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Double Buffering with the Windows GDI

Introduction

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.

#include <Windows.h>

LRESULT CALLBACK WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);

int running = 1;

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) {

    WNDCLASSEX wc = {
        sizeof(WNDCLASSEX), CS_HREDRAW | CS_VREDRAW | CS_OWNDC,
        WindowProc, NULL, NULL,
        hInstance,
        LoadIcon(hInstance, IDI_APPLICATION),
        LoadCursor(hInstance, IDC_ARROW),
        NULL, NULL, L"DoubleBufferClass", NULL
    };

    RegisterClassEx(&wc);

    HWND hWnd = CreateWindowEx(WS_EX_APPWINDOW, L"DoubleBufferClass", L"Double Buffer",
        WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT,
        NULL, NULL, hInstance, NULL);

    ShowWindow(hWnd, SW_SHOWDEFAULT);
    UpdateWindow(hWnd);

    MSG msg;

    while (running) {

        if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }

    }

    return (int)msg.lParam;
}

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.

HDC memDC = NULL, winDC = NULL;
HBITMAP memBitMap = NULL;
HBITMAP memOldMap = NULL;

LRESULT CALLBACK WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) {

    switch (uMsg) {
        case WM_CLOSE:
            running = 0;
            break;

        case WM_ERASEBKGND:
            return 1;

        case WM_DESTROY: 
            DestroyBackBuffer(hWnd);
            PostQuitMessage(0);
            return 0;

        case WM_CREATE:
            RecreateBackBuffer(hWnd);
            break;

        case WM_SIZE:
            RecreateBackBuffer(hWnd);
            break;

        case WM_PAINT:

            PAINTSTRUCT ps;
            RECT r;

            GetClientRect(hWnd, &r);
            FillRect(memDC, &r, CreateSolidBrush(RGB(0, 255, 0)));

            HDC hdc = BeginPaint(hWnd, &ps);
            BitBlt(hdc, 0, 0, r.right - r.left, r.bottom - r.top, memDC, 0, 0, SRCCOPY);
            EndPaint(hWnd, &ps);

            break;
    }

    return DefWindowProc(hWnd, uMsg, wParam, lParam);
}

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.

void DestroyBackBuffer(HWND hWnd) {

    if (memDC != NULL) {
        SelectObject(memDC, memOldMap);
        DeleteObject(memBitMap);
        DeleteDC(memDC);

        memDC = NULL;
        memOldMap = memBitMap = NULL;
    }

    if (winDC != NULL) {
        ReleaseDC(hWnd, winDC);
        winDC = NULL;
    }

}

void RecreateBackBuffer(HWND hWnd) {

    DestroyBackBuffer(hWnd);

    RECT client;

    GetClientRect(hWnd, &client);
    winDC = GetDC(hWnd);
    
    memDC = CreateCompatibleDC(winDC);
    memBitMap = CreateCompatibleBitmap(winDC, client.right - client.left, client.bottom - client.top);
    memOldMap = (HBITMAP)SelectObject(memDC, memBitMap);

}

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:

while (running) {
    if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
        TranslateMessage(&msg);
        DispatchMessage(&msg);
    } else {
        // Animation logic here
        InvalidateRect(hWnd, NULL, FALSE);
        Sleep(16); // Roughly 60 FPS
    }
}

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.