Colour Cube: Difference between revisions
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{{ParadiseResourceTypeInfobox
| name = ColourCube
| othernames = RwColourCube
| example = [[File:Paradise_ColourCubes.png|frameless|200px]]<br />ColourCubes used in Burnout Paradise.
| id = 0x2B
| category = Generic
| memdist = Main Memory only
| importedby = [[Environment Keyframe]]
}}
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 [https://en.wikipedia.org/wiki/Palette_(computing) 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 [[Burnout 5 (2007-02-22 build)|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 ===
====
{| class="wikitable"
! Offset !! Length !! Type !! Name !! Description !! Comments
|-
| 0x0 || 0x4 || uint32_t || m_size ||
|-
| 0x4 || 0x4 || uint8_t* || m_pixels || Pointer to the texture data. ||
|}
==== 64-bit ====
{| class="wikitable"
! Offset !! Length !! Type !! Name !! Description !! Comments
|-
| 0x0 || 0x4 || uint32_t || m_size ||
|-
| 0x4 || 0x4 || || Padding || ||
|-
| 0x8 || 0x8 || uint8_t* || m_pixels || Pointer to the texture data. ||
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= 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 [https://github.com/burninrubber0/ColourCube_Converter on GitHub].
== Xbox 360 Swizzle Algorithm ==
The following algorithm assumes that the data is stored
{| class="wikitable"
! x !! y !! z !! offset (m_size = 16)
|- style="vertical-align:top;"
| <pre>xxxx
3210</pre> || <pre>yyyy
3210</pre> || <pre>zzzz
3210</pre> || <pre>o0=x0
o1=x1
o2=
o3=x2
o4=x3
o5=
o6=
o7=
o8=
o9=
o10=
o11=
|}
{| class="wikitable"
! x !! y !! z !! offset (m_size = 32)
|- style="vertical-align:top;"
| <pre>xxxxx
43210</pre> || <pre>yyyyy
43210</pre> || <pre>zzzzz
43210</pre> || <pre>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</pre>
|}
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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
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x3 = (x >> 3) & 0b1
x4 = (x >> 4) & 0b1
y0 = (y >> 0) & 0b1
y1 = (y >> 1) & 0b1
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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=(
(
(
(
(
((
(
(
(
((
(x3<<4)|
(x2<<3)|
(
(x1<<1)|
(x0<<0)
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# now, convert the m_pixels data
data="".b
m_size.times do |
m_size.times do |x|
data << pixel_data
end
end
end
# write "converted to PC" data to file
# ...
</syntaxhighlight>
|