Colour Cube

ColourCube resources are used by both the EnvironmentSettings and PostFX to change the colour and tone of the world.



A ColourCube is a set of textures forming a CLUT, which is usually colour corrected to give a different art style to the game at a given time (i.e., the red filter when wrecking a vehicle in versions 1.0-1.3 of Burnout Paradise).

Some time after the February 22, 2007 build of Paradise, ColourCubes were added to the EnvironmentSettings folder and were used specifically to give the game a unique art style.

In the 1.4 update to Burnout Paradise, the ColourCubes were changed to a standard CLUT, possibly due to the extended time cycle conflicting with the ColourCube's art style. In the 1.6 update, these were again updated to use a default RGB CLUT.

= Structures =

64-bit
= Data = In Burnout Paradise: The Ultimate Box on PC and Burnout Paradise Remastered on PC and PS4, data is in a standard RGB24 format (that is, each pixel takes up 3 bytes, one for each color). Textures in the PS3, Xbox 360, and Switch versions of the game are also RGB24, but swizzled. There is a functional implementation of an Xbox 360 to PC texture converter on GitHub.

Xbox 360 Swizzle Algorithm
The following algorithm assumes that the data is stored as a cube of size m_size*m_size*m_size pixels, accessed according to a certain algorithm. The algorithm is different for Burnout Paradise 32*32*32 cubes and Need for Speed: Hot Pursuit 16*16*16 cubes.

To find the 3 bytes (R, G and B) of pixel data for position (x,y,z) in the PC m_pixels data, 3 bytes (R, G and B) can be read from the Xbox 360 m_pixels data at the offset calculated as follows where x, y and z are represented as a number of bits, x0 to x4, y0 to y4 and z0 to z4 (all values between 0 and m_size - 1).

Example Ruby implementation: