Colour Cube: Difference between revisions

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{{ParadiseResourceTypeInfobox
| name = ColourCube
| othernames = RwColourCube
| example = [[File:Paradise_ColourCubes.png|thumbframeless|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 32 32x32 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 (i.e.g., the red filter when wrecking a vehicle in versions 1.0-1.3 of ''Burnout Paradise'').
[[File:Paradise_ColourCubes.png|thumb|200px|ColourCubes used in Burnout Paradise.]]
 
Some time after the [[Burnout_5_Burnout 5 (2007-02-22_build22 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.
A ColourCube is a set of 32 32x32 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 (i.e., the red filter when wrecking a vehicle in versions 1.0-1.3 of Burnout Paradise).
 
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.
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.
 
= Structures =
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.
=== rw::graphics::postfx::ColourCube ===
 
==== Layout32-bit ====
=== 32-bit ===
{| class="wikitable"
|-
! Offset !! Length !! Type !! Name !! Description !! Comments
|-
| 0x0 || 0x4 || uint32_t || m_size || Either theThe number of textures orand thetheir width/height. || Used to calculate file size (m_size<sup><small>3</small></sup> * 3 + 16)
|-
| 0x4 || 0x4 || uint8_t* || m_pixels || Pointer to the texture data. ||
|}
 
=== 64-bit ===
==== 3264-bit ====
{| class="wikitable"
|-
! Offset !! Length !! Type !! Name !! Description !! Comments
|-
| 0x0 || 0x4 || uint32_t || m_size || Either theThe number of textures orand thetheir width/height. || Used to calculate file size (m_size<sup><small>3</small></sup> * 3 + 16)
|-
| 0x4 || 0x4 || || Padding || ||
|-
| 0x8 || 0x8 || uint8_t* || m_pixels || Pointer to the texture data. ||
Line 30 ⟶ 40:
 
= 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 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 NFS''Need for Speed:HP 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).
 
{| class="wikitable"
|-
! x !! y !! z !! offset (m_size = 16)
|- style="vertical-align:top;"
| <syntaxhighlightpre>xxxx
3210</syntaxhighlightpre> || <syntaxhighlightpre>yyyy
3210</syntaxhighlightpre> || <syntaxhighlightpre>zzzz
3210</syntaxhighlightpre> || <syntaxhighlightpre>o0=x0
o1=x1
o2=y0
Line 55 ⟶ 64:
o9=z1
o10=z2
o11=z3</syntaxhighlightpre>
|}
 
{| class="wikitable"
|-
! x !! y !! z !! offset (m_size = 32)
|- style="vertical-align:top;"
| <syntaxhighlightpre>xxxxx
43210</syntaxhighlightpre> || <syntaxhighlightpre>yyyyy
43210</syntaxhighlightpre> || <syntaxhighlightpre>zzzzz
43210</syntaxhighlightpre> || <syntaxhighlightpre>o0=x0
o1=x1
o2=y0
Line 79 ⟶ 87:
o12=z2
o13=z3
o14=z4</syntaxhighlightpre>
|}