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title, description, type, status, ticket, decision_refs, author, created, updated
| title | description | type | status | ticket | decision_refs | author | created | updated | |||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Fog Shader Architecture — #430 (D-059) | Shader-driven fog system architecture — FogState autoload, fragment shader spec, texture pipeline (CPU blur + RGBA8), fog entities, and zone temperature tinting | architecture | active | #430 |
|
Tyre | YYYY-MM-DD | YYYY-MM-DD |
Fog Shader Architecture — #430 (D-059)
Ticket: #430 | Decision: D-059 | Sprint: 6 Author: Tyre (architecture) | Implementer: Stig Updated: Sprint 22 (#569 simplification + #563 alpha tuning) | Stig + Araminta
Current State (Sprint 22)
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 | 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 |
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
Complete rewrite of the fog system. Delete fog_renderer.gd (TileMapLayer-based, 2-state binary fog) and replace with a shader-driven 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<Vector2i, true> (LOS result, forward cone only)
└─ visible_tiles: Array<{x, y, z, type, zone_id}> (known map extent + zone metadata)
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 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.
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 (grow-only)
# 2. Clear visibility_image to 0 (black)
# 3. Write visible_positions from GameState → red channel = 255 (forward cone only)
# 4. Update exploration_image: visible pixels → 255,
# tiles leaving LOS decay to 128 (EXP_EXPLORED)
# 5. Update zone_tint_image: write zone_id → temperature color per tile
# 6. Upload changed 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 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.
// 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
// Zone temperature tint (D-046/D-077): subtle warm/cool/neutral per zone
vec3 zone_tint = texture(zone_tint_tex, tex_uv).rgb;
// 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):
hub/workplace:#1a1f2e— cool blue-dark (institutional/terminal)bar:#2a1f15— warm amber-dark (social/inhabited)corridor:#1a1a1a— neutral dark (transitional/maintenance)
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 concentricLine2Dcircles - 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_from_state()
→ Grow bounds if new tiles visible
→ Write visibility from GameState.visible_positions (forward cone)
→ Decay exploration: tiles leaving LOS → EXP_EXPLORED (128)
→ Write zone tint from visible_tiles[].zone_id
→ Upload changed textures
2. FogOverlay._process():
→ Update shader uniforms (visibility_tex, exploration_tex, zone_tint_tex, time)
→ Update fog entity positions/states from ObserverSnapshot fog entity data
Performance Budget
| Component | Budget | Estimate | Notes |
|---|---|---|---|
| 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 | ~0.37ms | 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 3-state fog (clear / explored / unexplored) |
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
- Start with the shader. Get a basic 2-layer shader working (clear vs opaque) on a ColorRect, then incrementally add layers.
- Coordinate mapping is the hardest part. Getting screen pixels → world tiles → texture UVs correct requires careful math. Test with a known map layout.
- 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.
- The gradient edge (Layer 1, 3-4 tile radius via 7x7 Gaussian) 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. - Fog entities are Sprint 7+ (#431). For this sprint, just get the 3-state fog shader working. The FogEntities node can be empty.
- 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. - Resolved (Sprint 22, #563): Zone temperature tints come from
zone_idfield onvisible_tiles[]inObserverSnapshot(D-077).fog_state.gdmaps zone_id strings toZONE_TINTScolor dictionary. Without zone metadata, defaults to neutral dark#1a1a1a.