# Fog Shader Architecture — #430 (D-059) Ticket: #430 | Decision: D-059 | Sprint: 6 Author: Tyre (architecture) | Implementer: Stig ## Overview Complete rewrite of the fog system. Delete `fog_renderer.gd` (TileMapLayer-based, 2-state binary fog) and replace with a shader-driven, 5-layer fog system on a CanvasGroup. The fog is **knowledge-graph-driven** — the same fog shows different information per character based on their KG. "Fog is not darkness — it's the absence of your attention." ## Scene Tree (D-049 Compliant) After the z-layer restructure, the relevant scene tree is: ``` World (Node2D) [world_renderer.gd] FogGroup (CanvasGroup) # Composites layers 0-4 FloorTiles (TileMapLayer) # z:0 FloorObjects (Node2D) # z:1 YSortGroup (Node2D, y_sort) # z:2-3 Entities (Node2D, y_sort) # z:3 Overhead (Node2D) # z:4 FogOverlay (Node2D) [fog_shader.gd] # z:10, replaces old TileMapLayer FogEntities (Node2D) # Sound pings, entity ghosts (sprites) ``` **Key:** `FogGroup` (CanvasGroup) composites everything in layers 0-4 into a single texture. The fog shader does NOT go on FogGroup — instead, the `FogOverlay` node draws a full-screen fog quad whose fragment shader reads visibility data to determine what's clear, fogged, or hidden. ## Architecture ### Why NOT a CanvasGroup material shader? The initial instinct is to put a fragment shader on the CanvasGroup itself (as `material`). However, this has a problem: the CanvasGroup shader can only darken/modify what's already rendered. For unexplored areas, we need to draw **over** the world content (solid near-black, or wireframe overlay). A CanvasGroup shader can desaturate and dim, but it can't add new visual content (wireframe outlines for layer 4). **Solution:** `FogOverlay` is a `Node2D` with a `ColorRect` child (full-viewport size) that uses a `ShaderMaterial`. The shader reads uniform textures to determine per-pixel fog state. This overlay sits above the FogGroup in z-order and composites fog effects over the world. ### Data Flow ``` Server (each tick) └─ ObserverSnapshot ├─ visible_positions: Dictionary (LOS result) ├─ visibility_sectors: Dictionary └─ visible_tiles: Array<{x, y, z, type}> (known map extent) GameState (autoload) └─ Stores all above FogState (new autoload) ├─ visibility_texture: ImageTexture # Updated every tick from visible_positions ├─ exploration_texture: ImageTexture # Persistent — accumulates explored areas ├─ zone_tint_texture: ImageTexture # Per-tile zone temperature tint └─ map_bounds: Rect2i # Known map extent for texture sizing FogOverlay (Node2D) [fog_shader.gd] ├─ ColorRect with ShaderMaterial │ └─ Fragment shader reads: │ uniform sampler2D visibility_tex; # Current LOS │ uniform sampler2D exploration_tex; # Historical explored │ uniform sampler2D zone_tint_tex; # Zone temperature colors │ uniform float time; # For noise animation │ uniform vec2 player_pos; # Vision cone center │ uniform vec2 map_offset; # World-to-texture mapping │ uniform vec2 map_size; # Texture dimensions in tiles └─ FogEntities (Node2D) └─ Sound pings, recognized entities, grey blobs (sprites) ``` ### FogState Autoload New autoload: `client/scripts/autoloads/fog_state.gd` This manages fog-related game state that persists across frames. It is NOT a renderer — it's data. ```gdscript class_name FogState extends Node # Texture dimensions match map bounds (1 pixel per sim tile) var map_bounds: Rect2i = Rect2i() var _visibility_image: Image # Red channel: 0=not visible, 255=visible var _exploration_image: Image # Red channel: 0=unexplored, 128=explored (deep fog), # 255=currently visible (clear) var _zone_tint_image: Image # RGB: zone temperature tint color per tile var visibility_texture: ImageTexture var exploration_texture: ImageTexture var zone_tint_texture: ImageTexture func update_from_state() -> void: # Called every tick by fog_shader.gd # 1. Resize textures if map_bounds changed # 2. Clear visibility_image to 0 (black) # 3. Write visible_positions from GameState → red channel = 255 # 4. Write visibility_sectors: Forward = 255, Peripheral = 180 # 5. Update exploration_image: any currently-visible pixel → 255, # previously-visible pixels decay toward 128 over time # 6. Upload images to textures ``` **Performance note:** `Image.set_pixel()` in a loop is ~0.05ms for 400 tiles. Acceptable. For larger maps, switch to `Image.set_data()` with a pre-built `PackedByteArray`. ### Fragment Shader File: `client/shaders/fog.gdshader` The shader determines fog layer per pixel based on the visibility and exploration textures. ```glsl shader_type canvas_item; uniform sampler2D visibility_tex : filter_nearest; uniform sampler2D exploration_tex : filter_nearest; uniform sampler2D zone_tint_tex : filter_nearest; uniform vec2 map_offset; // World position of texture origin (in pixels) uniform vec2 map_size; // Texture size in tiles uniform float tile_size; // Pixels per tile uniform float time; // Engine TIME for noise animation // Fog layer colors const vec4 FOG_UNEXPLORED = vec4(0.071, 0.078, 0.102, 1.0); // #12141a const vec4 FOG_WIREFRAME = vec4(0.2, 0.2, 0.251, 1.0); // #333340 const float LIGHT_FOG_DESAT = 0.45; // 40-50% desaturation const float LIGHT_FOG_DIM = 0.7; // brightness -30% const float DEEP_FOG_DESAT = 0.9; // near-monochrome const float DEEP_FOG_DIM = 0.25; // heavy dimming const float ZONE_TINT_STRENGTH = 0.1; // ~10% zone temperature tint // Perlin noise (simplified — use Godot's NoiseTexture2D for production quality) // Alternatively: pass a pre-generated noise texture as another uniform. void fragment() { // Map screen pixel to tile coordinate vec2 world_pos = (SCREEN_UV * vec2(textureSize(visibility_tex, 0))) ; vec2 tile_uv = world_pos / map_size; // Sample textures float vis = texture(visibility_tex, tile_uv).r; // 0-1: current visibility float explored = texture(exploration_tex, tile_uv).r; // 0-1: exploration state vec3 zone_tint = texture(zone_tint_tex, tile_uv).rgb; // Determine fog layer: // vis > 0.7 → Layer 1: Clear (vision cone) — soft gradient edge // vis > 0.3 → Layer 2: Light fog (peripheral) — desaturated, noise // explored > 0.4 → Layer 3: Deep fog (previously explored) — monochrome + tint // explored > 0.1 → Layer 4: Unexplored + maps — wireframe outlines // else → Layer 5: Unexplored, no maps — solid near-black if (vis > 0.7) { // Layer 1: Clear — soft gradient at edge float edge = smoothstep(0.7, 1.0, vis); COLOR = vec4(0.0, 0.0, 0.0, 1.0 - edge); // Transparent in clear zone } else if (vis > 0.3) { // Layer 2: Light fog — desaturated + dim + animated noise float noise = _perlin(world_pos * 0.02 + vec2(time * 0.1, time * 0.05)); float alpha = mix(0.4, 0.6, noise); // Animated fog density COLOR = vec4(0.02, 0.02, 0.05, alpha); } else if (explored > 0.4) { // Layer 3: Deep fog — near-monochrome + zone tint + breathing noise float noise = _perlin(world_pos * 0.01 + vec2(time * 0.03, time * 0.02)); vec3 tint = mix(vec3(0.05), zone_tint, ZONE_TINT_STRENGTH); float alpha = mix(0.75, 0.85, noise); // Fog breathes COLOR = vec4(tint, alpha); } else if (explored > 0.1) { // Layer 4: Unexplored + maps app — geometric wireframe COLOR = FOG_WIREFRAME; // TODO: wireframe grid line overlay (1px every tile_size pixels) } else { // Layer 5: Unexplored, no maps — information zero COLOR = FOG_UNEXPLORED; } } ``` **Note:** This is the architectural skeleton. The actual shader will need: - A proper noise function or noise texture uniform (Godot's `NoiseTexture2D` resource) - Correct world-to-UV coordinate mapping using `SCREEN_UV`, `CANVAS_MATRIX`, or vertex-passed world coords - The gradient edge for Layer 1 should span 6-8 sim tiles (D-059/D-066) - Layer 4 wireframe can use `mod()` on world coords for grid lines ### Coordinate Mapping The shader needs to map screen pixels → tile coordinates to sample the fog textures. **Approach:** The `ColorRect` is sized to match the viewport. In `_process()`, update its position to track the camera so it covers the visible area. Pass camera offset as a uniform. Alternatively: use `SCREEN_UV` with `SCREEN_PIXEL_SIZE` and the known camera transform. This avoids moving the ColorRect. **Recommended:** Make the ColorRect a child of the Camera2D (so it moves with the camera) and pass the camera's world position as a uniform. The shader then computes `world_pos = camera_offset + VERTEX` to get the world coordinate per pixel. ### Vision Cone Integration The vision cone is already implemented as PointLight2D on the player entity (D-046). For the fog shader, the vision cone data comes through `visibility_tex` (populated from `GameState.visible_positions`). The PointLight2D continues to provide the visual lighting effect on layers 0-4 (inside the FogGroup). The fog shader reads the same LOS data but applies it as fog/no-fog rather than light/dark. **Important distinction:** - **PointLight2D** = visual lighting (warm/cool, D-046 color temperature) on world content - **Fog shader** = information boundary (what the character knows vs doesn't know) These are separate systems that happen to use the same LOS data. The vision cone PointLight2D should NOT be removed — it provides the Darkwood-style light pooling on the world layer. ### Fog