diff --git a/src/AcDream.App/Rendering/PortalVisibilityBuilder.cs b/src/AcDream.App/Rendering/PortalVisibilityBuilder.cs
new file mode 100644
index 0000000..9a75c04
--- /dev/null
+++ b/src/AcDream.App/Rendering/PortalVisibilityBuilder.cs
@@ -0,0 +1,158 @@
+// PortalVisibilityBuilder.cs
+//
+// Phase A8.F: recursive portal-clip visibility (the builder). Port of retail
+// PView::ConstructView (decomp:433750) -> ClipPortals (433572) -> AddViewToPortals
+// (433446). Walks the portal graph from the camera cell, accumulating a per-cell
+// screen-space CellView; exit portals union their clipped region into OutsideView.
+// GL-free; unit-tested without a GPU context.
+using System;
+using System.Collections.Generic;
+using System.Numerics;
+
+namespace AcDream.App.Rendering;
+
+/// Per-frame output of the portal-frame BFS.
+public sealed class PortalVisibilityFrame
+{
+ /// Screen region (NDC) where outdoor terrain/scenery may draw — exit portals
+ /// recursively clipped to their portal chain. The cellar-flap fix.
+ public CellView OutsideView { get; } = new();
+
+ /// Per-cell accumulated clip region, keyed by full cell id (wire-in #2).
+ public Dictionary CellViews { get; } = new();
+
+ /// Entry clip regions for other buildings reached through our portals, keyed by the
+ /// neighbour cell id that left the camera building's cell set (wire-in #3 / Step 5).
+ public Dictionary CrossBuildingViews { get; } = new();
+}
+
+public static class PortalVisibilityBuilder
+{
+ // Bound on neighbour re-processing (retail uses update_count timestamps). Portal graphs are
+ // small; this guards cycles while allowing multi-portal unions into the same neighbour.
+ private const int MaxReprocessPerCell = 4;
+ private const float PortalSideEpsilon = 0.01f; // matches CellVisibility.PointInCellEpsilon
+
+ /// Resolve a full cell id to its LoadedCell, or null if not loaded.
+ /// Optional: true if a cell id is in the camera building's cell
+ /// set. When provided, a neighbour OUTSIDE the set routes to CrossBuildingViews instead of
+ /// continuing the in-building BFS. Pass null to treat all reachable cells as in-building.
+ public static PortalVisibilityFrame Build(
+ LoadedCell cameraCell,
+ Vector3 cameraPos,
+ Func lookup,
+ Matrix4x4 viewProj,
+ Func? buildingMembership = null)
+ {
+ var frame = new PortalVisibilityFrame();
+ if (cameraCell == null) return frame;
+
+ uint lbMask = cameraCell.CellId & 0xFFFF0000u;
+
+ frame.CellViews[cameraCell.CellId] = CellView.FullScreen();
+ var processCount = new Dictionary();
+ var queue = new Queue();
+ queue.Enqueue(cameraCell);
+
+ while (queue.Count > 0)
+ {
+ var cell = queue.Dequeue();
+ if (!frame.CellViews.TryGetValue(cell.CellId, out var currentView) || currentView.IsEmpty)
+ continue;
+
+ processCount.TryGetValue(cell.CellId, out int pc);
+ if (pc >= MaxReprocessPerCell) continue;
+ processCount[cell.CellId] = pc + 1;
+
+ for (int i = 0; i < cell.Portals.Count; i++)
+ {
+ if (i >= cell.PortalPolygons.Count) continue;
+ var poly = cell.PortalPolygons[i];
+ if (poly == null || poly.Length < 3) continue;
+
+ // Portal-side test: only traverse a portal the camera is on the interior side of
+ // (mirrors CellVisibility.GetVisibleCells + retail's 'seen' flag). Culls back-facing
+ // portals so we never feed a degenerate/wrong-facing projection downstream.
+ if (i < cell.ClipPlanes.Count && !CameraOnInteriorSide(cell, i, cameraPos))
+ continue;
+
+ // Project to NDC, then normalize to CCW for the CCW-only ScreenPolygonClip
+ // (ProjectToNdc preserves input winding; portal dat polygons may be CW).
+ Vector2[] portalNdc = PortalProjection.ProjectToNdc(poly, cell.WorldTransform, viewProj);
+ if (portalNdc.Length < 3) continue;
+ EnsureCcw(portalNdc);
+
+ // Intersect the portal opening with every polygon of the current cell's view.
+ var clippedRegion = new List();
+ foreach (var vp in currentView.Polygons)
+ {
+ var clipped = ScreenPolygonClip.Intersect(portalNdc, vp.Vertices);
+ if (clipped.Length >= 3) clippedRegion.Add(new ViewPolygon(clipped));
+ }
+ if (clippedRegion.Count == 0) continue; // portal not visible through this chain
+
+ var portal = cell.Portals[i];
+
+ if (portal.OtherCellId == 0xFFFF)
+ {
+ // Exit portal -> outdoors visible through this (clipped) opening.
+ foreach (var cp in clippedRegion) frame.OutsideView.Add(cp);
+ continue;
+ }
+
+ // TODO(A8.F): neighbour-side OtherPortalClip (decomp:433524) — also clip the
+ // interior portal against the neighbour's matching portal polygon. Not implemented
+ // here; add if multi-cell conformance shows over-inclusion.
+ uint neighbourId = lbMask | portal.OtherCellId;
+
+ // Cross-building boundary: route to CrossBuildingViews, don't continue in-building BFS.
+ if (buildingMembership != null && !buildingMembership(neighbourId))
+ {
+ var xview = GetOrCreate(frame.CrossBuildingViews, neighbourId);
+ foreach (var cp in clippedRegion) xview.Add(cp);
+ continue;
+ }
+
+ var neighbour = lookup(neighbourId);
+ if (neighbour == null) continue;
+
+ // Union the clipped region into the neighbour's view; (re)enqueue if it grew.
+ var nview = GetOrCreate(frame.CellViews, neighbourId);
+ int before = nview.Polygons.Count;
+ foreach (var cp in clippedRegion) nview.Add(cp);
+ if (nview.Polygons.Count > before)
+ queue.Enqueue(neighbour);
+ }
+ }
+
+ return frame;
+ }
+
+ // Mirrors CellVisibility's portal-side test (InsideSide convention).
+ private static bool CameraOnInteriorSide(LoadedCell cell, int portalIndex, Vector3 cameraPos)
+ {
+ var plane = cell.ClipPlanes[portalIndex];
+ if (plane.Normal.LengthSquared() < 1e-8f) return true; // no usable plane → allow
+ var localCam = Vector3.Transform(cameraPos, cell.InverseWorldTransform);
+ float dot = Vector3.Dot(plane.Normal, localCam) + plane.D;
+ return plane.InsideSide == 0 ? dot >= -PortalSideEpsilon : dot <= PortalSideEpsilon;
+ }
+
+ // Reverse vertex order in place if the polygon is wound clockwise (signed area < 0).
+ private static void EnsureCcw(Vector2[] poly)
+ {
+ float area2 = 0f;
+ for (int i = 0; i < poly.Length; i++)
+ {
+ var p = poly[i]; var q = poly[(i + 1) % poly.Length];
+ area2 += p.X * q.Y - q.X * p.Y;
+ }
+ if (area2 < 0f) Array.Reverse(poly);
+ }
+
+ private static CellView GetOrCreate(Dictionary map, uint key)
+ {
+ if (!map.TryGetValue(key, out var v)) { v = new CellView(); map[key] = v; }
+ return v;
+ }
+}
diff --git a/tests/AcDream.App.Tests/Rendering/PortalVisibilityBuilderTests.cs b/tests/AcDream.App.Tests/Rendering/PortalVisibilityBuilderTests.cs
new file mode 100644
index 0000000..e51d48b
--- /dev/null
+++ b/tests/AcDream.App.Tests/Rendering/PortalVisibilityBuilderTests.cs
@@ -0,0 +1,117 @@
+using System.Collections.Generic;
+using System.Numerics;
+using AcDream.App.Rendering;
+using Xunit;
+
+namespace AcDream.App.Tests.Rendering;
+
+public class PortalVisibilityBuilderTests
+{
+ private static Matrix4x4 ViewProj()
+ {
+ var view = Matrix4x4.CreateLookAt(Vector3.Zero, new Vector3(0, 0, -1), Vector3.UnitY);
+ var proj = Matrix4x4.CreatePerspectiveFieldOfView(1.2f, 1.0f, 0.1f, 1000f);
+ return view * proj;
+ }
+
+ private static Vector3[] Quad(float cx, float cy, float halfW, float halfH, float z) => new[]
+ {
+ new Vector3(cx - halfW, cy - halfH, z), new Vector3(cx + halfW, cy - halfH, z),
+ new Vector3(cx + halfW, cy + halfH, z), new Vector3(cx - halfW, cy + halfH, z),
+ };
+
+ private static LoadedCell Cell(uint id, params CellPortalInfo[] portals) => new LoadedCell
+ {
+ CellId = id, WorldTransform = Matrix4x4.Identity, InverseWorldTransform = Matrix4x4.Identity,
+ Portals = new List(portals),
+ };
+
+ private static PortalVisibilityFrame Build(LoadedCell cam, Dictionary all)
+ => PortalVisibilityBuilder.Build(cam, Vector3.Zero, id => all.TryGetValue(id, out var c) ? c : null, ViewProj());
+
+ [Fact]
