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authorzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 04:48:05 +0000
committerzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 04:48:05 +0000
commit952c5c128f9efaea89d41d882c4ea3ade7df4591 (patch)
tree91b84d9be7afad7e99ac64a640a65b6cb5081900 /q3radiant/BMP.H
parentc2c2e0d25d6cdb7d42d7dc981a863f65f94f281d (diff)
downloadioquake3-aero-952c5c128f9efaea89d41d882c4ea3ade7df4591.tar.gz
ioquake3-aero-952c5c128f9efaea89d41d882c4ea3ade7df4591.zip
Itsa me, quake3io!
git-svn-id: svn://svn.icculus.org/quake3/trunk@2 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'q3radiant/BMP.H')
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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Foobar; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+#ifndef _BMP_H
+#define _BMP_H
+
+#define xBI_NONE 0
+#define xBI_RGB 0
+#define xBI_RLE4 2
+#define xBI_RLE8 1
+
+#define BMP_SIGNATURE_WORD 0x4d42
+
+#pragma pack(1)
+
+
+
+typedef struct {
+ unsigned short bfType; // signature - 'BM'
+ unsigned long bfSize; // file size in bytes
+ unsigned short bfReserved1; // 0
+ unsigned short bfReserved2; // 0
+ unsigned long bfOffBits; // offset to bitmap
+} bmphd_t;
+
+
+
+typedef struct {
+ unsigned long biSize; // size of this struct
+ long biWidth; // bmap width in pixels
+ long biHeight; // bmap height in pixels
+ unsigned short biPlanes; // num planes - always 1
+ unsigned short biBitCount; // bits perpixel
+ unsigned long biCompression; // compression flag
+ unsigned long biSizeImage; // image size in bytes
+ long biXPelsPerMeter; // horz resolution
+ long biYPelsPerMeter; // vert resolution
+ unsigned long biClrUsed; // 0 -> color table size
+ unsigned long biClrImportant; // important color count
+} binfo_t;
+
+
+typedef struct {
+ unsigned char blue;
+ unsigned char green;
+ unsigned char red;
+ unsigned char reserved;
+} drgb_t;
+
+
+// quake expects its palette to be bgr
+// this is totally backwards but what can you do
+typedef struct {
+ unsigned char r;
+ unsigned char g;
+ unsigned char b;
+} rgb_t;
+
+
+typedef struct {
+ unsigned char b;
+ unsigned char g;
+ unsigned char r;
+} bgr_t;
+
+
+typedef struct {
+ int bpp; // bits per pixel
+ int width;
+ int height;
+ unsigned char *data;
+ rgb_t *palette;
+} bitmap_t;
+
+
+void LoadBMP(char *filename, bitmap_t *bit);
+void FreeBMP(bitmap_t *bitmap);
+void WriteBMP(char *filename, bitmap_t *bit);
+void NewBMP(int width, int height, int bpp, bitmap_t *bit);
+
+
+
+#endif