Colour Cube
ColourCube | |||
---|---|---|---|
aka RwColourCube | |||
ColourCubes used in Burnout Paradise. | |||
Type ID | 0x2B | ||
Category | Generic | ||
Memory distribution |
Main Memory only | ||
Imported by | Environment Keyframe | ||
Editor available? |
No |
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 (e.g., 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
rw::graphics::postfx::ColourCube
32-bit
Offset | Length | Type | Name | Description | Comments |
---|---|---|---|---|---|
0x0 | 0x4 | uint32_t | m_size | The number of textures and their width/height. | Used to calculate file size (m_size3 * 3 + 16) |
0x4 | 0x4 | uint8_t* | m_pixels | Pointer to the texture data. |
64-bit
Offset | Length | Type | Name | Description | Comments |
---|---|---|---|---|---|
0x0 | 0x4 | uint32_t | m_size | The number of textures and their width/height. | Used to calculate file size (m_size3 * 3 + 16) |
0x4 | 0x4 | Padding | |||
0x8 | 0x8 | uint8_t* | m_pixels | Pointer to the texture data. |
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).
x | y | z | offset (m_size = 16) |
---|---|---|---|
xxxx 3210 |
yyyy 3210 |
zzzz 3210 |
o0=x0 o1=x1 o2=y0 o3=x2 o4=x3 o5=y1 o6=y2 o7=z0 o8=y3^z2 o9=z1 o10=z2 o11=z3 |
x | y | z | offset (m_size = 32) |
---|---|---|---|
xxxxx 43210 |
yyyyy 43210 |
zzzzz 43210 |
o0=x0 o1=x1 o2=y0 o3=x2 o4=x3 o5=x4^y3^z2 o6=y1 o7=y2 o8=z0 o9=y3^z2 o10=z1 o11=y4 o12=z2 o13=z3 o14=z4 |
Example Ruby implementation:
class Fixnum
# calculates the number of bytes
def pixels
self * 3
end
end
# calculate offset, in pixels, of where to find the (x,y,z) pixel in the Xbox 360 data
# pixel offset in PC file is m_size * m_size * z + m_size * y + x
def calc_offset(m_size, x, y, z)
case m_size
when 16
calc_offset16(x, y, z)
when 32
calc_offset32(x, y, z)
else
raise "Unsupported m_size: #{m_size}"
end
end
def calc_offset16(x, y, z)
x0 = (x >> 0) & 0b1
x1 = (x >> 1) & 0b1
x2 = (x >> 2) & 0b1
x3 = (x >> 3) & 0b1
y0 = (y >> 0) & 0b1
y1 = (y >> 1) & 0b1
y2 = (y >> 2) & 0b1
y3 = (y >> 3) & 0b1
z0 = (z >> 0) & 0b1
z1 = (z >> 1) & 0b1
z2 = (z >> 2) & 0b1
z3 = (z >> 3) & 0b1
o=(z3<<11)|
(z2<<10)|
(z1<<9)|
((y3<<8)^(z2<<8))|
(z0<<7)|
(y2<<6)|
(y1<<5)|
(x3<<4)|
(x2<<3)|
(y0<<2)|
(x1<<1)|
(x0<<0)
end
def calc_offset32(x, y, z)
x0 = (x >> 0) & 0b1
x1 = (x >> 1) & 0b1
x2 = (x >> 2) & 0b1
x3 = (x >> 3) & 0b1
x4 = (x >> 4) & 0b1
y0 = (y >> 0) & 0b1
y1 = (y >> 1) & 0b1
y2 = (y >> 2) & 0b1
y3 = (y >> 3) & 0b1
y4 = (y >> 4) & 0b1
z0 = (z >> 0) & 0b1
z1 = (z >> 1) & 0b1
z2 = (z >> 2) & 0b1
z3 = (z >> 3) & 0b1
z4 = (z >> 4) & 0b1
o=(z4<<14)|
(z3<<13)|
(z2<<12)|
(y4<<11)|
(z1<<10)|
((z2<<9)^(y3<<9))|
(z0<<8)|
(y2<<7)|
(y1<<6)|
((z2<<5)^(y3<<5)^(x4<<5))|
(x3<<4)|
(x2<<3)|
(y0<<2)|
(x1<<1)|
(x0<<0)
end
# read m_size and m_pixels data from Xbox 360 file
# ...
# now, convert the m_pixels data
data="".b
m_size.times do |z|
m_size.times do |y|
m_size.times do |x|
offset = calc_offset(x, y, z)
pixel_data = m_pixels[offset.pixels...(offset + 1).pixels]
data << pixel_data
end
end
end
# write "converted to PC" data to file
# ...