Difference between revisions of "1K Intro"
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Windows 1K Intros can be setup in C or Aseembler, or a combination of both, with only the few windows calls that are used being linked in. | Windows 1K Intros can be setup in C or Aseembler, or a combination of both, with only the few windows calls that are used being linked in. | ||
− | In general writing everything in assembler should give you a little more freedom in pushing/popping your function arguments but in | + | In general writing everything in assembler should give you a little more freedom in pushing/popping your function arguments but in the past quality intros have been written in both languages. |
+ | |||
+ | Graphics are usualy done using OpenGL / GLSL, but there are 1K intros out there that have used D3D/DX11 instead. | ||
+ | |||
− | |||
=== Setup (Windows) === | === Setup (Windows) === | ||
− | * ChangeDisplaySettings(&screenSettings, CDS_FULLSCREEN) - Initialise fullscreen view | + | * <code>ChangeDisplaySettings(&screenSettings, CDS_FULLSCREEN)</code> - Initialise fullscreen view |
− | * hwnd = CreateWindow((LPCSTR)0xC018, 0, WS_POPUP | WS_VISIBLE | WS_MAXIMIZE, 0, 0, 0, 0, 0, 0, 0, 0) - Setting up a Maximised Window | + | * <code>hwnd = CreateWindow((LPCSTR)0xC018, 0, WS_POPUP | WS_VISIBLE | WS_MAXIMIZE, 0, 0, 0, 0, 0, 0, 0, 0)</code> - Setting up a Maximised Window |
− | * GetDC(hwnd) - Get DeviceContext handle | + | * <code>hdc = GetDC(hwnd)</code> - Get DeviceContext handle |
− | * ChoosePixelFormat( | + | * <code>ChoosePixelFormat(hdc, &pfd)</code> - Set pixelformat describer by pfd to DeviceContext handle |
− | * ShowCursor(NULL) - Hide mousecursor (usually required by compo rules) | + | * <code>ShowCursor(NULL)</code> - Hide mousecursor (usually required by compo rules) |
=== Setup (OpenGL) === | === Setup (OpenGL) === | ||
− | * | + | * <code>glContext = wglCreateContext(hdc) - Create OpenGL context |
− | * wglMakeCurrent( | + | * <code>wglMakeCurrent(hdc, glContext) - Set OpenGL Context |
− | * shaderProgam = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &shader) - Create and compile GLSL Shader | + | * <code>shaderProgam = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &shader) - Create and compile GLSL Shader |
− | * glUseProgram(shaderProgram) - Set active shader | + | * <code>glUseProgram(shaderProgram) - Set active shader |
=== Update Loop === | === Update Loop === | ||
− | * t = GetTickCount() - Optional: Get Current ticks | + | * <code>t = GetTickCount()</code> - Optional: Get Current ticks |
− | * glColor3us(t,0,0) / glColor3i(t,0,0) - Parse time via gl_Color (saves importing uniform functions) | + | * <code>glColor3us(t,0,0) / glColor3i(t,0,0)</code> - Parse time via gl_Color (saves importing uniform functions) |
− | * glRects(-1,-1,1,1) / glRecti(-1,-1,1,1) - Draw a single quad with current Shader | + | * <code>glRects(-1,-1,1,1) / glRecti(-1,-1,1,1)</code> - Draw a single quad with current Shader |
− | * SwapBuffers(hDC) - Swap Buffers | + | * <code>SwapBuffers(hDC)</code> - Swap Buffers |
− | * PeekMessageA(0, 0, 0, 0, PM_REMOVE) - Optional: Unanswered messages might stack up, but in practice you should be fine in fullscreen | + | * <code>PeekMessageA(0, 0, 0, 0, PM_REMOVE)</code> - Optional: Unanswered messages might stack up, but in practice you should be fine in fullscreen |
− | * GetAsyncKeyState(VK_ESCAPE) - Checks for escape key (required by compo rules) | + | * <code>GetAsyncKeyState(VK_ESCAPE)</code> - Checks for escape key (required by compo rules) |
=== Closedown === | === Closedown === | ||
− | * ExitProcess(0) - Close down application | + | * <code>ExitProcess(0)</code> - Close down application |
Revision as of 05:08, 12 April 2024
Contents
Introduction
This category is dedicated to 1K Intros for Windows 32.
