Fog lit by rays: shadows cut through tiles, and walls stay visible
ci / verify (push) Successful in 52s

The fog asked one question per tile -- can I see its centre? -- and drew or
skipped the whole tile on the answer. Every shadow was a staircase, tiles
snapped in and out as you walked, and a wall beside you vanished whenever
its centre happened to sit behind its neighbour.

Visibility casts rays from the eye instead: a fixed sweep, plus two aimed
either side of every wall corner, which is what makes each shadow edge a
straight line rather than a smear between rays. The view now draws terrain
and actors first and then darkness over whatever the rays did not reach,
so a shadow runs straight through a tile and an enemy rounding a corner
appears a slice at a time. Bullets are a child node and are still drawn
over the dark; telegraphs are drawn after it, as they must be.

"A bit less strict" is three specific things. A wall face you can see is
lit 26 units in, measured perpendicular to the face; shadows end in a
short fade rather than a line; and sight fades over its last 64 units
rather than stopping at a circle. Still hard fog -- nothing remembered.

The first version measured that depth along the ray, and a screenshot
caught what no test had: a wall you look along got a sliver, so the wall
beside you in a tunnel looked missing -- the old fog's own complaint.
Perpendicular depth fixes it, and light stops the instant a ray steps
back into the open, so it never rounds a corner, never reaches the far
side of a one-tile wall, and never leaves a stepped wall through its
other face. Two tiles touching only at a corner are closed.

About half a millisecond a frame. Measured against the old fog in the
same scene: hub 68 fps against 62, dungeon 240 against 240. The hub's
own low rate predates this.

MapGrid gains a revision counter so the corner list is rebuilt only when
the map changes or the eye crosses a tile. screenshot.tscn now captures a
dungeon, a tunnel and the tunnel with F1's overlay, which draws where
each ray stopped -- and makes SHOT_DIR rather than failing every capture
when it does not exist.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
claudeandClaude Opus 5.5 committed 2026-10-05 10:07:33 +02:00
1 parent 83c3b920fb
commit 855669a665
12 files changed
+871 -45

No files matched your search

+16
View File
@@ -20,6 +20,7 @@ const COL_PIT := Color(0.4, 0.5, 1.0, 0.5)
const COL_AGGRO := Color(1.0, 0.5, 0.2, 0.25)
const COL_MUZZLE := Color(0.4, 1.0, 0.6, 0.9)
const COL_LOS := Color(0.5, 1.0, 0.8, 0.18)
const COL_SIGHT := Color(1.0, 0.95, 0.55, 0.55) # where each fog ray stopped
## Terrain: one outline per tile, coloured by which of the three flags it sets.
@@ -82,3 +83,18 @@ static func draw_bullets(c: CanvasItem, pool: BulletPool) -> void:
## A ring at the fog radius, so "why can I not see that" has a visible answer.
static func draw_ranges(c: CanvasItem, pos: Vector2) -> void:
c.draw_arc(pos, SimConfig.FOG_VIEW_RADIUS, 0.0, TAU, 64, COL_LOS, 1.0)
## The outline the fog's rays traced: where each one stopped. Drawn as the hit
## points rather than the soft edge, because what this answers is "why is THAT
## dark", and the answer is always which ray hit what.
static func draw_sight(c: CanvasItem, sight: Visibility) -> void:
var n := sight.angles.size()
if n < 2:
return
var outline := PackedVector2Array()
outline.resize(n + 1)
for i in n:
outline[i] = sight.eye + sight.dirs[i] * sight.hits[i]
outline[n] = outline[0]
c.draw_polyline(outline, COL_SIGHT, 1.0)
