Double Buffering with the Windows GDI
17 Oct 2024Introduction
Flickering can be a common problem when drawing graphics in a Windows application. One effective way to prevent this is by using a technique called double buffering. In this article, we’ll walk through creating a simple Win32 application that uses double buffering to provide smooth and flicker-free rendering.
Getting Started
First, let’s create a basic Win32 window and set up the message loop.
In this code, we define a WinMain
function, which is the entry point for a Windows desktop application. We define a window class
and register it with the system, then create the window using CreateWindowEx
.
The message loop waits for input messages, like key presses or mouse movements, and dispatches them to the appropriate window
procedure. We check for messages using PeekMessage
so the loop remains responsive and can handle user input without blocking.
Creating the Buffer
Now, let’s modify the program to set up the back buffer for double buffering. We’ll do this by implementing the window procedure
(WindowProc
) and handling key messages like WM_CREATE
, WM_SIZE
, and WM_DESTROY
.
The WindowProc
function handles window events such as creating the back buffer (WM_CREATE
), resizing it (WM_SIZE
),
and destroying it (WM_DESTROY
). We also override WM_ERASEBKGND
to prevent flickering by blocking the default
background erase.
Next, in the WM_PAINT
handler, we use BitBlt
to copy the contents of the memory device context (memDC
) to the
window’s device context, effectively flipping the buffer and rendering the scene.
Drawing and Flipping
Now, we’ll define the RecreateBackBuffer
and DestroyBackBuffer
functions that manage the lifecycle of the buffer.
The RecreateBackBuffer
function creates a new off-screen bitmap whenever the window is resized or created. The bitmap
is selected into the memory device context (memDC
), which is used for all the off-screen drawing.
The DestroyBackBuffer
function cleans up the memory device context, releasing the resources used by the back
buffer when the window is destroyed or the buffer is resized.
Animation Loop
To animate, we need to redraw the back buffer continually. Instead of relying solely on WM_PAINT
, we can create
an animation loop that forces the screen to refresh at regular intervals.
A simple way to do this is to use SetTimer
or a manual loop that invalidates the window periodically. Here’s
how you could structure the loop:
This change redraws the window about 60 times per second, perfect for smooth animations.
Conclusion
Double buffering is a powerful technique that enhances the visual quality of graphical applications by eliminating flickering during rendering. By using an off-screen buffer to draw content before displaying it on the screen, we can ensure smooth transitions and animations. In this article, we walked through setting up a basic Win32 window, creating and managing the back buffer, and implementing a simple animation loop using double buffering.
With this foundation, you can now explore more complex drawing routines or incorporate this technique into larger projects for better performance and visual appeal.
The full code is available here as a gist: