Thanks to Sebastian and his source here for my direction on this topic. Cheers man; I owe you Guinness.
There seems to be a severe lack of writing on the internet about how to do just this very thing - slowly blending one image to another using DirectX. I'm not an expert at DirectX, I spend most of my time these days doing web-based development, but I am also a software consultant and so get picked up for different types of jobs from time to time, and obviously it makes no sense to turn a job down....
....well, I wanted to implement a system where one texture slowly blended into another texture; kind of like a slow fade effect. As it turns out it's pretty trivial, but again not something I was very good at....
To do this correctly, you really want to do it independent of the image format, so that whether you're using something that has an alpha layer in it or not is irrelevant (like, a JPG vs. a PNG). To do this, you fill in or interpolate the alpha value of an image acrossed it using the vertices in the vertex buffer. So - you need to make sure that your vertices have an alpha color component. Likewise, to change the degree by which something blends, you change the alpha components of each vertex in the buffer. This actually gives you great control over the blending because you can choose even more advanced scenarios than simply blending from one image to another - you can also choose where to start the blending (from a particular corner to another, etc.).
So, on to the code....in the drawing loop for the application (if you're implementing your DirectX application correctly, this should be the Paint method):
private void Form1_Paint(object sender, PaintEventArgs e)
{
_device.Clear(ClearFlags.Target, Color.Black, 1.0f, 0);
_device.BeginScene();
if (_zoomIn)
{
_alphaValue++;
if (_alphaValue == 255)
_zoomIn = false;
}
else
{
_alphaValue--;
if (_alphaValue == 0)
_zoomIn = true;
}
_verts[0] = new CustomVertex.PositionColoredTextured(-1.0F, 1.0F, 0.0F, Color.FromArgb(_alphaValue, Color.White).ToArgb(), 0.0F, 0.0F);
_verts[1] = new CustomVertex.PositionColoredTextured(1.0F, 1.0F, 0.0F, Color.FromArgb(_alphaValue, Color.White).ToArgb(), 1.0F, 0.0F);
_verts[2] = new CustomVertex.PositionColoredTextured(-1.0F, -1.0F, 0.0F, Color.FromArgb(_alphaValue, Color.White).ToArgb(), 0.0F, 1.0F);
_verts[3] = new CustomVertex.PositionColoredTextured(1.0F, -1.0F, 0.0F, Color.FromArgb(_alphaValue, Color.White).ToArgb(), 1.0F, 1.0F);
_verts[4] = new CustomVertex.PositionColoredTextured(-1.0F, -1.0F, 0.0F, Color.FromArgb(_alphaValue, Color.White).ToArgb(), 0.0F, 0.0F);
_verts[5] = new CustomVertex.PositionColoredTextured(1.0F, -1.0F, 0.0F, Color.FromArgb(_alphaValue, Color.White).ToArgb(), 1.0F, 0.0F);
_buffer.SetData(_verts, 0, LockFlags.None);
_device.VertexFormat = CustomVertex.PositionColoredTextured.Format;
_device.SetStreamSource(0, _buffer, 0);
_device.SetTexture(0, _texture);
_device.SetTexture(1, _texture2);
_device.TextureState[1].TextureCoordinateIndex = 0;
_device.SamplerState[1].AddressU = TextureAddress.Wrap;
_device.SamplerState[1].AddressV = TextureAddress.Wrap;
_device.SetTextureStageState(0, TextureStageStates.ColorArgument1, (int)TextureArgument.TextureColor);
_device.SetTextureStageState(0, TextureStageStates.ColorOperation, (int)TextureOperation.SelectArg1);
_device.SetTextureStageState(1, TextureStageStates.ColorArgument1, (int)TextureArgument.Current);
_device.SetTextureStageState(1, TextureStageStates.ColorArgument2, (int)TextureArgument.TextureColor);
_device.SetTextureStageState(1, TextureStageStates.ColorOperation, (int)TextureOperation.BlendDiffuseAlpha);
_device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
_device.EndScene();
_device.Present();
Invalidate();
return;
}
The effect is two textures that slowly blend back and forth to each other.
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