+348
View File
@@ -0,0 +1,348 @@
class_name Visibility
extends RefCounted
## What the local player can see, as geometry rather than a verdict per tile.
##
## The fog this replaces asked one question per tile -- can I see its centre? --
## and drew or skipped the whole tile on the answer. Every shadow was a
## staircase, a wall beside you vanished whenever its centre happened to sit
## behind its neighbour, and tiles snapped in and out as you walked. This casts
## rays instead and lights the space they reach, so a shadow edge runs straight
## through a tile and half of one can be lit.
##
## Client-side and rendering-only, like the fog it replaces. It decides what is
## DRAWN; what the client is SENT is the server's business -- the actor interest
## radius and map streaming -- and nothing in here can widen that.
## Rays at fixed angles, on top of the ones aimed at corners. Corners alone give
## an exact outline wherever there is geometry to hit; the sweep covers open
## ground with nothing in it, and keeps the angle between neighbouring rays
## small enough that the straight chord joining them stays inside the fade.
const SWEEP_RAYS := 180
## How far either side of a corner its two rays are aimed, in radians: one grazes
## past and one hits. That pair is what makes the shadow leaving a corner a
## straight line rather than a smear across the gap to the next ray.
const CORNER_NUDGE := 0.0004
## How deep into a wall its lit face goes, measured straight in from the face.
##
## Without any, the wall you are looking at is exactly where the dark begins and
## is never drawn -- floor would end in a void. Measured perpendicular to the
## face rather than along the ray, because along the ray a wall you are looking
## ALONG gets a sliver: a fixed distance travelled at a grazing angle barely gets
## under the surface, so the wall right beside you was the one you could not
## see -- the very thing this replaced the old fog to fix.
##
## Under a tile, and light also stops the moment a ray leaves the wall it is
## in, so neither the far side of a one-tile wall nor the space round a corner
## is ever lit by it.
const WALL_DEPTH := 26.0
## The last part of that depth fades out instead of ending in a hard line.
const FEATHER := 8.0
## Soft edge at the limit of sight, in place of the old hard circle.
const FADE := 64.0
## One entry per ray, sorted by angle in [-PI, PI).
var angles := PackedFloat32Array()
var dirs := PackedVector2Array()
## Where each ray stopped: at the first tile that blocks sight, or at the radius.
var hits := PackedFloat32Array()
## Along each ray: fully lit up to [member starts], dark from [member ends].
var starts := PackedFloat32Array()
var ends := PackedFloat32Array()
var eye := Vector2.ZERO
var radius: float = 0.0
var _sweep := PackedFloat32Array()
## Every corner of sight-blocking geometry near the eye, in world space. Derived
## from the tiles alone, so it is only rebuilt when the map changes or the eye
## moves into another tile.
var _corners := PackedVector2Array()
var _corner_map: int = 0
var _corner_revision: int = -1
var _corner_tile := Vector2i(-99999, -99999)
var _corner_radius: float = -1.0
func _init() -> void:
_sweep.resize(SWEEP_RAYS)
for i in SWEEP_RAYS:
_sweep[i] = -PI + TAU * float(i) / float(SWEEP_RAYS)
## Recompute everything for an eye at [param at] seeing [param view_radius].
func compute(map: MapGrid, at: Vector2, view_radius: float) -> void:
eye = at
radius = view_radius
_refresh_corners(map)
var want := PackedFloat32Array(_sweep)
var reach := view_radius + MapGrid.TILE * 1.5
var reach_sq := reach * reach
for c in _corners:
var d := c - at
var dsq := d.length_squared()
if dsq > reach_sq or dsq < 0.0001:
continue
var a := d.angle()
want.append(wrapf(a - CORNER_NUDGE, -PI, PI))
want.append(wrapf(a + CORNER_NUDGE, -PI, PI))
want.sort()
var n := want.size()
angles = want
dirs.resize(n)
hits.resize(n)
starts.resize(n)
ends.resize(n)
var fade_from := view_radius - FADE
for i in n:
var dir := Vector2.from_angle(want[i])
dirs[i] = dir
var traced := trace(map, at, dir, view_radius, WALL_DEPTH, FEATHER)
hits[i] = traced.x
var s := fade_from
var e := view_radius
if traced.x < view_radius:
s = minf(traced.y, fade_from)
e = minf(traced.z, view_radius)
starts[i] = s
ends[i] = maxf(e, s + 0.5)
