  1. #1
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    Par défaut filtre de Blooming
    Je cherche à faire un filtre de blooming sous GX (l'OpenGL de la Wii) et je cherche un bon algorithme ne nécessitant pas trop d'écritures/lectures du framebuffer (EFB) et utilisant intelligemment les GX_TEXCOORDs et les GX_TEVSTAGEs.

    Un implémentation en OpenGL m'avancerait déjà aussi bien, ainsi qu'une explication (ou des liens vers des explications) du principe d'un blooming.
    Grand merci d'avance.

  2. #2
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    Par défaut
    T'as regardé chez developer.nvidia.com ?
    Il me semble qu'il y a des trucs à ce propos là bas.

  3. #3
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    Par défaut
    J'ai trouvé un très bon tutorial pour OpenGL: http://www.prideout.net/bloom/
    Je pense qu'il doit y avoir peu de monde à développer sur Revolution (Wii) ici, mais bon... donner des liens n'aurait pas fait de mal.
    Enfin bon, j'ai un code simpliste qui fonctionne et je vais peut-être le poster ici demain. Ca pourra sûrement reservir.

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    Par défaut
    Voici donc le code simpliste expoite le blur linéare qu'on obtient en agrandissant une texture auparavant reduite.

    L'avantage de cette version est qu'elle n'utilise que 2 passes, ce qui fonctionne assez bien avec la bande passante (vers la mémoire) réduite de la Wii.
    (J'ai juste mis le code principal parce que le reste est trivial.)
    Code : Sélectionner tout - Visualiser dans une fenêtre à part
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    		GXSetVerifyLevel(GX_WARN_SEVERE);
     
    		//screen size
    		GXRenderModeObj* pRenderMode = G3D::G3DState::GetRenderModeObj();
     
    		//screen setup
    		//TODO: set screen projection matrix as ortho, with 1.0 = 1 px
    		COrthoViewport	viewport(	0, 0, pRenderMode->fbWidth, pRenderMode->efbHeight,
    									0, 0, pRenderMode->fbWidth, pRenderMode->efbHeight);	//pRenderMode->efbHeight,pRenderMode->fbWidth
    		viewport.Setup();
     
    		//////////////////////////////////////////////////////////////////////////
    		//begin pass 1
    		GXFlush();
    		GXPixModeSync();
    		//	GXInvalidateTexRegion();
     
    		//capture EFB
    		g_FramebufferAccessor.CaptureFramebuffer(&efbFull, GX_FALSE); //GX_TRUE
     
     
     
    		//texture
    		GXInvalidateTexAll();
    		GXLoadTexObj(&efbFull.efbTex, GX_TEXMAP0);
     
    		//lighting off
    		GXSetNumChans(0);
    		GXSetChanCtrl(GX_COLOR0A0, GX_DISABLE, GX_SRC_REG, GX_SRC_REG, 0, GX_DF_NONE, GX_AF_NONE);
    		GXSetChanCtrl(GX_COLOR1A1, GX_DISABLE, GX_SRC_REG, GX_SRC_REG, 0, GX_DF_NONE, GX_AF_NONE);
     
    		//tex coords
    		GXSetNumTexGens(1);	
    		GXSetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);
     
    		//tev kcolor		
    		GXSetTevKColor(GX_KCOLOR0, m_cThreshold);
    		GXSetTevKColorSel(GX_TEVSTAGE0, GX_TEV_KCSEL_K0);		
     
    		//tev stages //(D {+,-} ( (1-C)*A + C*B ) + X) * S
    		GXSetNumTevStages(1);
     
    		//1st stage: clamp(tex - threshold, 0, 255)
    		//R: d[R] + ((a[R] > b[R]) ? c[R] :0 );
    		//G: d[G] + ((a[G] > b[G]) ? c[G] :0 );
    		//B: d[B] + ((a[B] > b[B]) ? c[B] :0 );
    		GXSetTevOrder( GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR_NULL );
     
    		//GXSetTevColorIn(GX_TEVSTAGE0, GX_CC_ZERO, GX_CC_KONST, GX_CC_ONE, GX_CC_TEXC);
    		//GXSetTevColorOp(GX_TEVSTAGE0, GX_TEV_SUB, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevColorIn(GX_TEVSTAGE0, GX_CC_TEXC, GX_CC_KONST, GX_CC_TEXC, GX_CC_ZERO);
    		GXSetTevColorOp(GX_TEVSTAGE0, GX_TEV_COMP_RGB8_GT, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE0, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_KONST);
    		GXSetTevAlphaOp(GX_TEVSTAGE0, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
     
     
    		//pixel logic	
    		GXSetZMode( GX_TRUE, GX_ALWAYS, GX_TRUE );	
    		GXSetZCompLoc( GX_DISABLE );    
    		GXSetBlendMode(GX_BM_NONE, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_COPY);
     
    		//display on 4 quads
    		SetupQuadVertexDesc(1);
    		DrawQuad(viewport, s_rRedux1);
    		DrawQuad(viewport, s_rRedux2);
    		DrawQuad(viewport, s_rRedux3);
    		DrawQuad(viewport, s_rRedux4);
     
    		//done 1st pass
    		GXFlush();
    		GXPixModeSync();		
     
    		//////////////////////////////////////////////////////////////////////////
    		//2nd pass
     
    		//capture EFB
    		g_FramebufferAccessor.CaptureFramebuffer(&efbRedux1, GX_FALSE);//GX_TRUE
    		g_FramebufferAccessor.CaptureFramebuffer(&efbRedux2, GX_FALSE);//GX_TRUE
    		g_FramebufferAccessor.CaptureFramebuffer(&efbRedux3, GX_FALSE); //GX_TRUE
    		g_FramebufferAccessor.CaptureFramebuffer(&efbRedux4, GX_FALSE); //GX_TRUE
     
     
    		//texture
    		//	GXInvalidateTexAll();
    		GXLoadTexObj(&efbFull.efbTex, GX_TEXMAP0);
    		GXLoadTexObj(&efbRedux1.efbTex, GX_TEXMAP1);
    		GXLoadTexObj(&efbRedux2.efbTex, GX_TEXMAP2);
    		GXLoadTexObj(&efbRedux3.efbTex, GX_TEXMAP3);
    		GXLoadTexObj(&efbRedux4.efbTex, GX_TEXMAP4);
     
    		//lighting off
    		GXSetNumChans(0);
    		GXSetChanCtrl(GX_COLOR0A0, GX_DISABLE, GX_SRC_REG, GX_SRC_REG, 0, GX_DF_NONE, GX_AF_NONE);
    		GXSetChanCtrl(GX_COLOR1A1, GX_DISABLE, GX_SRC_REG, GX_SRC_REG, 0, GX_DF_NONE, GX_AF_NONE);
     
    		//tex coords
    		GXSetNumTexGens(5);	
    		GXSetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);
    		GXSetTexCoordGen(GX_TEXCOORD1, GX_TG_MTX2x4, GX_TG_TEX1, GX_IDENTITY);
    		GXSetTexCoordGen(GX_TEXCOORD2, GX_TG_MTX2x4, GX_TG_TEX2, GX_IDENTITY);
    		GXSetTexCoordGen(GX_TEXCOORD3, GX_TG_MTX2x4, GX_TG_TEX3, GX_IDENTITY);
    		GXSetTexCoordGen(GX_TEXCOORD4, GX_TG_MTX2x4, GX_TG_TEX4, GX_IDENTITY);
     
    		//tev stages //(D {+,-} ( (1-C)*A + C*B ) + X) * S
    		GXSetNumTevStages(5);
     
    		//tev kcolor		
    		u8 uConstAlpha = 255;
    		m_cFactorRedux1.a = uConstAlpha;
     
    		GXSetTevKColor(GX_KCOLOR0, m_cFactorRedux1);
    		GXSetTevKColor(GX_KCOLOR1, m_cFactorRedux2);
    		GXSetTevKColor(GX_KCOLOR2, m_cFactorRedux3);
    		GXSetTevKColor(GX_KCOLOR3, m_cFactorRedux4);		
     
    		GXSetTevKAlphaSel(GX_TEVSTAGE0, GX_TEV_KASEL_1);
    		GXSetTevKColorSel(GX_TEVSTAGE1, GX_TEV_KCSEL_K0);
    		GXSetTevKColorSel(GX_TEVSTAGE2, GX_TEV_KCSEL_K1);
    		GXSetTevKColorSel(GX_TEVSTAGE3, GX_TEV_KCSEL_K2);
    		GXSetTevKColorSel(GX_TEVSTAGE4, GX_TEV_KCSEL_K3);
     
    		//1st stage: tex0 passthrough
    		GXSetTevOrder( GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR_NULL );
     
    		//GXSetTevColorIn(GX_TEVSTAGE0, GX_CC_ZERO, GX_CC_TEXC, GX_CC_RASC, GX_CC_ZERO);
    		GXSetTevColorIn(GX_TEVSTAGE0, GX_CC_ZERO, GX_CC_ZERO, GX_CC_RASC, GX_CC_TEXC);
    		GXSetTevColorOp(GX_TEVSTAGE0, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
    		//GXSetTevAlphaIn(GX_TEVSTAGE0, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_RASA);
    		GXSetTevAlphaIn(GX_TEVSTAGE0, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_KONST);
    		GXSetTevAlphaOp(GX_TEVSTAGE0, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
    		//2nd stage: stage0 + tex1 (might need clamping)
    		GXSetTevOrder( GX_TEVSTAGE1, GX_TEXCOORD1, GX_TEXMAP1, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE1, GX_CC_ZERO, GX_CC_TEXC, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
    		GXSetTevAlphaIn(GX_TEVSTAGE1, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_APREV);
    		GXSetTevAlphaOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
    		//3rd stage: stage1 + tex2 (might need clamping)
    		GXSetTevOrder( GX_TEVSTAGE2, GX_TEXCOORD2, GX_TEXMAP2, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE2, GX_CC_ZERO, GX_CC_TEXC, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE2, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
    		GXSetTevAlphaIn(GX_TEVSTAGE2, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_APREV);
    		GXSetTevAlphaOp(GX_TEVSTAGE2, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
    		//4th stage: stage2 + tex3 (might need clamping)
    		GXSetTevOrder( GX_TEVSTAGE3, GX_TEXCOORD3, GX_TEXMAP3, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE3, GX_CC_ZERO, GX_CC_TEXC, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE3, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
    		GXSetTevAlphaIn(GX_TEVSTAGE3, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_APREV);
    		GXSetTevAlphaOp(GX_TEVSTAGE3, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
    		//5th stage: stage3 + tex4 (might need clamping)
    		GXSetTevOrder( GX_TEVSTAGE4, GX_TEXCOORD4, GX_TEXMAP4, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE4, GX_CC_ZERO, GX_CC_TEXC, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE4, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
    		GXSetTevAlphaIn(GX_TEVSTAGE4, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_APREV);
    		GXSetTevAlphaOp(GX_TEVSTAGE4, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
    		//display on 1 quad
    		SetupQuadVertexDesc(5, true);
    		//DrawQuad(viewport, 200, 200, 400, 300, 5);	//0, 0, pRenderMode->fbWidth, pRenderMode->efbHeight
    		DrawQuad(viewport, 0, 0, pRenderMode->fbWidth, pRenderMode->efbHeight, 5, m_cFactorFull);//
     
    		//done 2nd pass
    		GXFlush();
     
    		GXSetVerifyLevel(GX_WARN_NONE);
    		//restore screen setup
    		//todo: restore projection matrices to previous settings
    		viewport.Restore();

  5. #5
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    Par défaut
    (Mon edit du post précédent n'a pas fonctionné, donc...)

    Le bout de code suivant utilise un filtre gaussien pour créer un blur et utilise 3 passes, dont 2 avec copie du framebuffer plein-écran. Manque de bol, le hardware est vraiment le facteur limitant ici, parce que mon framerate vient de se diviser par 2.

    Code : Sélectionner tout - Visualiser dans une fenêtre à part
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    440
    441
     
    		GXSetVerifyLevel(GX_WARN_SEVERE);
     
    		//screen size
    		GXRenderModeObj* pRenderMode = G3D::G3DState::GetRenderModeObj();
     
    		//screen setup
    		//TODO: set screen projection matrix as ortho, with 1.0 = 1 px
    		COrthoViewport	viewport(	0, 0, pRenderMode->fbWidth, pRenderMode->efbHeight,
    									0, 0, pRenderMode->fbWidth, pRenderMode->efbHeight);	//pRenderMode->efbHeight,pRenderMode->fbWidth
    		viewport.Setup();
     
    		//////////////////////////////////////////////////////////////////////////
    		//begin pass 1
    		GXFlush();
    		GXPixModeSync();
    		//	GXInvalidateTexRegion();
     
    		//capture EFB
    		g_FramebufferAccessor.CaptureFramebuffer(&efbFull, GX_FALSE); //GX_TRUE
     
     
     
    		//texture
    		GXInvalidateTexAll();
    		GXLoadTexObj(&efbFull.efbTex, GX_TEXMAP0);
     
    		//lighting off
    		GXSetNumChans(0);
    		GXSetChanCtrl(GX_COLOR0A0, GX_DISABLE, GX_SRC_REG, GX_SRC_REG, 0, GX_DF_NONE, GX_AF_NONE);
    		GXSetChanCtrl(GX_COLOR1A1, GX_DISABLE, GX_SRC_REG, GX_SRC_REG, 0, GX_DF_NONE, GX_AF_NONE);
     
    		//tex coords
    		f32 fPixDecalX = 1.0 / G3D::G3DState::GetRenderModeObj()->fbWidth;
    			//f32 fPixDecalY = 1.0 / G3D::G3DState::GetRenderModeObj()->efbHeight;
    		//todo: generate texcoords accoordingly & correctly
    		GXSetNumTexGens(7);	
    		GXSetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);	//moved about 0px  in X
     
    		Mtx m1, m2, m3, m4, m5, m6;
     
    		MTXIdentity(m1);
    		MTXRowCol(m1, 0, 3) = -3 * fPixDecalX;
    		MTXIdentity(m2);
    		MTXRowCol(m1, 0, 3) = -2 * fPixDecalX;
    		MTXIdentity(m3);
    		MTXRowCol(m2, 0, 3) = -1 * fPixDecalX;
    		MTXIdentity(m3);
    		MTXRowCol(m3, 0, 3) = +3 * fPixDecalX;
    		MTXIdentity(m4);
    		MTXRowCol(m3, 0, 3) = +3 * fPixDecalX;
    		MTXIdentity(m5);
    		MTXRowCol(m3, 0, 3) = +2 * fPixDecalX;
    		MTXIdentity(m6);
    		MTXRowCol(m3, 0, 3) = +1 * fPixDecalX;
     
