diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index cd65887..d6ecebb 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -36,6 +36,11 @@ public sealed class GameWindow : IDisposable private AcDream.App.Rendering.Wb.EntitySpawnAdapter? _wbEntitySpawnAdapter; private AcDream.App.Rendering.Vfx.EntityScriptActivator? _entityScriptActivator; private AcDream.App.Rendering.Wb.WbDrawDispatcher? _wbDrawDispatcher; + /// Phase A8 RR7 (2026-05-26): portal stencil pipeline for the indoor + /// render branch (WB RenderInsideOut Steps 1-4). Non-null after OnLoad. Null + /// only if shader compilation failed — in which case the indoor branch falls + /// through to the outdoor path (graceful degradation, no crash). + private AcDream.App.Rendering.IndoorCellStencilPipeline? _indoorStencilPipeline; /// Phase N.5: ARB_bindless_texture + ARB_shader_draw_parameters /// support. Required at startup — missing bindless throws /// in OnLoad. @@ -1760,6 +1765,23 @@ public sealed class GameWindow : IDisposable _classificationCache); // A.5 T22.5: apply A2C gate from quality preset. _wbDrawDispatcher.AlphaToCoverage = _resolvedQuality.AlphaToCoverage; + + // Phase A8 RR7 (2026-05-26): portal stencil pipeline. Constructed + // immediately after WbDrawDispatcher — same GL context, same lifetime. + // Null-safe: if shader compilation throws, the indoor branch falls back + // to outdoor rendering (no crash; just no indoor/outdoor separation). + try + { + _indoorStencilPipeline = new AcDream.App.Rendering.IndoorCellStencilPipeline( + _gl, + System.IO.Path.Combine(shadersDir, "portal_stencil.vert"), + System.IO.Path.Combine(shadersDir, "portal_stencil.frag")); + } + catch (Exception ex) + { + Console.WriteLine($"[A8] IndoorCellStencilPipeline failed to construct: {ex.Message}"); + _indoorStencilPipeline = null; + } } // Phase G.1 sky renderer — its own shader (sky.vert / sky.frag) @@ -6915,7 +6937,11 @@ public sealed class GameWindow : IDisposable System.Math.Clamp(fogColor.Z, 0f, 1f), 1f); - _gl!.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); + // Phase A8 RR7 (2026-05-26): stencil buffer cleared per-frame now that the + // stencil pipeline is wired in. Previously not cleared because no rendering + // consumed stencil. Without this clear, bits from a prior frame's indoor + // branch could leak into an outdoor frame and gate visibility incorrectly. + _gl!.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit); // Phase N.6 slice 1: one-shot surface-format histogram dump under // ACDREAM_DUMP_SURFACES=1. Zero cost when off. @@ -7029,6 +7055,31 @@ public sealed class GameWindow : IDisposable var visibility = _cellVisibility.ComputeVisibility(camPos); bool cameraInsideCell = visibility?.CameraCell is not null; + // Phase A8 RR7 (2026-05-26): the single source of truth for + // "render the indoor branch." Strict PointInCell + the camera's + // cell must actually belong to a Building (not an outdoor cell + // or untagged dungeon cell). No grace. + // + // sky pre-scene, terrain, stencil pipeline, weather post-scene + // all gate on this flag below. The lenient cameraInsideCell flag + // is kept ONLY for the [vis] probe's side-by-side logging. + bool cameraInsideBuilding = visibility?.CameraCell is not null + && CellVisibility.PointInCell(camPos, visibility.CameraCell) + && visibility.CameraCell.BuildingId is not null; + + // Phase A8 RR7: look up buildings containing the camera cell. + // The BuildingRegistry is keyed by landblock id in _buildingRegistries + // (per Code Structure Rule #2 — Core can't reference App types, so the + // registry lives on GameWindow, not