t = swf->firstTag = swf_InsertTag(NULL, ST_SETBACKGROUNDCOLOR);
rgb.r = rgb.g = rgb.b = rgb.a = 0x00;
- //rgb.g = 0xff; <--- handy for testing alpha conversion
+ //rgb.g = 0xff; //<--- handy for testing alpha conversion
swf_SetRGB(t, &rgb);
return t;
free(firstline);
/* the image is now compressed and stored in data. Now let's take
- a look at the alpha values to determine which bitmap type we
- should write */
- if(header.mode == 6)
- for(y=0;y<header.height;y++) {
- U8*l = &data2[(y*header.width)*4];
- for(x=0;x<header.width;x++) {
- if(l[x*4+0]==255) transparent++;
- else if(l[x*4+0]==0) opaque++;
- else semitransparent++;
+ a look at the alpha values */
+ if(header.mode == 6) {
+ for(y=0;y<header.height;y++) {
+ U8*l = &data2[(y*header.width)*4];
+ for(x=0;x<header.width;x++) {
+ U8 a = l[x*4];
+ U8 b = l[x*4+1];
+ U8 g = l[x*4+2];
+ U8 r = l[x*4+3];
+ if(a==255) transparent++;
+ else {
+ if(a==0) opaque++;
+ else semitransparent++;
+ l[x*4+3]=(int)r*a/255;
+ l[x*4+2]=(int)g*a/255;
+ l[x*4+1]=(int)b*a/255;
+ }
+ }
+ }
+ if(semitransparent || opaque) {
+ t->id = ST_DEFINEBITSLOSSLESS2;
}
}
- /* mode 6 images which are not fully opaque or fully transparent
- will be stored as definejpeg3 */
- if(header.mode == 6 && transparent != header.width*header.height
- && opaque != header.width*header.height)
-#ifndef HAVE_JPEGLIB
- fprintf(stderr, "Warning: No jpeg lib compiled in- not able to store transparency information\n");
-#else
- {
- fprintf(stderr, "Image has transparency information. Storing as DefineBitsJpeg3 Tag (jpeg+alpha)\n");
- if(VERBOSE(2))
- printf("Image is semi-transparent\n");
-
- // we always use quality 100, since png2swf is expected to
- // use more or less lossless compression
-
- swf_SetJPEGBits3(t, header.width, header.height, (RGBA*)data2, 100);
- t->id = ST_DEFINEBITSJPEG3;
- }
- else
-#endif
- {
- swf_SetLosslessBits(t, header.width, header.height, data2, BMF_32BIT);
- }
+ swf_SetLosslessBits(t, header.width, header.height, data2, BMF_32BIT);
free(data2);
} else if(header.mode == 0 || header.mode == 3) {
RGBA*rgba;
rgba[i].b = palette[i*3+2];
if(alphapalette && i<alphapalettelen) {
rgba[i].a = alphapalette[i];
- if(alphapalette[i] == 0) {
- /* if the color is fully transparent, it doesn't matter
- what it's rgb values are. furthermore, all Flash
- players up to Flash 5 can't deal with anything beyond
- one transparent color with value (00,00,00,00). */
- rgba[i].r = rgba[i].g = rgba[i].b = 0;
- }
+ rgba[i].r = ((int)rgba[i].r*rgba[i].a)/255;
+ rgba[i].g = ((int)rgba[i].g*rgba[i].a)/255;
+ rgba[i].b = ((int)rgba[i].b*rgba[i].a)/255;
} else {
rgba[i].a = 255;
}