    		GXLoadTexMtxImm(m1, GX_TEXMTX1, GX_MTX2x4);
    		GXLoadTexMtxImm(m2, GX_TEXMTX2, GX_MTX2x4);
    		GXLoadTexMtxImm(m3, GX_TEXMTX3, GX_MTX2x4);
    		GXLoadTexMtxImm(m4, GX_TEXMTX4, GX_MTX2x4);
    		GXLoadTexMtxImm(m5, GX_TEXMTX5, GX_MTX2x4);
    		GXLoadTexMtxImm(m6, GX_TEXMTX6, GX_MTX2x4);
     
    		GXSetTexCoordGen(GX_TEXCOORD1, GX_TG_MTX2x4, GX_TG_TEX0, GX_TEXMTX1);	//moved about -3px in X
    		GXSetTexCoordGen(GX_TEXCOORD2, GX_TG_MTX2x4, GX_TG_TEX0, GX_TEXMTX2);	//moved about -2px in X
    		GXSetTexCoordGen(GX_TEXCOORD3, GX_TG_MTX2x4, GX_TG_TEX0, GX_TEXMTX3);	//moved about -1px in X
    		GXSetTexCoordGen(GX_TEXCOORD4, GX_TG_MTX2x4, GX_TG_TEX0, GX_TEXMTX4);	//moved about +3px in X
    		GXSetTexCoordGen(GX_TEXCOORD5, GX_TG_MTX2x4, GX_TG_TEX0, GX_TEXMTX5);	//moved about +2px in X
    		GXSetTexCoordGen(GX_TEXCOORD6, GX_TG_MTX2x4, GX_TG_TEX0, GX_TEXMTX6);	//moved about +1px in X
     
    		//tev kcolor		
    		GXSetTevKColor(GX_KCOLOR0, m_cThreshold);
    		GXSetTevKColorSel(GX_TEVSTAGE0, GX_TEV_KCSEL_K0);
    		//todo: generate gauss factors
    		//1 6 15 20 15 6 1 ~> 64
    		u8	uGauss_3 = 256 * 1 / 64;	//= 256 * 1 / 32 when GX_CS_DIVIDE_2
    		u8	uGauss_2 = 256 * 6 / 64;	//= 256 * 6 / 32 when GX_CS_DIVIDE_2
    		u8	uGauss_1 = 256 * 15 / 64;	//= 256 * 15 / 32 when GX_CS_DIVIDE_2
    		u8	uGauss_0 = 256 * 20 / 64;	//= 256 * 20 / 32 when GX_CS_DIVIDE_2
    		GXColor	cGaussFactors = {uGauss_0, uGauss_1, uGauss_2, uGauss_3};
    		GXSetTevKColor(GX_KCOLOR1, cGaussFactors);
     
    		GXSetTevKColorSel(GX_TEVSTAGE1, GX_TEV_KCSEL_K1_R);
    		GXSetTevKColorSel(GX_TEVSTAGE2, GX_TEV_KCSEL_K1_G);
    		GXSetTevKColorSel(GX_TEVSTAGE3, GX_TEV_KCSEL_K1_G);
    		GXSetTevKColorSel(GX_TEVSTAGE4, GX_TEV_KCSEL_K1_B);
    		GXSetTevKColorSel(GX_TEVSTAGE5, GX_TEV_KCSEL_K1_B);
    		GXSetTevKColorSel(GX_TEVSTAGE6, GX_TEV_KCSEL_K1_A);
    		GXSetTevKColorSel(GX_TEVSTAGE7, GX_TEV_KCSEL_K1_A);
     
    		//tev stages //(D {+,-} ( (1-C)*A + C*B ) + X) * S
    		GXSetNumTevStages(8);
     
    		//1st stage: reg0 = clamp(tex > threshold = tex : 0, 0, 255)
    		//R: d[R] + ((a[R] > b[R]) ? c[R] :0 );
    		//G: d[G] + ((a[G] > b[G]) ? c[G] :0 );
    		//B: d[B] + ((a[B] > b[B]) ? c[B] :0 );
    		GXSetTevOrder( GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR_NULL );
     
    		//GXSetTevColorIn(GX_TEVSTAGE0, GX_CC_ZERO, GX_CC_KONST, GX_CC_ONE, GX_CC_TEXC);
    		//GXSetTevColorOp(GX_TEVSTAGE0, GX_TEV_SUB, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevColorIn(GX_TEVSTAGE0, GX_CC_TEXC, GX_CC_KONST, GX_CC_TEXC, GX_CC_ZERO);
    		GXSetTevColorOp(GX_TEVSTAGE0, GX_TEV_COMP_RGB8_GT, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVREG0);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE0, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_KONST);
    		GXSetTevAlphaOp(GX_TEVSTAGE0, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVREG0);
     
    		//2nd stage: regprev = reg0 * 20/64, texcoord0	
    		GXSetTevOrder( GX_TEVSTAGE1, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE1, GX_CC_ZERO, GX_CC_C0, GX_CC_KONST, GX_CC_ZERO);
    		GXSetTevColorOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE1, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_A0);
    		GXSetTevAlphaOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
     
    		//3rd stage: regprev += reg0 * 1/64, texcoord1
    		GXSetTevOrder( GX_TEVSTAGE2, GX_TEXCOORD1, GX_TEXMAP0, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE2, GX_CC_ZERO, GX_CC_C0, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE2, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE2, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_A0);
    		GXSetTevAlphaOp(GX_TEVSTAGE2, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
    		//4th stage: regprev += reg0 * 1/64, texcoord4
    		GXSetTevOrder( GX_TEVSTAGE3, GX_TEXCOORD4, GX_TEXMAP0, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE3, GX_CC_ZERO, GX_CC_C0, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE3, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE3, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_A0);
    		GXSetTevAlphaOp(GX_TEVSTAGE3, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
     
    		//5th stage: regprev += reg0 * 6/64, texcoord2
    		GXSetTevOrder( GX_TEVSTAGE4, GX_TEXCOORD2, GX_TEXMAP0, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE4, GX_CC_ZERO, GX_CC_C0, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE4, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE4, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_A0);
    		GXSetTevAlphaOp(GX_TEVSTAGE4, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
    		//6th stage: regprev += reg0 * 6/64, texcoord5
    		GXSetTevOrder( GX_TEVSTAGE5, GX_TEXCOORD5, GX_TEXMAP0, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE5, GX_CC_ZERO, GX_CC_C0, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE5, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE5, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_A0);
    		GXSetTevAlphaOp(GX_TEVSTAGE5, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
     
    		//7th stage: regprev += reg0 * 15/64, texcoord3
    		GXSetTevOrder( GX_TEVSTAGE6, GX_TEXCOORD3, GX_TEXMAP0, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE6, GX_CC_ZERO, GX_CC_C0, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE6, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE6, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_A0);
    		GXSetTevAlphaOp(GX_TEVSTAGE6, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
    		//8th stage: regprev += reg0 * 15/64, texcoord6
    		GXSetTevOrder( GX_TEVSTAGE7, GX_TEXCOORD6, GX_TEXMAP0, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE7, GX_CC_ZERO, GX_CC_C0, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE7, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE7, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_A0);
    		GXSetTevAlphaOp(GX_TEVSTAGE7, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
     
