GDI双缓冲
GDI双缓冲
翻译自Double buffering,原作者Dim_Yimma_H
语言:C
(原文写的是C++,实际上是纯C)
推荐知识:
- 构建程序
- 函数
- 结构体
- 变量和条件语句
- switch语句
- 循环
- 指针
- 创建窗口
教程
为了构建这个应用,你需要链接这两个库:User32.lib, Gdi32.lib。
你也需要把开发环境中的字符集设定为多字节,因为如果字符集是Unicode的话,MessageBox和CreateWindow都会有不同的定义。如果你在用Visual C++ 2005,你可以这样做:打开菜单"Project",点击"Properties",点开"Configuration Properties",选择"General",看到"Character Set"右边,把它从"Use Unicode Character Set"改成"Use Multi-Byte Charater Set",点击"OK"。
双缓冲的优势是消除闪烁(flickering)。当持续的直接绘制东西到一个窗口上,并且在绘制完成前就更新窗口,导致当前一次更新后有一部分画面不可见,就产生了闪烁。在下一次更新期间,另一部分又会不可见。为了得到一个更稳定的更新,我们把需要绘制的全部内容都绘制到一个备用缓冲(backbuffer)上,然后backbuffer会被绘制到窗口上。闪烁问题于是被解决:因为不再有部分画面不可见的问题了。同时也带来了另一个问题:水平撕裂(horizontal tearing)。当窗口的一半是现在更新的,而另一半是上次更新的,就出现了horizontal tearing。不过这通常来说是可以接受的。
本教程包括基本的Win32图形编程(Win32 graphics programming)以及如何使用backbuffer。我会分段解释相关代码,文末则给出完整代码。其中一部分是Win32 API,它的目的是处理图形设备(graphics devices) - GDI (graphics device interface)。每个窗口有一个设备上下文(device context),它描述了窗口属性(例如像素格式)。在调用绘制函数时,device context也被用作窗口和位图的标识符。因此,如果我们想在窗口中绘制像素、形状或者位图,我们需要先找到它的device context。通过调用GetDC函数,它返回的是一个HDC(handle to a device context),可以得到这个窗口的device context。GetDC函数需要的参数:一个HWND,也就是我们想要获取context device的那个窗口的HWND。在我们的函原型部分,我们会声明一个函数,后面会用到它,现在则不用想太多。我们同时定义两个宏,表示窗口的宽度和高度,后面用起来会很方便。
#define WINDOW_WIDTH 640 #define WINDOW_HEIGHT 480 // function prototype - PaintRectangle int PaintRectangle(SHORT left, SHORT top, USHORT width, USHORT height, COLORREF color, HDC hDstDC);
我们的backbuffer是一个位图。CreateCompatibleBitmap()函数返回一个HBITMAP,因此通过调用CreateCompatibleBitmap()来获取位图。CreateCompatibleBitmap 函数有三个参数:第一个是HDC类型,描述了我们想要bitmap兼容到的窗口。另外两个参数是位图的宽度和高度。我们现在声明这些变量,以及一个rectangle,这个rectangle后续会被backbuffer绘制出来。
// GDI related variables HWND hWnd; // handle to the main window HBITMAP hBackbuffer; // handle to the backbuffer bitmap HDC hWndDC; // handle to the device context of the main window HDC hBackbufferDC; // handle to the device context of the backbuffer // rectangle variables int left = 0, top = 0; // upper left corner USHORT width=32, height=24; // size of the rectangle COLORREF color=RGB(255, 255, 255); // create a 32-bit color using the RGB macro
我们将对主窗口类的style成员做一点小的调整:要求这个窗口指定唯一的device context。
wc.style = CS_OWNDC | CS_HREDRAW | CS_VREDRAW;
当窗口被创建后,一个好的做法是获取它的device context,并创建一个backbuffer和相应的device context。这个backbuffer位图并不会自动有相应的device context,而是要通过CreateCompatibleDC来创建。然后通过调用SelectObject()来描述这个backbuffer。SelectObject()函数的第一个参数是这个HDC,第二个参数是一个GDI对象,例如HBITMAP。
/* Retrieve the window device context, and create a device compatible with it. Then select it to describe hBackbuffer. */ hWndDC = GetDC(hWnd); hBackbuffer = CreateCompatibleBitmap(hWndDC, WINDOW_WIDTH, WINDOW_HEIGHT); hBackbufferDC = CreateCompatibleDC(hWndDC); SelectObject(hBackbufferDC, hBackbuffer);
为了真的用上double buffering,我们的程序将会是一个实时应用(real time application)。因而,需要修改我们的消息循环相应代码:GetMessage()会休眠,直到获取到一个message;我们换用PeekMessage(),它如果没有得到一个message,就立即返回。注意到也有可能一连串message被一起发送过来,因此Windows有过一个消息队列(message queue)。我们在调用PeekMessage()时指定最后一个参数为PM_REMOVE,作用是删除那些已经被接收到的消息,而不是处理它们两次。
// message loop while (true) { // peek messages for all windows belonging to this thread // PM_REMOVE specifies that if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.message === WM_QUIT) // the window has been destroyed break; DispatchMessage(&msg); // send the message to the window procedure } else { // idle process - do the drawing here
