diff --git a/client/scripts/rendering/fog_shader.gd b/client/scripts/rendering/fog_shader.gd index 24b423fe0..3349f5d9c 100644 --- a/client/scripts/rendering/fog_shader.gd +++ b/client/scripts/rendering/fog_shader.gd @@ -32,6 +32,7 @@ func _ready() -> void: # Create seamless noise texture for fog animation var noise := FastNoiseLite.new() + noise.seed = 42 noise.noise_type = FastNoiseLite.TYPE_PERLIN noise.frequency = 0.03 var noise_tex := NoiseTexture2D.new() diff --git a/client/shaders/fog.gdshader b/client/shaders/fog.gdshader index 1505d3268..ac1c865b5 100644 --- a/client/shaders/fog.gdshader +++ b/client/shaders/fog.gdshader @@ -1,17 +1,21 @@ shader_type canvas_item; // D-059/D-015: 3-state fog shader (simplified from 5-layer by #569). -// State 1: Clear (forward cone) — transparent, soft Gaussian gradient edge (3-4 tile radius) +// State 1: Clear (forward cone) — transparent, soft gradient edge (6-8 tile radius) // State 2: Explored (out of cone) — light fog overlay, alpha 0.25-0.35, zone temperature tint, // 8-10s Perlin breathe. Art and information preserved, just "not fresh" (D-015). // State 3: Unexplored — solid near-black #12141a // D-033: Entity colors are NOT affected — they render above the fog overlay (z-layer 5). // D-046: Zone temperature tint from zone_tint_tex — warm=bar, cool=hub, neutral=corridor. // D-077: zone_tint_tex populated per-tile from server zone_id via fog_state.gd. +// +// Texture pipeline (fog_state.gd): binary 0/255 at 1× tile resolution → CPU Gaussian blur +// (sigma 2.0, 6-8 tile gradient) → Image.resize 4× bilinear upscale → RGBA8 convert. +// Textures arrive here with smooth sub-tile gradients — no GPU-side blur needed. -uniform sampler2D visibility_tex : filter_linear, repeat_disable; -uniform sampler2D exploration_tex : filter_linear, repeat_disable; -uniform sampler2D zone_tint_tex : filter_nearest, repeat_disable; // nearest: zones have hard boundaries (D-073) +uniform sampler2D visibility_tex : filter_linear, repeat_disable; // RGBA8, 4× tile resolution +uniform sampler2D exploration_tex : filter_linear, repeat_disable; // RGBA8, 4× tile resolution +uniform sampler2D zone_tint_tex : filter_nearest, repeat_disable; // D-073: hard zone boundaries uniform sampler2D noise_tex : filter_linear, repeat_enable; uniform vec2 rect_pos; // World-space position of the ColorRect (pixels) uniform vec2 rect_sz; // World-space size of the ColorRect (pixels) @@ -23,40 +27,6 @@ uniform bool debug_exploration = false; // When true, render raw exploration tex const vec3 UNEXPLORED_COLOR = vec3(0.071, 0.078, 0.102); // #12141a -// Soft gradient via 7x7 Gaussian blur on visibility (sigma 2.0). -// Spreads the cone boundary into a 3-4 tile radius gradient — no hard tile-stepped edges. -float sample_visibility(vec2 uv) { - vec2 t = 2.0 / map_size; - float sum = 0.0; - float weight = 0.0; - for (float dy = -3.0; dy <= 3.0; dy += 1.0) { - for (float dx = -3.0; dx <= 3.0; dx += 1.0) { - float w = exp(-(dx * dx + dy * dy) / 8.0); - vec2 sample_uv = clamp(uv + vec2(dx, dy) * t, vec2(0.0), vec2(1.0)); - sum += texture(visibility_tex, sample_uv).r * w; - weight += w; - } - } - return sum / weight; -} - -// Soft gradient on exploration boundary (5x5, sigma 1.5). -// Prevents hard tile-stepped staircase at explored/unexplored edge. -float sample_exploration(vec2 uv) { - vec2 t = 1.0 / map_size; - float sum = 0.0; - float weight = 0.0; - for (float dy = -2.0; dy <= 2.0; dy += 1.0) { - for (float dx = -2.0; dx <= 2.0; dx += 1.0) { - float w = exp(-(dx * dx + dy * dy) / 4.5); - vec2 sample_uv = clamp(uv + vec2(dx, dy) * t, vec2(0.0), vec2(1.0)); - sum += texture(exploration_tex, sample_uv).r * w; - weight += w; - } - } - return sum / weight; -} - void fragment() { vec2 world_px = rect_pos + UV * rect_sz; vec2 tile = world_px / tile_size; @@ -67,28 +37,15 @@ void fragment() { if (tex_uv.x < 0.0 || tex_uv.x > 1.0 || tex_uv.y < 0.0 || tex_uv.y > 1.0) { COLOR = vec4(UNEXPLORED_COLOR, 1.0); - // Debug mode: render raw exploration texture (bypass fog rendering). - // Green = EXP_VISIBLE (255), blue = EXP_EXPLORED (128), red = EXP_UNEXPLORED (0). + // Debug mode: render RAW exploration texture with filter_linear. + // If hardware bilinear works, should show smooth sub-tile gradients. } else if (debug_exploration) { - float explored_dbg = texture(exploration_tex, tex_uv).r; - if (explored_dbg > 0.9) { - COLOR = vec4(0.0, explored_dbg, 0.0, 0.8); // Green: currently visible - } else if (explored_dbg > 0.1) { - COLOR = vec4(0.0, 0.0, explored_dbg * 2.0, 0.8); // Blue: explored - } else { - COLOR = vec4(0.5, 0.0, 0.0, 0.8); // Red: unexplored - } + float explored_raw = texture(exploration_tex, tex_uv).r; + COLOR = vec4(vec3(explored_raw), 0.9); } else { - float vis_raw = texture(visibility_tex, tex_uv).r; - float vis = sample_visibility(tex_uv); - float explored_raw = texture(exploration_tex, tex_uv).r; - float explored = sample_exploration(tex_uv); - - // Prevent gradient bleed into never-explored tiles (use raw, unblurred value) - if (explored_raw < 0.01 && vis_raw < 0.01) { - vis = 0.0; - } + float vis = texture(visibility_tex, tex_uv).r; + float explored = texture(exploration_tex, tex_uv).r; if (explored < 0.01 && vis < 0.01) { // Unexplored: solid near-black — information zero @@ -106,8 +63,13 @@ void fragment() { float alpha = mix(fog_alpha, 0.0, clarity); vec3 color = mix(zone_tint, vec3(0.0), clarity); - // Soft edge between explored and unexplored (blurred to avoid staircase) - float exp_fade = smoothstep(0.0, 0.3, explored); + // Soft edge between explored and unexplored. + // The exploration texture is binary (explored-or-not) blurred over ~12 tiles. + // At the physical tile boundary, explored ≈ 0.5. Squaring the fade keeps + // fog nearly opaque there (97%), hiding tile-aligned content edges. + // Content appears gradually 4-6 tiles inside the explored area. + float exp_fade = smoothstep(0.3, 1.0, explored); + exp_fade *= exp_fade; // Steeper curve: fog stays opaque near content edge alpha = mix(1.0, alpha, exp_fade); color = mix(UNEXPLORED_COLOR, color, exp_fade); diff --git a/docs/architecture/fog-shader-spec.md b/docs/architecture/fog-shader-spec.md index 3213eb205..0f4fec8c2 100644 --- a/docs/architecture/fog-shader-spec.md +++ b/docs/architecture/fog-shader-spec.md @@ -10,16 +10,23 @@ The fog system was simplified from the original 5-layer spec in Sprint 22 (#569) | Original D-059 Layer | Sprint 22 Status | Notes | |----------------------|------------------|-------| -| 1. Clear (forward cone) | Implemented | Soft Gaussian gradient (7x7, sigma 2.0) | -| 2. Light fog (cone gradient) | Simplified — merged into gradient | Peripheral sector removed from server (#569); Gaussian blur provides soft transition | -| 3. Deep fog (previously explored) | Implemented — EXP_EXPLORED | Alpha 0.55-0.70 with zone temperature tint (#563) | +| 1. Clear (forward cone) | Implemented | CPU Gaussian blur (sigma 2.0) → 4× bilinear upscale → RGBA8. Smooth sub-tile gradients. | +| 2. Light fog (cone gradient) | Simplified — merged into gradient | Peripheral sector removed from server (#569); CPU blur + bilinear upscale provides soft transition | +| 3. Deep fog (previously explored) | Simplified — D-015 light fog | Alpha 0.25-0.35 with zone temperature tint. Explored tiles show through light haze. | | 4. Unexplored + maps app | Deferred | v0.1.2+, requires mapped_tiles in ObserverSnapshot | | 5. Unexplored (no maps) | Implemented | Solid near-black #12141a | -**Alpha values (Sprint 22, #563):** -- Light fog zone (near cone gradient, vis 0.0-0.3): alpha 0.25-0.35, breathing ±0.05 (8-10s) -- Deep fog zone (EXP_EXPLORED, vis≈0): alpha 0.55-0.70, breathing ±0.075 (15-20s) -- Zone temperature tint active in deep fog zone (D-059/D-046/D-077) +**Texture pipeline (fog_state.gd):** +Binary 0/255 data at 1× tile resolution → CPU Gaussian blur (sigma 2.0, radius 4) +→ `Image.resize()` 4× bilinear upscale → `Image.convert()` RGBA8. +GL compat mode doesn't bilinear-filter R8 textures; RGBA8 at 4× resolves this. +Exploration data is binarized (0/128/255 → 0/255) before blur to avoid a +second gradient at the explored/visible boundary. + +**Alpha values (Sprint 22, D-015):** +- Light fog zone (explored, out of cone): alpha 0.25-0.35, breathing ±0.05 (8-10s) +- Zone temperature tint active in explored zone (D-059/D-046/D-077) +- Explored/unexplored boundary: squared fade keeps fog opaque at tile content edge ## Overview @@ -120,30 +127,27 @@ func update_from_state() -> void: File: `client/shaders/fog.gdshader` -The shader determines fog state per pixel based on the visibility and exploration textures. -Two explored sub-zones are distinguished by the blurred `vis` value (proximity to the forward cone): +The shader reads pre-smoothed RGBA8 textures (CPU blur + 4× bilinear upscale) +and determines fog state per pixel. No GPU-side blur — 2 texture reads per pixel. ```glsl -// Light fog noise — fast cycle (8-10s), subtle ±0.05 breathing -float noise_fast = texture(noise_tex, tile * 0.03 + vec2(time * 0.11, time * 0.07)).r; -// Deep fog noise — slow cycle (15-20s), more pronounced ±0.075 breathing -float noise_slow = texture(noise_tex, tile * 0.02 + vec2(time * 0.05, time * 0.035)).r; +// Fog noise — 8-10s breathe cycle, ±0.05 symmetric around baseline +float noise_val = texture(noise_tex, tile * 0.03 + vec2(time * 0.11, time * 0.07)).r; +float fog_alpha = 0.30 + (noise_val * 2.0 - 1.0) * 0.05; // 0.25-0.35 -// Light fog: alpha 0.25-0.35 (near cone gradient) -float light_fog_alpha = 0.30 + (noise_fast * 2.0 - 1.0) * 0.05; -// Deep fog: alpha 0.55-0.70 (far from cone, EXP_EXPLORED) -float deep_fog_alpha = 0.625 + (noise_slow * 2.0 - 1.0) * 0.075; - -// Blend deep <-> light fog by proximity to cone: -// vis=0 (far from cone) → deep_factor=1 → deep fog color + alpha -// vis=0.3 (cone gradient) → deep_factor=0 → light fog color + alpha -// vis=0.85+ (inside cone) → clarity=1 → transparent (clear) -float deep_factor = 1.0 - smoothstep(0.0, 0.30, vis); -float fog_alpha = mix(light_fog_alpha, deep_fog_alpha, deep_factor); - -// Zone temperature tint (D-059/D-046/D-077): deep fog color = zone tint +// Zone temperature tint (D-046/D-077): subtle warm/cool/neutral per zone vec3 zone_tint = texture(zone_tint_tex, tex_uv).rgb; -vec3 fog_color = mix(DARK_OVERLAY, zone_tint, deep_factor); + +// Clarity ramp: transparent inside cone, light fog at edges and beyond +float clarity = smoothstep(0.0, 0.85, vis); +float alpha = mix(fog_alpha, 0.0, clarity); +vec3 color = mix(zone_tint, vec3(0.0), clarity); + +// Explored/unexplored boundary: squared fade hides tile content edges +float exp_fade = smoothstep(0.3, 1.0, explored); +exp_fade *= exp_fade; // Steeper: fog stays opaque near content edge +alpha = mix(1.0, alpha, exp_fade); +color = mix(UNEXPLORED_COLOR, color, exp_fade); ``` **Zone temperature palette (D-046):** @@ -215,11 +219,13 @@ Per tick (in _process or on snapshot signal): | Component | Budget | Estimate | Notes | |-----------|--------|----------|-------| -| Visibility texture upload | 0.1ms | ~0.05ms | 400 pixels via set_pixel() | -| Exploration texture update | 0.1ms | ~0.05ms | Incremental — only changed tiles | -| Fragment shader (1080p) | 0.5ms | ~0.2ms | Single full-screen pass, simple math | +| CPU Gaussian blur (1×, 40×40) | 0.2ms | ~0.1ms | Separable, sigma=2.0, radius=4 (vis: 1 pass, exp: 2 passes) | +| Image.resize C++ (40→160) | 0.1ms | ~0.05ms | INTERPOLATE_BILINEAR, 2× textures | +| Image.convert R8→RGBA8 | 0.1ms | ~0.02ms | GL compat bilinear requires RGBA8 | +| Texture upload (RGBA8 160×160) | 0.2ms | ~0.1ms | 2× textures, ~200KB total | +| Fragment shader (1080p) | 0.2ms | ~0.05ms | 2 texture reads/px (was 98 with GPU blur) | | Fog entity sprites | 0.2ms | ~0.05ms | 0-15 sprites, trivial draw calls | -| **Total** | **<1ms** | **~0.35ms** | Well within D-059 budget | +| **Total** | **<1ms** | **~0.37ms** | Well within D-059 budget | ## Files to Create