     
    		//pixel logic	
    		GXSetZMode( GX_TRUE, GX_ALWAYS, GX_TRUE );	
    		GXSetZCompLoc( GX_DISABLE );    
    		GXSetBlendMode(GX_BM_NONE, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_COPY);
     
    		//display on 4 quads
    		SetupQuadVertexDesc(1);
    		DrawQuad(viewport, s_rRedux1);
    		DrawQuad(viewport, s_rRedux2);
    		DrawQuad(viewport, s_rRedux3);
    		DrawQuad(viewport, s_rRedux4);
     
    		//done 1st pass
    		GXFlush();
    		GXPixModeSync();		
     
    		//////////////////////////////////////////////////////////////////////////
    		//2nd pass
     
    		//capture EFB
    		g_FramebufferAccessor.CaptureFramebuffer(&efbPass2, GX_FALSE); //GX_TRUE		
     
    		//texture
    		GXInvalidateTexAll();
    		GXLoadTexObj(&efbPass2.efbTex, GX_TEXMAP0);
     
    		//lighting off
    		GXSetNumChans(0);
    		GXSetChanCtrl(GX_COLOR0A0, GX_DISABLE, GX_SRC_REG, GX_SRC_REG, 0, GX_DF_NONE, GX_AF_NONE);
    		GXSetChanCtrl(GX_COLOR1A1, GX_DISABLE, GX_SRC_REG, GX_SRC_REG, 0, GX_DF_NONE, GX_AF_NONE);
     
    		//tex coords
    		f32 fPixDecalY = 1.0 / G3D::G3DState::GetRenderModeObj()->efbHeight;
    		//todo: generate texcoords accoordingly & correctly
    		GXSetNumTexGens(7);	
    		GXSetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);	//moved about 0px  in Y
     
    		Mtx n1, n2, n3, n4, n5, n6;
     
    		MTXIdentity(n1);
    		MTXRowCol(n1, 1, 3) = -3 * fPixDecalY;
    		MTXIdentity(n2);
    		MTXRowCol(n1, 1, 3) = -2 * fPixDecalY;
    		MTXIdentity(n3);
    		MTXRowCol(n2, 1, 3) = -1 * fPixDecalY;
    		MTXIdentity(n3);
    		MTXRowCol(n3, 1, 3) = +3 * fPixDecalY;
    		MTXIdentity(n4);
    		MTXRowCol(n3, 1, 3) = +3 * fPixDecalY;
    		MTXIdentity(n5);
    		MTXRowCol(n3, 1, 3) = +2 * fPixDecalY;
    		MTXIdentity(n6);
    		MTXRowCol(n3, 1, 3) = +1 * fPixDecalY;
     
    		GXLoadTexMtxImm(n1, GX_TEXMTX1, GX_MTX2x4);
    		GXLoadTexMtxImm(n2, GX_TEXMTX2, GX_MTX2x4);
    		GXLoadTexMtxImm(n3, GX_TEXMTX3, GX_MTX2x4);
    		GXLoadTexMtxImm(n4, GX_TEXMTX4, GX_MTX2x4);
    		GXLoadTexMtxImm(n5, GX_TEXMTX5, GX_MTX2x4);
    		GXLoadTexMtxImm(n6, GX_TEXMTX6, GX_MTX2x4);
     
    		GXSetTexCoordGen(GX_TEXCOORD1, GX_TG_MTX2x4, GX_TG_TEX0, GX_TEXMTX1);	//moved about -3px in Y
    		GXSetTexCoordGen(GX_TEXCOORD2, GX_TG_MTX2x4, GX_TG_TEX0, GX_TEXMTX2);	//moved about -2px in Y
    		GXSetTexCoordGen(GX_TEXCOORD3, GX_TG_MTX2x4, GX_TG_TEX0, GX_TEXMTX3);	//moved about -1px in Y
    		GXSetTexCoordGen(GX_TEXCOORD4, GX_TG_MTX2x4, GX_TG_TEX0, GX_TEXMTX4);	//moved about +3px in Y
    		GXSetTexCoordGen(GX_TEXCOORD5, GX_TG_MTX2x4, GX_TG_TEX0, GX_TEXMTX5);	//moved about +2px in Y
    		GXSetTexCoordGen(GX_TEXCOORD6, GX_TG_MTX2x4, GX_TG_TEX0, GX_TEXMTX6);	//moved about +1px in Y
     
    		//tev kcolor		
    		GXSetTevKColor(GX_KCOLOR1, cGaussFactors);
     
    		GXSetTevKColorSel(GX_TEVSTAGE0, GX_TEV_KCSEL_K1_R);
    		GXSetTevKColorSel(GX_TEVSTAGE1, GX_TEV_KCSEL_K1_G);
    		GXSetTevKColorSel(GX_TEVSTAGE2, GX_TEV_KCSEL_K1_G);
    		GXSetTevKColorSel(GX_TEVSTAGE3, GX_TEV_KCSEL_K1_B);
    		GXSetTevKColorSel(GX_TEVSTAGE4, GX_TEV_KCSEL_K1_B);
    		GXSetTevKColorSel(GX_TEVSTAGE5, GX_TEV_KCSEL_K1_A);
    		GXSetTevKColorSel(GX_TEVSTAGE6, GX_TEV_KCSEL_K1_A);
     
    		//tev stages //(D {+,-} ( (1-C)*A + C*B ) + X) * S
    		GXSetNumTevStages(7);
     
    		//1st stage: regprev = texc * 20/64, texcoord0	
    		GXSetTevOrder( GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE0, GX_CC_ZERO, GX_CC_TEXC, GX_CC_KONST, GX_CC_ZERO);
    		GXSetTevColorOp(GX_TEVSTAGE0, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE0, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_TEXA);
    		GXSetTevAlphaOp(GX_TEVSTAGE0, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
     
    		//2nd stage: regprev += texc * 1/64, texcoord1
    		GXSetTevOrder( GX_TEVSTAGE1, GX_TEXCOORD1, GX_TEXMAP0, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE1, GX_CC_ZERO, GX_CC_TEXC, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE1, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_TEXA);
    		GXSetTevAlphaOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
    		//3rd stage: regprev += texc * 1/64, texcoord4
    		GXSetTevOrder( GX_TEVSTAGE2, GX_TEXCOORD4, GX_TEXMAP0, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE2, GX_CC_ZERO, GX_CC_TEXC, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE2, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE2, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_TEXA);
    		GXSetTevAlphaOp(GX_TEVSTAGE2, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
     
    		//4th stage: regprev += texc * 6/64, texcoord2
    		GXSetTevOrder( GX_TEVSTAGE3, GX_TEXCOORD2, GX_TEXMAP0, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE3, GX_CC_ZERO, GX_CC_TEXC, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE3, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE3, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_TEXA);
    		GXSetTevAlphaOp(GX_TEVSTAGE3, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
    		//5th stage: regprev += texc * 6/64, texcoord5
    		GXSetTevOrder( GX_TEVSTAGE4, GX_TEXCOORD5, GX_TEXMAP0, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE4, GX_CC_ZERO, GX_CC_TEXC, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE4, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE4, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_TEXA);
    		GXSetTevAlphaOp(GX_TEVSTAGE4, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
     