消息循环的这一部分被叫做idle process(空闲进程),因为当前没有消息被接收到。我们知道,窗口最上面的像素数量最少,越往下越多。第一个if条件语句判断的是,我们创建的矩形(前面有提到过一次)是否为挨着窗口右边,如果是的话就随机生成一个位置、尺寸和颜色;而如果矩形还在窗口内,则通过不断的增加“left”变量的值来让矩形向右滑动。
if (left >= WINDOW_WIDTH) { // randomize the color of the rectangle color = RGB(rand() % 255, rand() % 255, rand() % 255); // randomize the width and height of the rectangle width = rand() % WINDOW_WIDTH height = rand() % WINDOW_HEIGHT // randomize the positioon of the rectangle left = - width; top = rand() % (WINDOW_HEIGHT - height); } else { left += 2; // move rectangle to the right } // clear the backbuffer by painting a blank (0) rectangle over it PaintRectangle(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, 0, hBackbufferDC); // paint the moving rectangle onto the backbuffer PaintRectangle(left, top, width, height, color, hBackbufferDC);
GDI提供了一个叫做BitBlt的函数,它做的是bit-block transfer(拷贝一个bitmap到另一个)。我们要做的是拷贝backbuffer到窗口,BitBlt函数对此来说是完美的。BitBlt的函数参数如下:目标device context,left, top, width, height, 源device context, 源left, 源top, 光栅操作标识符(raster operation flag)。我们把光栅操作标识符设定为SRCCOPY来表示说我们只想把源BITMAPk(backbuffer)拷贝到窗口。此外还有其他的光栅操作标识符类型,都是使用位操作来结合位图的像素,从而创建不同的效果。
// copy the whole backbuffer to the main window BitBlt(hWndDC, 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, hBackbufferDC, 0, 0, SRCCOPY); // drawing is complete, pause the program for 30 ms by calling Sleep // thie limits the speed and lowers the CPU usage Sleep(30); } // end of message loop }
我们创建的对象,一旦用完就应该删掉,因此当结束程序之前我们删掉backbuffer和相应的device context,因为它们是我们手动创建的。窗口的device context则应该被释放而不是删除,因为它是被找到的(retrieved)而不是被创建的(created)。
// this should be done before exiting the program: ReleaseDC(hWnd, hWndDC); // retrieved device contexts are just released DeleteDC(hBackbufferDC); // created device contexts must be deleted DeleteObject(hBackbuffer); // created objects must be deleted
最后,我们过一遍PaintRectangle函数。之所以现在才看这个函数,是因为觉得对应该对device context有一个整体的印象。PaintRectangle函数有两个位置参数:left和top。如果它们俩都等于0,那么会在左上角绘制。width和height则表示了矩形框的尺寸,颜色参数表示整个框的颜色;hDstDC参数则是目标device context的句柄。因此如果它是backbuffer的device context的话,那么就绘制矩形框到backbuffer上。使用了两种新的数据类型:一个是RECT,是矩形的left、top、right、bottom的简单封装的结构体;另一个是HBRUSH,它是brash的句柄。brush意思是刷子,是按指定的颜色来填充指定区域的。HBRUSH是一个GDI对象,我们通过CreateSolidBrush来创建,而当用完的时候,通过DeleleObject来释放它。为了绘制真正的矩形,需要调用FillRect函数。FillRect函数的第一个参数是目标device context,第二个参数则是RECT的地址,RECT表示了需要绘制的区域;最后一个参数则是brush句柄。FillRect返回了一个int变量,随后被PaintRectangle返回,如果成功的话它的值非0。
int PaintRectangle(SHORT left, SHORT top, USHORT width, USHORT height, COLORREF color, HDC hDstDC) { if (hDstDC == NULL) { return -1; // no device context specified - return } int returnValue; // RECT struct instance to paint RECT rect = {left, top, left+width, top+height}; HBRUSH hBrush; hBrush = CreateSolidBrush(color); returnValue = FillRect(hDstDC, &rect, hBrush); DeleteObject(hBrush); return returnValue; }
搞定!完整代码如下
(简单起见,我把入口函数从WINMAIN改成main,因此直接创建VS的控制台程序即可)
