Platform SDK: DirectX |
This section pertains only to application development in Visual Basic. See Direct3D Immediate Mode C/C++ Tutorials.
Before you can create a depth buffer, you must determine what depth-buffer formats, if any, are supported by the rendering device. Call the Direct3D7.GetEnumZBufferFormats method to enumerate the depth-buffer formats that the device supports. The ZBuffer application uses the following code to enumerate depth-buffer formats:
' Create the z-buffer after creating the backbuffer and before creating the ' Direct3D device. Note: before creating the z-buffer, applications may want to check ' the device capabilities for the D3DPRASTERCAPS_ZBUFFERLESSHSR flag. This flag is true ' for certain hardware that can do HSR (hidden-surface removal) without a z-buffer. ' For those devices, there is no need to create a z-buffer. ' Dim ddpfZBuffer As DDPIXELFORMAT Dim d3dEnumPFs As Direct3DEnumPixelFormats Set g_d3d = g_dd.GetDirect3D Set d3dEnumPFs = g_d3d.GetEnumZBufferFormats("IID_IDirect3DRGBDevice")
The GetEnumZBufferFormats method accepts the globally unique identifier (GUID) of the device for which the formats will be enumerated. The ZBuffer application uses a hard-coded GUID; however, a real-world application would implement a testing mechanism to determine the GUID of the rendering device, either IID_IDirect3DRGBDevice or IID_IDirect3DHALDevice.
Now that the formats for the device have been enumerated, you can cycle through each of the supported depth-buffer formats:
Dim I As Long For I = 1 To d3dEnumPFs.GetCount() Call d3dEnumPFs.GetItem(I, ddpfZBuffer) If ddpfZBuffer.lFlags = DDPF_ZBUFFER Then Exit For End If Next I
When Direct3DEnumPixelFormats.GetItem is called, it passes as its second argument a DDPIXELFORMAT type describing the pixel format of the depth buffer. The lFlags member will contain DDPF_ZBUFFER for any pixel formats that include depth-buffer bits. As its first argument, GetItem takes an index into the array of the enumerated formats. If a suitable format is found, GetItem saves the pixel format into the ddpfZBuffer parameter, a DDPIXELFORMAT type, and the loop is terminated.
For simplicity, this tutorial only uses z-buffers, which are the most common type of depth buffer. It ignores any other formats (such as DDPF_STENCILBUFFER) that the system enumerates. Applications could also check the bit depth of the z-buffer (8-, 16-, 24-, 32-bit) and make a choice based on that as well.
After you determine the format of the depth buffer, you can create a DirectDrawSurface to use that format, which is the topic of Step 2: Create the Depth Buffer.