    		//6th stage: regprev += texc * 15/64, texcoord3
    		GXSetTevOrder( GX_TEVSTAGE5, GX_TEXCOORD3, GX_TEXMAP0, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE5, GX_CC_ZERO, GX_CC_TEXC, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE5, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE5, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_TEXA);
    		GXSetTevAlphaOp(GX_TEVSTAGE5, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
    		//7th stage: regprev += texc * 15/64, texcoord6
    		GXSetTevOrder( GX_TEVSTAGE6, GX_TEXCOORD6, GX_TEXMAP0, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE6, GX_CC_ZERO, GX_CC_TEXC, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE6, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE6, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_TEXA);
    		GXSetTevAlphaOp(GX_TEVSTAGE6, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
    		//pixel logic	
    		GXSetZMode( GX_TRUE, GX_ALWAYS, GX_TRUE );	
    		GXSetZCompLoc( GX_DISABLE );    
    		GXSetBlendMode(GX_BM_NONE, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_COPY);
     
    		//display on 1 quads
    		SetupQuadVertexDesc(1);
    		DrawQuad(viewport, 0, 0, pRenderMode->fbWidth, pRenderMode->efbHeight, 1);
     
     
    		//done 2nd pass
    		GXFlush();
    		GXPixModeSync();		
     
    		//////////////////////////////////////////////////////////////////////////
    		//3rd pass
     
    		//capture EFB
    		g_FramebufferAccessor.CaptureFramebuffer(&efbRedux1, GX_FALSE);//GX_TRUE
    		g_FramebufferAccessor.CaptureFramebuffer(&efbRedux2, GX_FALSE);//GX_TRUE
    		g_FramebufferAccessor.CaptureFramebuffer(&efbRedux3, GX_FALSE); //GX_TRUE
    		g_FramebufferAccessor.CaptureFramebuffer(&efbRedux4, GX_FALSE); //GX_TRUE
     
     
    		//texture
    		//	GXInvalidateTexAll();
    		GXLoadTexObj(&efbFull.efbTex, GX_TEXMAP0);
    		GXLoadTexObj(&efbRedux1.efbTex, GX_TEXMAP1);
    		GXLoadTexObj(&efbRedux2.efbTex, GX_TEXMAP2);
    		GXLoadTexObj(&efbRedux3.efbTex, GX_TEXMAP3);
    		GXLoadTexObj(&efbRedux4.efbTex, GX_TEXMAP4);
     
    		//lighting off
    		GXSetNumChans(0);
    		GXSetChanCtrl(GX_COLOR0A0, GX_DISABLE, GX_SRC_REG, GX_SRC_REG, 0, GX_DF_NONE, GX_AF_NONE);
    		GXSetChanCtrl(GX_COLOR1A1, GX_DISABLE, GX_SRC_REG, GX_SRC_REG, 0, GX_DF_NONE, GX_AF_NONE);
     
    		//tex coords
    		GXSetNumTexGens(5);	
    		GXSetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);
    		GXSetTexCoordGen(GX_TEXCOORD1, GX_TG_MTX2x4, GX_TG_TEX1, GX_IDENTITY);
    		GXSetTexCoordGen(GX_TEXCOORD2, GX_TG_MTX2x4, GX_TG_TEX2, GX_IDENTITY);
    		GXSetTexCoordGen(GX_TEXCOORD3, GX_TG_MTX2x4, GX_TG_TEX3, GX_IDENTITY);
    		GXSetTexCoordGen(GX_TEXCOORD4, GX_TG_MTX2x4, GX_TG_TEX4, GX_IDENTITY);
     
    		//tev stages //(D {+,-} ( (1-C)*A + C*B ) + X) * S
    		GXSetNumTevStages(5);
     
    		//tev kcolor		
    		u8 uConstAlpha = 255;
    		m_cFactorRedux1.a = uConstAlpha;
     
    		GXSetTevKColor(GX_KCOLOR0, m_cFactorRedux1);
    		GXSetTevKColor(GX_KCOLOR1, m_cFactorRedux2);
    		GXSetTevKColor(GX_KCOLOR2, m_cFactorRedux3);
    		GXSetTevKColor(GX_KCOLOR3, m_cFactorRedux4);		
     
    		GXSetTevKAlphaSel(GX_TEVSTAGE0, GX_TEV_KASEL_1);
    		GXSetTevKColorSel(GX_TEVSTAGE1, GX_TEV_KCSEL_K0);
    		GXSetTevKColorSel(GX_TEVSTAGE2, GX_TEV_KCSEL_K1);
    		GXSetTevKColorSel(GX_TEVSTAGE3, GX_TEV_KCSEL_K2);
    		GXSetTevKColorSel(GX_TEVSTAGE4, GX_TEV_KCSEL_K3);
     
    		//1st stage: tex0 passthrough
    		GXSetTevOrder( GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR_NULL );
     
    		//GXSetTevColorIn(GX_TEVSTAGE0, GX_CC_ZERO, GX_CC_TEXC, GX_CC_RASC, GX_CC_ZERO);
    		GXSetTevColorIn(GX_TEVSTAGE0, GX_CC_ZERO, GX_CC_ZERO, GX_CC_RASC, GX_CC_TEXC);
    		GXSetTevColorOp(GX_TEVSTAGE0, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
    		//GXSetTevAlphaIn(GX_TEVSTAGE0, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_RASA);
    		GXSetTevAlphaIn(GX_TEVSTAGE0, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_KONST);
    		GXSetTevAlphaOp(GX_TEVSTAGE0, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
    		//2nd stage: stage0 + tex1 (might need clamping)
    		GXSetTevOrder( GX_TEVSTAGE1, GX_TEXCOORD1, GX_TEXMAP1, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE1, GX_CC_ZERO, GX_CC_TEXC, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
    		GXSetTevAlphaIn(GX_TEVSTAGE1, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_APREV);
    		GXSetTevAlphaOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
    		//3rd stage: stage1 + tex2 (might need clamping)
    		GXSetTevOrder( GX_TEVSTAGE2, GX_TEXCOORD2, GX_TEXMAP2, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE2, GX_CC_ZERO, GX_CC_TEXC, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE2, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
    		GXSetTevAlphaIn(GX_TEVSTAGE2, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_APREV);
    		GXSetTevAlphaOp(GX_TEVSTAGE2, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
    		//4th stage: stage2 + tex3 (might need clamping)
    		GXSetTevOrder( GX_TEVSTAGE3, GX_TEXCOORD3, GX_TEXMAP3, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE3, GX_CC_ZERO, GX_CC_TEXC, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE3, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
    		GXSetTevAlphaIn(GX_TEVSTAGE3, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_APREV);
    		GXSetTevAlphaOp(GX_TEVSTAGE3, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
    		//5th stage: stage3 + tex4 (might need clamping)
    		GXSetTevOrder( GX_TEVSTAGE4, GX_TEXCOORD4, GX_TEXMAP4, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE4, GX_CC_ZERO, GX_CC_TEXC, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE4, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
    		GXSetTevAlphaIn(GX_TEVSTAGE4, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_APREV);
    		GXSetTevAlphaOp(GX_TEVSTAGE4, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
    		//display on 1 quad
    		SetupQuadVertexDesc(5, true);
    		//DrawQuad(viewport, 200, 200, 400, 300, 5);
    		DrawQuad(viewport, 0, 0, pRenderMode->fbWidth, pRenderMode->efbHeight, 5, m_cFactorFull);
     
    		//done 3rd pass
    		GXFlush();
     
    		GXSetVerifyLevel(GX_WARN_NONE);
    		//restore screen setup
    		//todo: restore projection matrices to previous settings
    		viewport.Restore();

    Conclusion: je vais devoir optimiser ce bloom, parce ca ne sera pas le seul effet plein écran que je dois appliquer.

