Three architecture documents from Sprint 6 design work: - z-layer-gap-analysis.md: full three-scope rendering pipeline with reserved z-ranges, airborne treatment, cross-floor VFX, liquid depth - fog-shader-spec.md: 5-layer fog shader architecture (D-059) - flying-taxi-analysis.md: validates z-layer architecture supports flight scenarios with LOD tiers and performance budget Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
15 KiB
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<Vector2i, true> (LOS result)
├─ visibility_sectors: Dictionary<Vector2i, "Forward"|"Peripheral">
└─ 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.
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.
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
NoiseTexture2Dresource) - 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 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_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
- 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, 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. - Fog entities are Sprint 7+ (#431). For this sprint, just get the 5-layer 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. - 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.