//from http://www.geocities.ws/dim_yimma_h/cdoublebuffering.htm #include <stdio.h> #include <stdbool.h> #include <windows.h> #define WINDOW_WIDTH 640 #define WINDOW_HEIGHT 480 //function prototype - PaintRectangle int PaintRectangle(SHORT left, SHORT top, USHORT width, USHORT height, COLORREF color, HDC hDstDC); //declare window procedure LRESULT WINAPI MainWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); int main() { HINSTANCE hInstance = GetModuleHandle(0); MSG msg; //a message struct instance WNDCLASS wc; //a window class instance //GDI related variables HWND hWnd; //handle to the main window HBITMAP hBackbuffer; //handle to the backbuffer bitmap HDC hWndDC; //handle to the device context of the main window HDC hBackbufferDC; //handle to the device context of the backbuffer //rectangle variables int left = 0, top = 0; //upper left corner USHORT width = 32, height = 24; //size of the rectangle COLORREF color = RGB(255, 255, 255); //create a 32-bit color using the RGB macro //set the member variables of the main window class instance wc.lpszClassName = "MainWindowClass"; //string identifier for this class instance wc.lpfnWndProc = MainWndProc; //the name (address) of the window procedure /* CS_HREDRAW and CS_VREDRAW specifies the window should be redrawn, both when resized horizontally and vertically. hInstance specifies program instance a created window belongs to. */ wc.style = CS_OWNDC | CS_HREDRAW | CS_VREDRAW; wc.hInstance = hInstance; /* Load the icon displayed in the corner of the window, the first argument specifies the HINSTANCE of the icon resource, since IDI_WINLOGO is a standard icon ID no HINSTANCE is specified. Also load the mouse cursor displayed when hovering over the window. */ wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); wc.hCursor = LoadCursor(NULL, IDC_ARROW); //brushes are used to specify fill color (in this case the background) //the the color of a window is explicitly converted into a HBRUSH wc.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1); wc.lpszMenuName = NULL; //name of window menu, we won't be creating one so it's NULL //the following two members specifies extra bytes to allocate for the window instance wc.cbClsExtra = 0; wc.cbWndExtra = 0; if (RegisterClass(&wc) == 0) { //we have no window yet thus the HWND for the messagebox is set to NULL //MB_ICONERROR specifies an error icon should be displayed in the messagebox MessageBox(NULL, "RegisterClass failed.", "Double buffering", MB_ICONERROR); return 0; //no window has been created so return without destroying it } /* create the window using the registered class, the first message for this window is sent now, it was the WM_CREATE message (see MainWndProc) */ hWnd = CreateWindow("MainWindowClass", //our window class identifier "Double buffering", //caption WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, //left edge position 0, //top edge position WINDOW_WIDTH, //width of the window WINDOW_HEIGHT, //height of the window NULL, //parent HWND is NULL since this is the only window NULL, //handle to the menu of the window hInstance, //specifies which program instance window shall belong to NULL); //the last parameter can be a pointer to be sent with the WM_CREATE message //test whether the window failed to be created - in that case return 0 if (hWnd == NULL) //if no handle was recieved { MessageBox(NULL, "CreateWindow failed.", "Double buffering", MB_ICONERROR); return 0; } /* Retrieve the window device context, and create a device context compatible with it. Then select it to describe hBackbuffer. */ hWndDC = GetDC(hWnd); hBackbuffer = CreateCompatibleBitmap(hWndDC, WINDOW_WIDTH, WINDOW_HEIGHT); hBackbufferDC = CreateCompatibleDC(hWndDC); SelectObject(hBackbufferDC, hBackbuffer); //message loop while (true) { //peek messages for all windows belonging to this thread //PM_REMOVE specifies that if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) //the window has been destroyed break; DispatchMessage(&msg); //send the message to the window procedure } else { //idle process - do the drawing here if (left >= WINDOW_WIDTH) { //randomize the color of the rectangle color = RGB(rand() % 255, rand() % 255, rand() % 255); //randomize the width and height of the rectangle width = rand() % WINDOW_WIDTH; height = rand() % WINDOW_HEIGHT; //randomize the position of the rectangle left = -width; top = rand() % (WINDOW_HEIGHT - height); } else { left += 2; //move the rectangle to the right } //clear the backbuffer by painting a black (0) rectangle over it PaintRectangle(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, 0, hBackbufferDC); //paint the moving rectangle onto the backbuffer PaintRectangle(left, top, width, height, color, hBackbufferDC); //copy the whole backbuffer to the main window BitBlt(hWndDC, 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, hBackbufferDC, 0, 0, SRCCOPY); //drawing is complete, pause the program for 30 ms by calling Sleep //this limits the speed and lowers the CPU usage Sleep(20); } } //end of message loop //this should be done before exiting the program: ReleaseDC(hWnd, hWndDC); //retrieved device contexts are just released DeleteDC(hBackbufferDC); //created device contexts must be deleted DeleteObject(hBackbuffer); //created objects must be deleted //return the last handled message to the caller (exit the program) return msg.wParam; } //end of WinMain LRESULT WINAPI MainWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { //switch statement to determine the current message switch (uMsg) { case WM_CLOSE: DestroyWindow(hWnd); //destroys this window and send WM_DESTROY message return 0; case WM_DESTROY: PostQuitMessage(0); //send WM_QUIT message with the return code 0 return 0; } //send any unhandled messages to the default window procedure by calling DefWindowProc return DefWindowProc(hWnd, uMsg, wParam, lParam); } int PaintRectangle(SHORT left, SHORT top, USHORT width, USHORT height, COLORREF color, HDC hDstDC) { if (hDstDC == NULL) return -1; //no device context specified - return int returnValue; //RECT struct instance to paint RECT rect = { left, top, left + width, top + height }; HBRUSH hBrush; hBrush = CreateSolidBrush(color); returnValue = FillRect(hDstDC, &rect, hBrush); DeleteObject(hBrush); return returnValue; }
【推荐】国内首个AI IDE,深度理解中文开发场景,立即下载体验Trae
【推荐】编程新体验,更懂你的AI,立即体验豆包MarsCode编程助手
【推荐】抖音旗下AI助手豆包,你的智能百科全书,全免费不限次数
【推荐】轻量又高性能的 SSH 工具 IShell:AI 加持,快人一步
· 开发者必知的日志记录最佳实践
· SQL Server 2025 AI相关能力初探
· Linux系列:如何用 C#调用 C方法造成内存泄露
· AI与.NET技术实操系列(二):开始使用ML.NET
· 记一次.NET内存居高不下排查解决与启示
· 阿里最新开源QwQ-32B,效果媲美deepseek-r1满血版,部署成本又又又降低了!
· 开源Multi-agent AI智能体框架aevatar.ai,欢迎大家贡献代码
· Manus重磅发布:全球首款通用AI代理技术深度解析与实战指南
· 被坑几百块钱后,我竟然真的恢复了删除的微信聊天记录!
· 没有Manus邀请码?试试免邀请码的MGX或者开源的OpenManus吧