  6. #6
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    Voici un bloom optimisé, n'utilisant qu'une texture reduite de 64x64 texels.
    Très rapide, même avec un operateur gaussien avec un noyau de 7x7 points.

    Code : Sélectionner tout - Visualiser dans une fenêtre à part
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    GXSetVerifyLevel(GX_WARN_SEVERE);
     
    		//screen size
    		GXRenderModeObj* pRenderMode = G3D::G3DState::GetRenderModeObj();
     
    		//screen setup
    		//TODO: set screen projection matrix as ortho, with 1.0 = 1 px
    		COrthoViewport	viewport(	0, 0, pRenderMode->fbWidth, pRenderMode->efbHeight,
    									0, 0, pRenderMode->fbWidth, pRenderMode->efbHeight);	//pRenderMode->efbHeight,pRenderMode->fbWidth
    		viewport.Setup();
     
     
    		//////////////////////////////////////////////////////////////////////////
    		//begin pass 1: threshold, reduction and horizontal gauss
    		GXFlush();
    		GXPixModeSync();
    		//	GXInvalidateTexRegion();
     
    		//capture EFB		
    		g_FramebufferAccessor.CaptureFramebuffer(&efbFull, GX_FALSE);	//may be GX_TRUE
     
    		//texture
    		GXInvalidateTexAll();
    		GXLoadTexObj(&efbFull.efbTex, GX_TEXMAP0);		
     
    		//lighting off
    		GXSetNumChans(0);
    		GXSetChanCtrl(GX_COLOR0A0, GX_DISABLE, GX_SRC_REG, GX_SRC_REG, 0, GX_DF_NONE, GX_AF_NONE);
    		GXSetChanCtrl(GX_COLOR1A1, GX_DISABLE, GX_SRC_REG, GX_SRC_REG, 0, GX_DF_NONE, GX_AF_NONE);
     
     
    		//tex coords
    		GXSetNumTexGens(7);	
    		GXSetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);
    		//todo: setup texgens for horizontal blur		
    		f32 fPixDecalX = 1.0 / G3D::G3DState::GetRenderModeObj()->fbWidth;
    		Mtx mh1, mh2, mh3, mh4, mh5, mh6;
     
    		MTXIdentity(mh1);
    		MTXRowCol(mh1, 0, 3) = -3 * fPixDecalX;
     
    		MTXIdentity(mh2);
    		MTXRowCol(mh2, 0, 3) = -2 * fPixDecalX;
     
    		MTXIdentity(mh3);
    		MTXRowCol(mh3, 0, 3) = -1 * fPixDecalX;
     
    		MTXIdentity(mh4);
    		MTXRowCol(mh4, 0, 3) = +3 * fPixDecalX;
     
    		MTXIdentity(mh5);
    		MTXRowCol(mh5, 0, 3) = +2 * fPixDecalX;
     
    		MTXIdentity(mh6);
    		MTXRowCol(mh6, 0, 3) = +1 * fPixDecalX;
     
    		GXLoadTexMtxImm(mh1, GX_TEXMTX1, GX_MTX2x4);
    		GXLoadTexMtxImm(mh2, GX_TEXMTX2, GX_MTX2x4);
    		GXLoadTexMtxImm(mh3, GX_TEXMTX3, GX_MTX2x4);
    		GXLoadTexMtxImm(mh4, GX_TEXMTX4, GX_MTX2x4);
    		GXLoadTexMtxImm(mh5, GX_TEXMTX5, GX_MTX2x4);
    		GXLoadTexMtxImm(mh6, GX_TEXMTX6, GX_MTX2x4);
     
    		GXSetTexCoordGen(GX_TEXCOORD1, GX_TG_MTX2x4, GX_TG_TEX0, GX_TEXMTX1);	//moved about -3px in X
    		GXSetTexCoordGen(GX_TEXCOORD2, GX_TG_MTX2x4, GX_TG_TEX0, GX_TEXMTX2);	//moved about -2px in X
    		GXSetTexCoordGen(GX_TEXCOORD3, GX_TG_MTX2x4, GX_TG_TEX0, GX_TEXMTX3);	//moved about -1px in X
    		GXSetTexCoordGen(GX_TEXCOORD4, GX_TG_MTX2x4, GX_TG_TEX0, GX_TEXMTX4);	//moved about +3px in X
    		GXSetTexCoordGen(GX_TEXCOORD5, GX_TG_MTX2x4, GX_TG_TEX0, GX_TEXMTX5);	//moved about +2px in X
    		GXSetTexCoordGen(GX_TEXCOORD6, GX_TG_MTX2x4, GX_TG_TEX0, GX_TEXMTX6);	//moved about +1px in X
     
    		//todo: generate gauss factors
    		//1 6 15 20 15 6 1 ~> 64
    		u8	uGauss_3 = 256 * 1 / 64;	//= 256 * 1 / 32 when GX_CS_DIVIDE_2
    		u8	uGauss_2 = 256 * 6 / 64;	//= 256 * 6 / 32 when GX_CS_DIVIDE_2
    		u8	uGauss_1 = 256 * 15 / 64;	//= 256 * 15 / 32 when GX_CS_DIVIDE_2
    		u8	uGauss_0 = 256 * 20 / 64;	//= 256 * 20 / 32 when GX_CS_DIVIDE_2
    		GXColor	cGaussFactors = {uGauss_0, uGauss_1, uGauss_2, uGauss_3};
     
    		//tev kcolor		
    		GXSetTevKColor(GX_KCOLOR0, m_cThreshold);		
    		GXSetTevKColorSel(GX_TEVSTAGE0, GX_TEV_KCSEL_K0);		
    		GXSetTevKAlphaSel(GX_TEVSTAGE0, GX_TEV_KASEL_1);
     
    		GXSetTevKColor(GX_KCOLOR2, cGaussFactors);
     
    		GXSetTevKColorSel(GX_TEVSTAGE1, GX_TEV_KCSEL_K2_R);
    		GXSetTevKColorSel(GX_TEVSTAGE2, GX_TEV_KCSEL_K2_G);
    		GXSetTevKColorSel(GX_TEVSTAGE3, GX_TEV_KCSEL_K2_G);
    		GXSetTevKColorSel(GX_TEVSTAGE4, GX_TEV_KCSEL_K2_B);
    		GXSetTevKColorSel(GX_TEVSTAGE5, GX_TEV_KCSEL_K2_B);
    		GXSetTevKColorSel(GX_TEVSTAGE6, GX_TEV_KCSEL_K2_A);
    		GXSetTevKColorSel(GX_TEVSTAGE7, GX_TEV_KCSEL_K2_A);
     
     
    		//tev stages //(D {+,-} ( (1-C)*A + C*B ) + X) * S
    		//1st stage: clamp(tex1 > threshold ? tex1 : 0, 0, 255)
    		//R: d[R] + ((a[R] > b[R]) ? c[R] :0 );
    		//G: d[G] + ((a[G] > b[G]) ? c[G] :0 );
    		//B: d[B] + ((a[B] > b[B]) ? c[B] :0 );
     
    		//tev stages //(D {+,-} ( (1-C)*A + C*B ) + X) * S
    		GXSetNumTevStages(8);
     
