refactor(client): simplify fog shader to 3-layer model
Reduce from 5-layer to 3-layer fog: clear (forward cone), explored (light overlay preserving art), and unexplored (solid near-black). Remove peripheral sector handling from fog_state.gd. Also preserve exploration data across texture resizes — previously, resizing the fog texture lost all explored-tile state, causing tiles behind the player to render as unexplored black instead of light fog. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -35,6 +35,11 @@ func _ready() -> void:
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func _resize(bounds: Rect2i) -> void:
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var old_bounds := map_bounds
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var old_exp := _exp_bytes
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var old_w := _width
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var old_h := _height
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map_bounds = bounds
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_width = maxi(bounds.size.x, 1)
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_height = maxi(bounds.size.y, 1)
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@@ -49,6 +54,21 @@ func _resize(bounds: Rect2i) -> void:
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_exp_bytes = PackedByteArray()
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_exp_bytes.resize(sz)
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_exp_bytes.fill(EXP_UNEXPLORED)
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# Preserve exploration data from old bounds into new bounds
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if old_exp.size() > 0 and old_w > 0 and old_h > 0:
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var dx: int = old_bounds.position.x - bounds.position.x
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var dy: int = old_bounds.position.y - bounds.position.y
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for oy in range(old_h):
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var ny: int = oy + dy
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if ny < 0 or ny >= _height:
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continue
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for ox in range(old_w):
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var nx: int = ox + dx
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if nx < 0 or nx >= _width:
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continue
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var old_val: int = old_exp[oy * old_w + ox]
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if old_val > EXP_UNEXPLORED:
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_exp_bytes[ny * _width + nx] = old_val
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_exp_image = Image.create_from_data(_width, _height, false, Image.FORMAT_R8, _exp_bytes)
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exploration_texture = ImageTexture.create_from_image(_exp_image)
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@@ -61,29 +81,29 @@ func _resize(bounds: Rect2i) -> void:
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func update_from_state() -> void:
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# Resize if map bounds changed
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# Grow bounds to include newly visible tiles — never shrink, so explored
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# tiles behind the player stay in the texture and render as deep fog
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# instead of black. Exploration data is preserved across resizes.
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var tiles := GameState.visible_tiles
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if tiles.size() > 0:
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var new_bounds := _compute_bounds(tiles)
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var new_bounds := _grow_bounds(tiles)
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if new_bounds != map_bounds:
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_resize(new_bounds)
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var ox: int = map_bounds.position.x
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var oy: int = map_bounds.position.y
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var positions: Dictionary = GameState.visible_positions
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var sectors: Dictionary = GameState.visibility_sectors
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# TODO(v0.2): gradual decay over game-time instead of immediate EXP_VISIBLE→EXP_EXPLORED
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# 1. Clear visibility, then write current LOS
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# 1. Clear visibility, then write current LOS (all tiles are Forward)
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_vis_bytes.fill(VIS_HIDDEN)
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for pos in positions:
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var px: int = pos.x - ox
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var py: int = pos.y - oy
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if px < 0 or py < 0 or px >= _width or py >= _height:
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continue
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var sector: String = sectors.get(pos, "Forward")
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_vis_bytes[py * _width + px] = VIS_FORWARD if sector == "Forward" else VIS_PERIPHERAL
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_vis_bytes[py * _width + px] = VIS_FORWARD
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_vis_image.set_data(_width, _height, false, Image.FORMAT_R8, _vis_bytes)
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visibility_texture.update(_vis_image)
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@@ -110,7 +130,10 @@ func update_from_state() -> void:
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_prev_visible = positions.duplicate()
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func _compute_bounds(tiles: Array) -> Rect2i:
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func _grow_bounds(tiles: Array) -> Rect2i:
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## Compute bounds that include all currently visible tiles, merged with
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## existing bounds so the texture only grows — never shrinks. Explored
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## tiles always stay within bounds and render as deep fog, not black.
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var min_x := 999999
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var min_y := 999999
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var max_x := -999999
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@@ -124,6 +147,10 @@ func _compute_bounds(tiles: Array) -> Rect2i:
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max_y = maxi(max_y, int(tile.y))
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# Guard: all tiles invalid (no x/y) — sentinels would produce negative Rect2i
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if min_x > max_x:
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return Rect2i(0, 0, 1, 1)
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return map_bounds
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# Margin for fog gradient bleed at edges
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return Rect2i(min_x - 4, min_y - 4, max_x - min_x + 9, max_y - min_y + 9)
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var tile_bounds := Rect2i(min_x - 4, min_y - 4, max_x - min_x + 9, max_y - min_y + 9)
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# Merge with existing bounds — grow only
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if map_bounds.size.x <= 1 and map_bounds.size.y <= 1:
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return tile_bounds
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return map_bounds.merge(tile_bounds)
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