Entities (Sprites on Layer 5) Fog entities are NOT shader effects — they're GDScript-spawned sprites under `FogOverlay/FogEntities`: **Sound pings:** - Scene: `fog_sound_ping.tscn` — 2-3 concentric `Line2D` circles - Behavior: expand from center, fade over 1.5s, insert white-blue color - Loud: 3 rings, bright, fast expansion - Quiet: 1 ring, faint, slow expansion - Max simultaneous: 5 **Recognized entity (in fog):** - Scene: `fog_entity_ghost.tscn` — colored glow + silhouette feature - D-033 color glow (relationship color) - 0.8s breathing pulse (modulate alpha oscillation) - +/-0.5 tile position drift (not exact — information is approximate) - Recognition transition: grey blob → D-033 color over ~0.3s (within D-060 cognitive delay) **Unrecognized entity (in fog):** - Scene: `fog_entity_blob.tscn` — neutral grey #555566 blob - No identifying features, no silhouette - Position drift same as recognized **Max simultaneous fog entities:** 10 typical, 15 max. Each is 1-2 draw calls. Trivial. ## FogState Update Lifecycle ``` Per tick (in _process or on snapshot signal): 1. FogState.update_visibility(GameState.visible_positions, GameState.visibility_sectors) → Write visibility_image, upload to visibility_texture 2. FogState.update_exploration(GameState.visible_positions) → Mark visible tiles as explored, apply decay to non-visible explored tiles → Upload to exploration_texture 3. FogOverlay._process(): → Update shader uniforms (visibility_tex, exploration_tex, time, player_pos) → Update fog entity positions/states from ObserverSnapshot fog entity data ``` ## Performance Budget | 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 | | Fog entity sprites | 0.2ms | ~0.05ms | 0-15 sprites, trivial draw calls | | **Total** | **<1ms** | **~0.35ms** | Well within D-059 budget | ## Files to Create | File | Type | Purpose | |------|------|---------| | `client/scripts/autoloads/fog_state.gd` | Autoload | Fog texture management, exploration persistence | | `client/scripts/rendering/fog_shader.gd` | Script | FogOverlay node controller, shader uniform updates | | `client/shaders/fog.gdshader` | Shader | Fragment shader for 5-layer fog | | `client/scenes/fog_sound_ping.tscn` | Scene | Sound ping rings (deferred to Sprint 7+, #431) | | `client/scenes/fog_entity_ghost.tscn` | Scene | Recognized entity ghost (deferred to Sprint 7+, #431) | | `client/scenes/fog_entity_blob.tscn` | Scene | Unrecognized entity blob (deferred to Sprint 7+, #431) | ## Files to Delete | File | Reason | |------|--------| | `client/scripts/rendering/fog_renderer.gd` | Replaced entirely by fog_shader.gd + fog.gdshader | ## Files to Modify | File | Change | |------|--------| | `client/scenes/main.tscn` | Replace FogOverlay TileMapLayer with Node2D + ColorRect | | `client/scripts/rendering/world_renderer.gd` | Update fog_renderer reference to fog_shader | | `project.godot` | Add FogState autoload | ## Implementation Notes for Stig 1. **Start with the shader.** Get a basic 2-layer shader working (clear vs opaque) on a ColorRect, then incrementally add layers. 2. **Coordinate mapping is the hardest part.** Getting screen pixels → world tiles → texture UVs correct requires careful math. Test with a known map layout. 3. **Use Godot's NoiseTexture2D** resource for the Perlin noise rather than computing it in the shader. Pass it as a uniform. Scroll the UV offset with TIME for animation. 4. **The gradient edge** (Layer 1, 6-8 sim tiles) is the most visible quality differentiator. Use `smoothstep()` with the distance from the nearest non-visible tile. This may require encoding distance-to-edge in the visibility texture rather than binary 0/255. 5. **Fog entities are Sprint 7+ (#431).** For this sprint, just get the 5-layer fog shader working. The FogEntities node can be empty. 6. **Test with the existing sim_bridge test mode** — it provides a visible_positions Dictionary with a 4-tile radius and Bresenham LOS. Good enough to validate the shader. ## Open Questions - **Q: How does the "maps app" data reach the client?** Layer 4 (unexplored + maps) needs to know which unexplored tiles the character's insert has map data for. This likely requires a new field in ObserverSnapshot (e.g., `mapped_tiles`). For Sprint 6, treat all explored tiles as "has maps" and all unexplored as "no maps" (layers 3 and 5 only, skip layer 4). Layer 4 is a v0.1.2+ feature. - **Q: Zone temperature tints — where do they come from?** Currently no per-tile zone data in the snapshot. For Sprint 6, use a hardcoded default (neutral dark). Zone tints require server-side zone metadata.