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https://github.com/ioquake/jedi-outcast.git
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80 lines
1.9 KiB
C
80 lines
1.9 KiB
C
#ifndef _BMP_H
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#define _BMP_H
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#define xBI_NONE 0
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#define xBI_RGB 0
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#define xBI_RLE4 2
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#define xBI_RLE8 1
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#define BMP_SIGNATURE_WORD 0x4d42
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#pragma pack(1)
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typedef struct {
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unsigned short bfType; // signature - 'BM'
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unsigned long bfSize; // file size in bytes
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unsigned short bfReserved1; // 0
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unsigned short bfReserved2; // 0
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unsigned long bfOffBits; // offset to bitmap
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} bmphd_t;
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typedef struct {
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unsigned long biSize; // size of this struct
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long biWidth; // bmap width in pixels
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long biHeight; // bmap height in pixels
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unsigned short biPlanes; // num planes - always 1
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unsigned short biBitCount; // bits perpixel
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unsigned long biCompression; // compression flag
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unsigned long biSizeImage; // image size in bytes
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long biXPelsPerMeter; // horz resolution
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long biYPelsPerMeter; // vert resolution
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unsigned long biClrUsed; // 0 -> color table size
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unsigned long biClrImportant; // important color count
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} binfo_t;
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typedef struct {
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unsigned char blue;
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unsigned char green;
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unsigned char red;
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unsigned char reserved;
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} drgb_t;
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// quake expects its palette to be bgr
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// this is totally backwards but what can you do
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typedef struct {
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unsigned char r;
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unsigned char g;
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unsigned char b;
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} rgb_t;
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typedef struct {
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unsigned char b;
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unsigned char g;
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unsigned char r;
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} bgr_t;
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typedef struct {
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int bpp; // bits per pixel
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int width;
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int height;
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unsigned char *data;
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rgb_t *palette;
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} bitmap_t;
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void LoadBMP(char *filename, bitmap_t *bit);
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void FreeBMP(bitmap_t *bitmap);
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void WriteBMP(char *filename, bitmap_t *bit);
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void NewBMP(int width, int height, int bpp, bitmap_t *bit);
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#endif
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