     
    		//1st stage: reg0 = clamp(tex1 > threshold ? tex1 : 0, 0, 255)
    		//R: d[R] + ((a[R] > b[R]) ? c[R] :0 );
    		//G: d[G] + ((a[G] > b[G]) ? c[G] :0 );
    		//B: d[B] + ((a[B] > b[B]) ? c[B] :0 );
    		GXSetTevOrder( GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE0, GX_CC_TEXC, GX_CC_KONST, GX_CC_TEXC, GX_CC_ZERO);
    		GXSetTevColorOp(GX_TEVSTAGE0, GX_TEV_COMP_RGB8_GT, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVREG0);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE0, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_KONST);
    		GXSetTevAlphaOp(GX_TEVSTAGE0, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVREG0);
     
    		//2nd stage: regprev = reg0 * 20/64, texcoord0	
    		GXSetTevOrder( GX_TEVSTAGE1, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE1, GX_CC_ZERO, GX_CC_C0, GX_CC_KONST, GX_CC_ZERO);
    		GXSetTevColorOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE1, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_A0);
    		GXSetTevAlphaOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
     
    		//3rd stage: regprev += reg0 * 1/64, texcoord1
    		GXSetTevOrder( GX_TEVSTAGE2, GX_TEXCOORD1, GX_TEXMAP0, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE2, GX_CC_ZERO, GX_CC_C0, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE2, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE2, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_A0);
    		GXSetTevAlphaOp(GX_TEVSTAGE2, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
    		//4th stage: regprev += reg0 * 1/64, texcoord4
    		GXSetTevOrder( GX_TEVSTAGE3, GX_TEXCOORD4, GX_TEXMAP0, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE3, GX_CC_ZERO, GX_CC_C0, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE3, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE3, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_A0);
    		GXSetTevAlphaOp(GX_TEVSTAGE3, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
     
    		//5th stage: regprev += reg0 * 6/64, texcoord2
    		GXSetTevOrder( GX_TEVSTAGE4, GX_TEXCOORD2, GX_TEXMAP0, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE4, GX_CC_ZERO, GX_CC_C0, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE4, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE4, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_A0);
    		GXSetTevAlphaOp(GX_TEVSTAGE4, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
    		//6th stage: regprev += reg0 * 6/64, texcoord5
    		GXSetTevOrder( GX_TEVSTAGE5, GX_TEXCOORD5, GX_TEXMAP0, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE5, GX_CC_ZERO, GX_CC_C0, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE5, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE5, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_A0);
    		GXSetTevAlphaOp(GX_TEVSTAGE5, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
     
    		//7th stage: regprev += reg0 * 15/64, texcoord3
    		GXSetTevOrder( GX_TEVSTAGE6, GX_TEXCOORD3, GX_TEXMAP0, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE6, GX_CC_ZERO, GX_CC_C0, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE6, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE6, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_A0);
    		GXSetTevAlphaOp(GX_TEVSTAGE6, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
    		//8th stage: regprev += reg0 * 15/64, texcoord6
    		GXSetTevOrder( GX_TEVSTAGE7, GX_TEXCOORD6, GX_TEXMAP0, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE7, GX_CC_ZERO, GX_CC_C0, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE7, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE7, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_A0);
    		GXSetTevAlphaOp(GX_TEVSTAGE7, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
     
    		//pixel logic	
    		GXSetZMode( GX_TRUE, GX_ALWAYS, GX_TRUE );	
    		GXSetZCompLoc( GX_DISABLE );    
    		GXSetBlendMode(GX_BM_NONE, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_COPY);
     
    		//display on 1 texture on 1 quad
    		SetupQuadVertexDesc(1);
    		DrawQuad(viewport, 0, 0, m_uSize, m_uSize, 1);
     
    		//done 1st pass
    		GXFlush();
    		GXPixModeSync();
     
     
    		//////////////////////////////////////////////////////////////////////////
    		//begin pass 2: vertical gauss
     
    		//capture EFB
    		g_FramebufferAccessor.CaptureFramebuffer(&efbRedux, GX_FALSE);	//may be GX_TRUE
     
    		//texture
    		GXInvalidateTexAll();		
    		GXLoadTexObj(&efbRedux.efbTex, GX_TEXMAP0);
     
    		//lighting off
    		GXSetNumChans(0);
    		GXSetChanCtrl(GX_COLOR0A0, GX_DISABLE, GX_SRC_REG, GX_SRC_REG, 0, GX_DF_NONE, GX_AF_NONE);
    		GXSetChanCtrl(GX_COLOR1A1, GX_DISABLE, GX_SRC_REG, GX_SRC_REG, 0, GX_DF_NONE, GX_AF_NONE);
     
    		//tex coords
    		GXSetNumTexGens(7);	
    		GXSetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);		
    		//todo: setup texgens for vertical blur		
    		f32 fPixDecalY = 1.0 / G3D::G3DState::GetRenderModeObj()->efbHeight;
     
    		Mtx mv1, mv2, mv3, mv4, mv5, mv6;
     
    		MTXIdentity(mv1);
    		MTXRowCol(mv1, 1, 3) = -3 * fPixDecalY;
     
    		MTXIdentity(mv2);
    		MTXRowCol(mv2, 1, 3) = -2 * fPixDecalY;
     
    		MTXIdentity(mv3);
    		MTXRowCol(mv3, 1, 3) = -1 * fPixDecalY;
     
    		MTXIdentity(mv4);
    		MTXRowCol(mv4, 1, 3) = +3 * fPixDecalY;
     
    		MTXIdentity(mv5);
    		MTXRowCol(mv5, 1, 3) = +2 * fPixDecalY;
     
    		MTXIdentity(mv6);
    		MTXRowCol(mv6, 1, 3) = +1 * fPixDecalY;
     
    		GXLoadTexMtxImm(mv1, GX_TEXMTX1, GX_MTX2x4);
    		GXLoadTexMtxImm(mv2, GX_TEXMTX2, GX_MTX2x4);
    		GXLoadTexMtxImm(mv3, GX_TEXMTX3, GX_MTX2x4);
    		GXLoadTexMtxImm(mv4, GX_TEXMTX4, GX_MTX2x4);
    		GXLoadTexMtxImm(mv5, GX_TEXMTX5, GX_MTX2x4);
    		GXLoadTexMtxImm(mv6, GX_TEXMTX6, GX_MTX2x4);
     
    		GXSetTexCoordGen(GX_TEXCOORD1, GX_TG_MTX2x4, GX_TG_TEX0, GX_TEXMTX1);	//moved about -3px in Y
    		GXSetTexCoordGen(GX_TEXCOORD2, GX_TG_MTX2x4, GX_TG_TEX0, GX_TEXMTX2);	//moved about -2px in Y
    		GXSetTexCoordGen(GX_TEXCOORD3, GX_TG_MTX2x4, GX_TG_TEX0, GX_TEXMTX3);	//moved about -1px in Y
    		GXSetTexCoordGen(GX_TEXCOORD4, GX_TG_MTX2x4, GX_TG_TEX0, GX_TEXMTX4);	//moved about +3px in Y
    		GXSetTexCoordGen(GX_TEXCOORD5, GX_TG_MTX2x4, GX_TG_TEX0, GX_TEXMTX5);	//moved about +2px in Y
    		GXSetTexCoordGen(GX_TEXCOORD6, GX_TG_MTX2x4, GX_TG_TEX0, GX_TEXMTX6);	//moved about +1px in Y
     