Windows 1K Intros can be setup in C or Aseembler, or a combination of both, with only the few windows calls that are used being linked in. In general writing everything in assembler should give you a little more freedom in pushing/popping your function arguments but in the past quality intros have been written in both languages.
Graphics are usualy done using OpenGL / GLSL, but there are 1K intros out there that have used D3D/DX11 instead.
Setup (Windows)
-
ChangeDisplaySettings(&screenSettings, CDS_FULLSCREEN)
- Initialise fullscreen view -
hwnd = CreateWindow((LPCSTR)0xC018, 0, WS_POPUP | WS_VISIBLE | WS_MAXIMIZE, 0, 0, 0, 0, 0, 0, 0, 0)
- Setting up a Maximised Window -
hdc = GetDC(hwnd)
- Get DeviceContext handle -
ChoosePixelFormat(hdc, &pfd)
- Set pixelformat describer by pfd to DeviceContext handle -
ShowCursor(NULL)
- Hide mousecursor (usually required by compo rules)
Setup (OpenGL)
-
glContext = wglCreateContext(hdc) - Create OpenGL context
- <code>wglMakeCurrent(hdc, glContext) - Set OpenGL Context
- <code>shaderProgam = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &shader) - Create and compile GLSL Shader
- <code>glUseProgram(shaderProgram) - Set active shader
Update Loop
- <code>t = GetTickCount() - Optional: Get Current ticks
-
glColor3us(t,0,0) / glColor3i(t,0,0)
- Parse time via gl_Color (saves importing uniform functions) -
glRects(-1,-1,1,1) / glRecti(-1,-1,1,1)
- Draw a single quad with current Shader -
SwapBuffers(hDC)
- Swap Buffers -
PeekMessageA(0, 0, 0, 0, PM_REMOVE)
- Optional: Unanswered messages might stack up, but in practice you should be fine in fullscreen -
GetAsyncKeyState(VK_ESCAPE)
- Checks for escape key (required by compo rules)
Closedown
-
ExitProcess(0)
- Close down application
Graphics / effect
So when it comes to writing your 1K shader/effect, there are a couple to tricks you can utilise to get a small shader footpring
- Make use of the benefits of (Legacy) Desktop GLSL by using integers for smaller notation
- Make use of the fixed resolution to convert gl_FragCoord to UV -1..1 (this will have your centerY slightly off-centered)
- Pass time via glColor (no uniforms used)
- Using global variables to save space
Minimal GLSL example code
float t=gl_Color.x*1e7;
void main(){
vec2 p=gl_FragCoord.xy/960-1;
gl_FragColor=vec4(sin(p.x+t),0,p.y,1);
}
Shader minifier
While a shader minifier can be helpful at times, it will not save you from writing sloppy code or unthoughtful approaches. For most 4k's people can get away with sub-par optimised code and let shader-minifier do the work for you, but for 1k this is just not enough.
Sound
- Win32 Single Note MIDI
- Win32 MIDI player
- Bytebeat softsynth
- Shader softsynth
Compression
Microsoft Cabinet decmpression
These functions allow for MSZIP (deflate) and MSLZ content to be loaded from the binary as payload at the cost of a a few more win32 function imports. Well this might be a good solution for 512 byte intros, the tipping point for Crinkler compression at the moment lies at the 800-850 byte mark give or take.
Crinkler
Crinkler is the most commonly used compression at the moment for many 1K and 4K intros. It has a seperate settings for 1K intro, namely /TINYIMPORT and /TINYHEADER which will better match the 1K usecase.
Crinkler reports
When using the /REPORT:intro_report.html feature, crinkler will generate a report and heatmap for your intro binary. This is helpful to see how good your (shader)code compresses and where you can maybe gain a few more bytes.
Word about the resulting executable
Please note that when using crinkler in TINYHEADER mode, the resulting windows header will most likely trigger virus scanners / microsoft defender and mark it as suspicious content, which is a side-effect in recent years. Just exclude your work directory from this scan during development. Compo machines will run without these scanners too, but it is good practice to include a (slightly larger) safe version too in the final archive.