## How lit [param p] is, from 1 (fully) to 0 (dark). Matches what the shadow mesh
## draws: the outline between two neighbouring rays is the straight chord
## joining their ends, exactly as the triangles are laid out.
func light_at(p: Vector2) -> float:
var n := angles.size()
if n == 0:
return 1.0
var d := p - eye
var dist := d.length()
if dist < 0.001:
return 1.0
var u := d / dist
var a := wrapf(d.angle(), -PI, PI)
var j := angles.bsearch(a) % n
var i := (j - 1 + n) % n
var s := _along(u, dirs[i] * starts[i], dirs[j] * starts[j])
var e := _along(u, dirs[i] * ends[i], dirs[j] * ends[j])
if dist <= s:
return 1.0
if dist >= e:
return 0.0
return 1.0 - (dist - s) / maxf(e - s, 0.001)
## Darkness covering everything not lit, out to [param far], as one triangle
## list: { "points", "colors", "indices" }. Three vertices per ray -- where the
## fade starts (clear), where it is complete (dark) and the far edge (dark) --
## and four triangles per pair of neighbouring rays.
##
## One batch rather than a polygon per segment: there are several hundred
## segments a frame, and a draw call each was the expensive part.
func shadow_mesh(far: float, colour: Color) -> Dictionary:
var n := angles.size()
var points := PackedVector2Array()
var colors := PackedColorArray()
var indices := PackedInt32Array()
points.resize(n * 3)
colors.resize(n * 3)
indices.resize(n * 12)
var clear := Color(colour, 0.0)
var dark := Color(colour, 1.0)
for i in n:
var dir := dirs[i]
points[i * 3] = eye + dir * starts[i]
points[i * 3 + 1] = eye + dir * ends[i]
points[i * 3 + 2] = eye + dir * far
colors[i * 3] = clear
colors[i * 3 + 1] = dark
colors[i * 3 + 2] = dark
for i in n:
var j := (i + 1) % n
var si := i * 3
var sj := j * 3
var k := i * 12
# The fade: clear at the inner edge, dark at the outer.
indices[k] = si
indices[k + 1] = sj
indices[k + 2] = sj + 1
indices[k + 3] = si
indices[k + 4] = sj + 1
indices[k + 5] = si + 1
# Solid dark from there out to the far edge.
indices[k + 6] = si + 1
indices[k + 7] = sj + 1
indices[k + 8] = sj + 2
indices[k + 9] = si + 1
indices[k + 10] = sj + 2
indices[k + 11] = si + 2
return {"points": points, "colors": colors, "indices": indices}
## Distance along unit ray [param u] to the chord from [param a] to [param b],
## both relative to the eye. Falls back to the nearer end when the ray runs
## parallel to the chord, which only happens for a degenerate pair.
static func _along(u: Vector2, a: Vector2, b: Vector2) -> float:
var ab := b - a
var denom := u.cross(ab)
if absf(denom) < 0.000001:
return minf(a.length(), b.length())
return a.cross(b) / denom
## Distance from [param from] along unit [param dir] to the first tile that
## blocks sight, or [param max_dist] if there is none that close.
static func cast(map: MapGrid, from: Vector2, dir: Vector2, max_dist: float) -> float:
return trace(map, from, dir, max_dist, 0.0, 0.0).x
## Follow one ray: where it hits, and how far its light carries into the wall.
## Returns (hit, fade_start, fade_end), all distances along the ray.
##
## Grid traversal (Amanatides and Woo), so it visits exactly the tiles the ray
## passes through and lands on the true edge of the one that stops it -- which
## is the whole difference from the old fog. A ray passing exactly through a
## corner shared by two blocking tiles is stopped there: two walls touching at
## a point leave no gap to see through.
##
## Past the hit, the light runs on to [param depth] measured straight in from the
## face it entered -- so along the ray that is depth / cos(angle of incidence),
## long for a grazing ray and short for a head-on one -- and the last
## [param feather] of it fades. It stops early, wherever it is, the moment the
## ray steps back out into a tile that does not block sight.
static func trace(map: MapGrid, from: Vector2, dir: Vector2, max_dist: float,
depth: float, feather: float) -> Vector3:
var tile := MapGrid.TILE
var px := (from.x - map.origin.x) / tile
var py := (from.y - map.origin.y) / tile
var tx := floori(px)
var ty := floori(py)
var limit := max_dist / tile
var w := map.width
var h := map.height
var tiles := map.tiles
var sight: Array = MapGrid.BLOCKS_SIGHT
var step_x := 0
var step_y := 0
var delta_x := INF
var delta_y := INF
var next_x := INF
var next_y := INF
if dir.x > 0.0:
step_x = 1
delta_x = 1.0 / dir.x
next_x = (float(tx + 1) - px) * delta_x
elif dir.x < 0.0:
step_x = -1
delta_x = -1.0 / dir.x
next_x = (px - float(tx)) * delta_x
if dir.y > 0.0:
step_y = 1
delta_y = 1.0 / dir.y
next_y = (float(ty + 1) - py) * delta_y
elif dir.y < 0.0:
step_y = -1
delta_y = -1.0 / dir.y
next_y = (py - float(ty)) * delta_y
# Phase 1 walks open ground to the first blocker; phase 2 walks on through
# the blocker while there is light left to carry.
var hit := -1.0
var stop := limit
var fade := limit
while true:
var t: float
var crossed_x := false
var diagonal := false
if next_x < next_y - 0.000000001:
t = next_x
tx += step_x
next_x += delta_x
crossed_x = true
elif next_y < next_x - 0.000000001:
t = next_y
ty += step_y
next_y += delta_y
else:
t = next_x
diagonal = true
if t > stop:
break
if diagonal:
var side_x := tx + step_x
var side_y := ty + step_y
var across_x := side_x < 0 or ty < 0 or side_x >= w or ty >= h \
or bool(sight[tiles[ty * w + side_x]])
var across_y := tx < 0 or side_y < 0 or tx >= w or side_y >= h \
or bool(sight[tiles[side_y * w + tx]])
tx = side_x
ty = side_y
next_x += delta_x
next_y += delta_y
crossed_x = true
if hit < 0.0:
if across_x and across_y:
hit = t
stop = minf(limit, t + depth / tile / maxf(absf(dir.x), absf(dir.y)))
fade = minf(stop, t + (depth - feather) / tile / maxf(absf(dir.x), absf(dir.y)))
continue
elif not (across_x and across_y):
stop = t
break
# Off the map reads as wall, the same rule MapGrid.at() keeps.
var blocked := tx < 0 or ty < 0 or tx >= w or ty >= h \
or bool(sight[tiles[ty * w + tx]])
if hit < 0.0:
if blocked:
hit = t
# Incidence against the face just crossed: an x step crosses a
# vertical face, whose normal is along x.
var c := maxf(absf(dir.x) if crossed_x else absf(dir.y), 0.000001)
stop = minf(limit, t + depth / tile / c)
fade = minf(stop, t + (depth - feather) / tile / c)
elif not blocked:
# Back out into the open: the light ends at this face, wherever the
# depth had reached. This is what keeps it from rounding a corner.
stop = t
break
if hit < 0.0:
return Vector3(max_dist, max_dist, max_dist)
stop = minf(stop, limit)
fade = minf(fade, stop)
return Vector3(hit * tile, fade * tile, stop * tile)
## Rebuild the corner list if the map changed or the eye moved to another tile.
##
## A corner is any tile vertex where blocking and open ground meet other than
## along a straight edge: one or three of the four surrounding tiles blocking, or
## two blocking diagonally. Those are the only points a shadow edge can leave
## from, which is why aiming rays at them is enough to make every edge exact.
func _refresh_corners(map: MapGrid) -> void:
var t := map.to_tile(eye)
var id := map.get_instance_id()
if id == _corner_map and map.revision == _corner_revision \
and t == _corner_tile and radius == _corner_radius:
return
_corner_map = id
_corner_revision = map.revision
_corner_tile = t
_corner_radius = radius
_corners.clear()
var span := ceili(radius / MapGrid.TILE) + 2
var x0 := maxi(t.x - span, 0)
var x1 := mini(t.x + span + 1, map.width)
var y0 := maxi(t.y - span, 0)
var y1 := mini(t.y + span + 1, map.height)
for vy in range(y0, y1 + 1):
for vx in range(x0, x1 + 1):
var a := map.blocks_sight(vx - 1, vy - 1)
var b := map.blocks_sight(vx, vy - 1)
var c := map.blocks_sight(vx - 1, vy)
var d := map.blocks_sight(vx, vy)
var count := int(a) + int(b) + int(c) + int(d)