+ public void Builder_Cellar_WindowClippedToStairwell_NotFullWindow()
+ {
+ var cam = Cell(0x0001, new CellPortalInfo(0x0002, 0, 0));
+ cam.PortalPolygons.Add(Quad(0f, 0f, 0.1f, 1.0f, -3f)); // narrow stairwell
+ var ground = Cell(0x0002, new CellPortalInfo(0xFFFF, 0, 0));
+ ground.PortalPolygons.Add(Quad(0f, 0f, 1.0f, 1.0f, -6f)); // wide window
+ var all = new Dictionary { [0x0001] = cam, [0x0002] = ground };
+
+ var frame = Build(cam, all);
+
+ Assert.False(frame.OutsideView.IsEmpty);
+ float outsideWidth = frame.OutsideView.MaxX - frame.OutsideView.MinX;
+ float windowOnlyWidth = PortalFrameTestHelper.ProjectedWidth(
+ new[] { new Vector3(-1, 0, -6), new Vector3(1, 0, -6) }, ViewProj());
+ Assert.True(outsideWidth < windowOnlyWidth * 0.5f,
+ $"OutsideView width {outsideWidth} should be a sliver, far less than full window {windowOnlyWidth}");
+ }
+
+ [Fact]
+ public void Builder_SealedCellar_NoExitPortal_OutsideViewEmpty()
+ {
+ var cam = Cell(0x0001, new CellPortalInfo(0x0002, 0, 0));
+ cam.PortalPolygons.Add(Quad(0, 0, 0.1f, 1f, -3f));
+ var inner = Cell(0x0002); // no portals at all
+ var all = new Dictionary { [0x0001] = cam, [0x0002] = inner };
+ Assert.True(Build(cam, all).OutsideView.IsEmpty);
+ }
+
+ [Fact]
+ public void Builder_CameraCellWithDirectExit_OutsideViewIsFullWindow()
+ {
+ var cam = Cell(0x0001, new CellPortalInfo(0xFFFF, 0, 0));
+ cam.PortalPolygons.Add(Quad(0, 0, 1f, 1f, -6f));
+ var all = new Dictionary { [0x0001] = cam };
+ var frame = Build(cam, all);
+ Assert.False(frame.OutsideView.IsEmpty);
+ Assert.True(frame.OutsideView.MaxX - frame.OutsideView.MinX > 0.3f);
+ }
+
+ [Fact]
+ public void Builder_BackFacingPortal_NotTraversed()
+ {
+ // Portal to 0x0002, but its clip plane puts the camera (origin) on the OUTSIDE.
+ var cam = Cell(0x0001, new CellPortalInfo(0x0002, 0, 0));
+ cam.PortalPolygons.Add(Quad(0, 0, 0.5f, 0.5f, -3f));
+ cam.ClipPlanes.Add(new PortalClipPlane { Normal = new Vector3(0, 0, 1), D = -1f, InsideSide = 0 });
+ // dot = (0,0,1)·origin + (-1) = -1 < 0; InsideSide==0 requires dot >= -eps → camera OUTSIDE → skip.
+ var ground = Cell(0x0002, new CellPortalInfo(0xFFFF, 0, 0));
+ ground.PortalPolygons.Add(Quad(0, 0, 1f, 1f, -6f));
+ var all = new Dictionary { [0x0001] = cam, [0x0002] = ground };
+
+ var frame = Build(cam, all);
+ Assert.False(frame.CellViews.ContainsKey(0x0002)); // neighbour never reached
+ Assert.True(frame.OutsideView.IsEmpty); // its window never marked
+ }
+
+ [Fact]
+ public void Builder_CwWoundExitPortal_OutsideRegionIsCcw()
+ {
+ // Exit portal authored CLOCKWISE — the builder must normalize to CCW so downstream stays valid.
+ var cwQuad = new[]
+ {
+ new Vector3(-1, -1, -6), new Vector3(-1, 1, -6), new Vector3(1, 1, -6), new Vector3(1, -1, -6),
+ };
+ var cam = Cell(0x0001, new CellPortalInfo(0xFFFF, 0, 0));
+ cam.PortalPolygons.Add(cwQuad);
+ var all = new Dictionary { [0x0001] = cam };
+ var frame = Build(cam, all);
+ Assert.False(frame.OutsideView.IsEmpty);
+ var p = frame.OutsideView.Polygons[0].Vertices;
+ float area2 = 0f;
+ for (int i = 0; i < p.Length; i++) { var a = p[i]; var b = p[(i + 1) % p.Length]; area2 += a.X * b.Y - b.X * a.Y; }
+ Assert.True(area2 > 0f, "clipped OutsideView region should be CCW after winding normalization");
+ }
+}
+
+internal static class PortalFrameTestHelper
+{
+ public static float ProjectedWidth(Vector3[] worldSeg, Matrix4x4 vp)
+ {
+ var a = Vector4.Transform(new Vector4(worldSeg[0], 1f), vp);
+ var b = Vector4.Transform(new Vector4(worldSeg[1], 1f), vp);
+ return System.MathF.Abs(a.X / a.W - b.X / b.W);
+ }
+}