     
    		//tev kcolor
    		GXSetTevKColor(GX_KCOLOR2, cGaussFactors);
     
    		GXSetTevKColorSel(GX_TEVSTAGE0, GX_TEV_KCSEL_K2_R);
    		GXSetTevKColorSel(GX_TEVSTAGE1, GX_TEV_KCSEL_K2_G);
    		GXSetTevKColorSel(GX_TEVSTAGE2, GX_TEV_KCSEL_K2_G);
    		GXSetTevKColorSel(GX_TEVSTAGE3, GX_TEV_KCSEL_K2_B);
    		GXSetTevKColorSel(GX_TEVSTAGE4, GX_TEV_KCSEL_K2_B);
    		GXSetTevKColorSel(GX_TEVSTAGE5, GX_TEV_KCSEL_K2_A);
    		GXSetTevKColorSel(GX_TEVSTAGE6, GX_TEV_KCSEL_K2_A);
     
     
    		//tev stages //(D {+,-} ( (1-C)*A + C*B ) + X) * S
    		GXSetNumTevStages(7);
     
    		//1st stage: regprev = texc * 20/64, texcoord0	
    		GXSetTevOrder( GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE0, GX_CC_ZERO, GX_CC_TEXC, GX_CC_KONST, GX_CC_ZERO);
    		GXSetTevColorOp(GX_TEVSTAGE0, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE0, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_TEXA);
    		GXSetTevAlphaOp(GX_TEVSTAGE0, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
     
    		//2nd stage: regprev += texc * 1/64, texcoord1
    		GXSetTevOrder( GX_TEVSTAGE1, GX_TEXCOORD1, GX_TEXMAP0, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE1, GX_CC_ZERO, GX_CC_TEXC, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE1, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_TEXA);
    		GXSetTevAlphaOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
    		//3rd stage: regprev += texc * 1/64, texcoord4
    		GXSetTevOrder( GX_TEVSTAGE2, GX_TEXCOORD4, GX_TEXMAP0, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE2, GX_CC_ZERO, GX_CC_TEXC, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE2, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE2, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_TEXA);
    		GXSetTevAlphaOp(GX_TEVSTAGE2, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
     
    		//4th stage: regprev += texc * 6/64, texcoord2
    		GXSetTevOrder( GX_TEVSTAGE3, GX_TEXCOORD2, GX_TEXMAP0, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE3, GX_CC_ZERO, GX_CC_TEXC, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE3, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE3, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_TEXA);
    		GXSetTevAlphaOp(GX_TEVSTAGE3, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
    		//5th stage: regprev += texc * 6/64, texcoord5
    		GXSetTevOrder( GX_TEVSTAGE4, GX_TEXCOORD5, GX_TEXMAP0, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE4, GX_CC_ZERO, GX_CC_TEXC, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE4, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE4, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_TEXA);
    		GXSetTevAlphaOp(GX_TEVSTAGE4, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
     
    		//6th stage: regprev += texc * 15/64, texcoord3
    		GXSetTevOrder( GX_TEVSTAGE5, GX_TEXCOORD3, GX_TEXMAP0, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE5, GX_CC_ZERO, GX_CC_TEXC, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE5, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE5, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_TEXA);
    		GXSetTevAlphaOp(GX_TEVSTAGE5, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
    		//7th stage: regprev += texc * 15/64, texcoord6
    		GXSetTevOrder( GX_TEVSTAGE6, GX_TEXCOORD6, GX_TEXMAP0, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE6, GX_CC_ZERO, GX_CC_TEXC, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE6, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE6, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_TEXA);
    		GXSetTevAlphaOp(GX_TEVSTAGE6, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);	
     
     
    		//pixel logic	
    		GXSetZMode( GX_TRUE, GX_ALWAYS, GX_TRUE );	
    		GXSetZCompLoc( GX_DISABLE );    
    		GXSetBlendMode(GX_BM_NONE, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_COPY);
     
    		//display on 1 texture on 1 quad
    		SetupQuadVertexDesc(1);
    		DrawQuad(viewport, 0, 0, m_uSize, m_uSize, 1);
     
    		//done 2nd pass
    		GXFlush();
    		GXPixModeSync();
     
     
    		//////////////////////////////////////////////////////////////////////////
    		//begin pass 3: texture mixing
     
    		//capture EFB		
    		g_FramebufferAccessor.CaptureFramebuffer(&efbRedux, GX_FALSE);	//may be GX_TRUE
     
    		//texture
    		GXInvalidateTexAll();
    		GXLoadTexObj(&efbFull.efbTex, GX_TEXMAP0);
    		GXLoadTexObj(&efbRedux.efbTex, GX_TEXMAP1);
     
    		//lighting off
    		GXSetNumChans(0);
    		GXSetChanCtrl(GX_COLOR0A0, GX_DISABLE, GX_SRC_REG, GX_SRC_REG, 0, GX_DF_NONE, GX_AF_NONE);
    		GXSetChanCtrl(GX_COLOR1A1, GX_DISABLE, GX_SRC_REG, GX_SRC_REG, 0, GX_DF_NONE, GX_AF_NONE);
     
    		//tex coords
    		GXSetNumTexGens(2);	
    		GXSetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);
    		GXSetTexCoordGen(GX_TEXCOORD1, GX_TG_MTX2x4, GX_TG_TEX1, GX_IDENTITY);
     
    		//tev kcolor
    		GXSetTevKColor(GX_KCOLOR1, m_cFactorRedux);
    		GXSetTevKColorSel(GX_TEVSTAGE1, GX_TEV_KCSEL_K1);
     
    		//tev stages //(D {+,-} ( (1-C)*A + C*B ) + X) * S
    		GXSetNumTevStages(2);
     
    		//1st stage: passthrough tex0
    		GXSetTevOrder( GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE0, GX_CC_ZERO, GX_CC_ZERO, GX_CC_ZERO, GX_CC_TEXC);
    		GXSetTevColorOp(GX_TEVSTAGE0, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE0, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_KONST);
    		GXSetTevAlphaOp(GX_TEVSTAGE0, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
    		//2nd stage: tex0 + stage0 * factor
    		GXSetTevOrder(GX_TEVSTAGE1, GX_TEXCOORD1, GX_TEXMAP1, GX_COLOR_NULL );
     
    		GXSetTevColorIn(GX_TEVSTAGE1, GX_CC_ZERO, GX_CC_TEXC, GX_CC_KONST, GX_CC_CPREV);
    		GXSetTevColorOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
     
    		GXSetTevAlphaIn(GX_TEVSTAGE1, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_APREV);
    		GXSetTevAlphaOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV);
     
     
    		//pixel logic	
    		GXSetZMode( GX_TRUE, GX_ALWAYS, GX_TRUE );	
    		GXSetZCompLoc( GX_DISABLE );    
    		GXSetBlendMode(GX_BM_NONE, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_COPY);
     
    		//display on 2 textures on 1 quad
    		SetupQuadVertexDesc(2);
    		DrawQuad(viewport, 0, 0, pRenderMode->fbWidth, pRenderMode->efbHeight, 2);
     
    		//done 3rd pass
    		GXFlush();
     
     
     
    		GXSetVerifyLevel(GX_WARN_NONE);
    		//restore screen setup
    		//todo: restore projection matrices to previous settings
    		viewport.Restore();

  7. #7
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    Citation Envoyé par Kurisu
    donner des liens n'aurait pas fait de mal.
    Ben c'est quoi developer.nvidia.com ?

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