# Two blocking and a == d means the pair is diagonal (a+d or b+c).
if count == 1 or count == 3 or (count == 2 and a == d):
_corners.append(map.origin + Vector2(float(vx), float(vy)) * MapGrid.TILE)
+1
View File
@@ -0,0 +1 @@
uid://bikom644gux4e
+70 -29
View File
@@ -33,6 +33,16 @@ var client: ClientRuntime = null
var _anim_time: float = 0.0
## F1 overlay: draws what the simulation collides against, over what is drawn.
var debug_hitboxes: bool = false
## What the local player can see this frame. See [Visibility].
var _sight := Visibility.new()
## The darkness is the window's clear colour, exactly, so where it is complete it
## is indistinguishable from the undrawn void beyond it and there is no seam.
var _dark: Color = ProjectSettings.get_setting(
"rendering/environment/defaults/default_clear_color", Color.BLACK)
## How far past the edge of sight the darkness is drawn. It has to cover every
## tile and sprite that is drawn at all -- a tile touching the circle of sight
## reaches 45 units past it, a boss sprite further.
const DARK_REACH := 128.0
func _unhandled_input(event: InputEvent) -> void:
@@ -50,28 +60,56 @@ func _process(delta: float) -> void:
queue_redraw()
## Draw order is the fog's whole mechanism, so it is worth spelling out.
##
## Everything that fog may hide is drawn first, unconditionally within sight
## range; then the darkness goes over it. That is what lets a tile -- or an enemy
## stepping round a corner -- be half lit: nothing is decided per object, the
## shadow simply covers whatever is behind it. Telegraphs go on top of the
## darkness because a warning you cannot see is no warning (see
## _draw_telegraphs). The local player goes on top because it is the eye. And
## bullets are a child node, so they are drawn after all of this, over the dark
## -- as they always were: a shot coming out of the black is a shot you can
## still dodge.
func _draw() -> void:
if client == null:
return
var map: MapGrid = client.world.map
if map != null:
_sight.compute(map, client.predicted_pos, SimConfig.FOG_VIEW_RADIUS)
_draw_terrain()
_draw_portals()
_draw_upgrade_npc()
for l in client.ground_loot():
if _visible(l["pos"]):
if _in_view(l["pos"]):
_draw_loot(l)
for e in client.enemies():
if _visible(e["pos"]):
if _in_view(e["pos"]):
_draw_enemy(e)
_draw_boss()
_draw_telegraphs()
for p in client.remote_players():
if _visible(p["pos"]):
if _in_view(p["pos"]):
_draw_remote_player(p)
if map != null:
_draw_darkness()
_draw_telegraphs()
_draw_local_player()
if debug_hitboxes:
_draw_debug()
## Everything the player cannot see, as one batch of triangles.
##
## Straight to the RenderingServer rather than through draw_polygon: a CanvasItem
## draw call is a thin wrapper around exactly this, but it takes one polygon,
## and the shadow is several hundred. Issued from inside _draw on this item's own
## canvas, so it lands in order between what was drawn before and after it.
func _draw_darkness() -> void:
var mesh := _sight.shadow_mesh(SimConfig.FOG_VIEW_RADIUS + DARK_REACH, _dark)
RenderingServer.canvas_item_add_triangle_array(get_canvas_item(),
mesh["indices"], mesh["points"], mesh["colors"])
## Overlay showing what actually collides, on top of what is drawn. Deliberately
## ignores fog: the point is to check that art and simulation line up, and
## hiding half the evidence would defeat that.
@@ -91,6 +129,7 @@ func _draw_debug() -> void:
DebugDraw.draw_player(self, p["pos"], p["aim"])
DebugDraw.draw_player(self, client.predicted_pos, client.aim)
DebugDraw.draw_ranges(self, client.predicted_pos)
DebugDraw.draw_sight(self, _sight)
## Aggro radius by visual index. Read from the content definitions rather than
@@ -103,15 +142,16 @@ func _aggro_for(visual: int) -> float:
return 0.0
## Terrain, drawn only where the player can currently see it.
## Terrain within sight range, all of it. Whether it can actually be SEEN is
## decided afterwards, by the darkness drawn over it -- see _draw.
##
## Hard fog: nothing outside line of sight is drawn, including ground already
## walked over. Note what this is and is not -- it is a rendering rule, not a
## secrecy mechanism. The client holds real tile data because it simulates
## bullets, so a modified client could draw what is hidden here. What it cannot
## do is see terrain the server never streamed (only a radius around the
## player) or actors the server filtered out, which is where the line actually
## sits.
## Still hard fog: nothing is remembered, and ground you walked over is dark
## again once it is behind you. Note what this is and is not -- a rendering
## rule, not a secrecy mechanism. The client holds real tile data because it
## simulates bullets, so a modified client could draw what is hidden here. What
## it cannot do is see terrain the server never streamed (only a radius around
## the player) or actors the server filtered out, which is where the line
## actually sits.
func _draw_terrain() -> void:
var map: MapGrid = client.world.map
if map == null:
@@ -121,15 +161,18 @@ func _draw_terrain() -> void:
var lo := map.to_tile(eye - Vector2(view, view))
var hi := map.to_tile(eye + Vector2(view, view))
var view_sq := view * view
var half := Vector2(MapGrid.TILE, MapGrid.TILE) * 0.5
for ty in range(lo.y, hi.y + 1):
for tx in range(lo.x, hi.x + 1):
var kind := map.at(tx, ty)
if kind == MapGrid.Kind.UNKNOWN:
continue
var centre := map.tile_centre(tx, ty)
if eye.distance_squared_to(centre) > view_sq:
continue
if not map.has_line_of_sight(eye, centre):
# The tile's nearest point, not its centre: a tile the circle of
# sight cuts through is partly inside it, and skipping it would put
# a notch in the edge.
var near := eye.clamp(centre - half, centre + half)
if eye.distance_squared_to(near) > view_sq:
continue
_draw_tile(kind, centre, tx, ty)
@@ -158,16 +201,14 @@ func _draw_tile(kind: MapGrid.Kind, centre: Vector2, tx: int, ty: int) -> void:
draw_texture_rect_region(Art.TILESET, dest, Art.BARRICADE)
## Actors are only drawn where the player can actually see them. The server
## already withholds distant ones; this hides the ones behind walls.
func _visible(at: Vector2) -> bool:
var map: MapGrid = client.world.map
if map == null:
return true
var eye := client.predicted_pos
if eye.distance_squared_to(at) > SimConfig.FOG_VIEW_RADIUS * SimConfig.FOG_VIEW_RADIUS:
return false
return map.has_line_of_sight(eye, at)
## Whether an actor is near enough to be worth drawing. Distance only: whether
## it is behind a wall is the darkness's job, not this one's, and that is what
## lets something stepping round a corner be half visible instead of popping in
## whole the moment its centre clears the edge. The margin lets a large sprite
## standing just past the circle of sight show the part of it that is inside.
func _in_view(at: Vector2) -> bool:
var reach := SimConfig.FOG_VIEW_RADIUS + 48.0
return client.predicted_pos.distance_squared_to(at) <= reach * reach
## One ring per entrance, coloured and labelled by the dungeon it opens. The
@@ -192,7 +233,7 @@ func _draw_upgrade_npc() -> void:
if client.instance_kind != Protocol.InstanceKind.LOBBY:
return
var at := client.upgrade_npc
if not _visible(at):
if not _in_view(at):
return
var src := Art.frame(Art.NPC_IDLE, Art.anim_frame(_anim_time, 3))
_draw_sprite(Art.TILESET, src, at, Color.WHITE, false, Art.PLAYER_ANCHOR)
@@ -256,8 +297,8 @@ func _draw_enemy(e: Dictionary) -> void:
## Attacks that have been announced but not yet landed.
##
## Drawn through fog and through walls, deliberately. Everything else in this
## view respects line of sight, but a warning you cannot see is not a warning --
## Drawn over the darkness and through walls, deliberately. Everything else in
## this view is covered by it, but a warning you cannot see is not a warning --
## it is an unavoidable hit with extra steps, and the entire reason telegraphs
## exist is to make the strike a decision. The marker is inside the boss arena
## you are already standing in, so this hides nothing a player could not walk
@@ -278,7 +319,7 @@ func _draw_telegraphs() -> void:
func _draw_boss() -> void:
var b := client.boss_state()
if b.is_empty() or not _visible(b["pos"]):
if b.is_empty() or not _in_view(b["pos"]):
return
var pos: Vector2 = b["pos"]
var visual := client.boss_def.visual if client.boss_def != null else 0