on a Core struct). + IReadOnlyList camBuildings = + System.Array.Empty(); + if (cameraInsideBuilding && visibility?.CameraCell is not null) + { + uint cameraLandblockId = visibility.CameraCell.CellId & 0xFFFF0000u; + if (_buildingRegistries.TryGetValue(cameraLandblockId, out var reg)) + camBuildings = reg.GetBuildingsContainingCell(visibility.CameraCell.CellId); + } + // SPIKE 2026-05-26: A8 transition investigation. Lights up the // dormant RenderingDiagnostics.ProbeVisibilityEnabled flag (added // by Task 6 of the original A8 plan). Per-frame state captures: @@ -7143,7 +7194,11 @@ public sealed class GameWindow : IDisposable // cylinder 0x01004C42/0x01004C44) need to overlay terrain // and entities to look volumetric — see the post-scene // RenderWeather call further below. - if (!cameraInsideCell) + // + // Phase A8 RR7 (2026-05-26): gate changed from !cameraInsideCell + // to !cameraInsideBuilding. When indoors (inside a building), the + // sky is drawn stencil-gated in the indoor branch below (Step 4a). + if (!cameraInsideBuilding) { _skyRenderer?.RenderSky(camera, camPos, (float)WorldTime.DayFraction, _activeDayGroup, kf, environOverrideActive); @@ -7167,8 +7222,14 @@ public sealed class GameWindow : IDisposable // Phase N.5b: wrap Draw in CPU stopwatch for [TERRAIN-DIAG] rollup // (gated on ACDREAM_WB_DIAG=1, same env var as [WB-DIAG]). Stopwatch // is cheap; only the periodic Console.WriteLine is gated. + // + // Phase A8 RR7 (2026-05-26): skip initial terrain when inside a building. + // Terrain renders stencil-gated in Step 4b of the indoor branch below. + // The old "Conditional depth clear: if (cameraInsideCell)" is removed — + // the A8 indoor branch manages depth state through MarkAndPunch instead. _terrainCpuStopwatch.Restart(); - _terrain?.Draw(camera, frustum, neverCullLandblockId: playerLb); + if (!cameraInsideBuilding) + _terrain?.Draw(camera, frustum, neverCullLandblockId: playerLb); _terrainCpuStopwatch.Stop(); // Multiply by 100 then divide by 100 in the diag print to keep // 0.01 µs precision in the long-typed sample buffer. Terrain Draw @@ -7178,13 +7239,6 @@ public sealed class GameWindow : IDisposable _terrainCpuSampleCursor = (_terrainCpuSampleCursor + 1) % _terrainCpuSamples.Length; MaybeFlushTerrainDiag(); - // Conditional depth clear: when camera is inside a building, clear - // depth (not color) so interior geometry writes fresh Z values on top - // of the terrain color buffer. Exit portals show outdoor terrain color - // because we kept the color buffer. Matching ACME GameScene.cs pattern. - if (cameraInsideCell) - _gl!.Clear(ClearBufferMask.DepthBufferBit); - // L-fix1 (2026-04-28): pass the set of animated-entity ids so // the renderer keeps remote players / NPCs / monsters // visible even when their landblock rotates out of the @@ -7201,11 +7255,104 @@ public sealed class GameWindow : IDisposable animatedIds.Add(k); } - // N.5: WbDrawDispatcher is always non-null (modern path mandatory). - _wbDrawDispatcher!.Draw(camera, _worldState.LandblockEntries, frustum, - neverCullLandblockId: playerLb, - visibleCellIds: visibility?.VisibleCellIds, - animatedEntityIds: animatedIds); + // Phase A8 RR7 (2026-05-26): indoor / outdoor branch. + // + // Indoor (cameraInsideBuilding == true) — WB RenderInsideOut Steps 1-4: + // MarkAndPunch on camBuildings' exit portals + // IndoorPass (cell mesh + statics + building shells) + // EnableOutdoorPass + // Stencil-gated sky (acdream enhancement) + // Stencil-gated terrain re-draw + // Stencil-gated OutdoorScenery + // DisableStencil + // LiveDynamic + // + // Outdoor (cameraInsideBuilding == false): + // Unchanged from pre-A8: single Draw(All). + // RenderOutsideIn (looking INTO cottage windows from outside) + // ships in RR11. + + if (cameraInsideBuilding && _indoorStencilPipeline is not null + && visibility?.CameraCell is not null + && camBuildings.Count > 0) + { + if (AcDream.Core.Rendering.RenderingDiagnostics.ProbeVisibilityEnabled) + Console.WriteLine($"[vis] branch=indoor buildings={camBuildings.Count}"); + + // Steps 1+2: stencil bit 1 + far-depth at the camera-buildings' + // exit portals. Combine polygons from all containing buildings + // (usually 1, occasionally 2 in shared-cell scenarios). + int totalVerts = 0; + foreach (var b in camBuildings) + totalVerts += _indoorStencilPipeline.UploadBuildingPortalMesh(b); + // Note: UploadBuildingPortalMesh overwrites the VBO each call. + // For multi-building cases, the last call wins. Loop-uploading + // all polygons would require a different API; for now we use + // the existing pipeline pattern (mark+punch in one call), which + // matches WB's per-building iteration. See RR9 for the multi- + // building marking pattern. + + var viewProjection = camera.View * camera.Projection; + _indoorStencilPipeline.MarkAndPunch(viewProjection); + + // Step 3: IndoorPass with camera-buildings' cell scope. + var camCellIds = new HashSet(); + foreach (var b in camBuildings) + foreach (var cid in b.EnvCellIds) camCellIds.Add(cid); + + _wbDrawDispatcher!.Draw(camera, _worldState.LandblockEntries, + cellIds: camCellIds, + frustum: frustum, + neverCullLandblockId: playerLb, + animatedEntityIds: animatedIds, + set: AcDream.App.Rendering.Wb.WbDrawDispatcher.EntitySet.IndoorPass); + + // Step 4: stencil-gated outdoor pass. + _indoorStencilPipeline.EnableOutdoorPass(); + + // Step 4a: stencil-gated sky (acdream enhancement). + // DepthMask off so sky color writes through punched depth=1.0 + // without disturbing the depth buffer; depth stays at the punch + // value so the next step's terrain re-draw can win. + _gl!.DepthMask(false); + _skyRenderer?.RenderSky(camera, camPos, (float)WorldTime.DayFraction, + _activeDayGroup, kf, environOverrideActive); + _gl!.DepthMask(true); + + // Step 4b: stencil-gated terrain re-draw. + _terrain?.Draw(camera, frustum, neverCullLandblockId: playerLb); + + // Step 4c: stencil-gated OutdoorScenery. + _wbDrawDispatcher!.Draw(camera, _worldState.LandblockEntries, frustum, + neverCullLandblockId: playerLb, + visibleCellIds: visibility.VisibleCellIds, + animatedEntityIds: animatedIds, + set: AcDream.App.Rendering.Wb.WbDrawDispatcher.EntitySet.OutdoorScenery); + + // (Step 5 = RR9.) + + _indoorStencilPipeline.DisableStencil(); + + // LiveDynamic — player, NPCs, dropped items. + _wbDrawDispatcher!.Draw(camera, _worldState.LandblockEntries, frustum, + neverCullLandblockId: playerLb, + visibleCellIds: visibility.VisibleCellIds, + animatedEntityIds: animatedIds, + set: AcDream.App.Rendering.Wb.WbDrawDispatcher.EntitySet.LiveDynamic); + } + else + { + if (AcDream.Core.Rendering.RenderingDiagnostics.ProbeVisibilityEnabled) + Console.WriteLine("[vis] branch=outdoor"); + + // Outdoor: single Draw(All). N.5: WbDrawDispatcher is always + // non-null (modern path mandatory). RenderOutsideIn (looking + // INTO cottage windows from outside) ships in RR11. + _wbDrawDispatcher!.Draw(camera, _worldState.LandblockEntries, frustum, + neverCullLandblockId: playerLb, + visibleCellIds: visibility?.VisibleCellIds, + animatedEntityIds: animatedIds); + } // Phase G.1 / E.3: draw all live particles after opaque // scene geometry so alpha blending composites correctly. @@ -7223,7 +7370,10 @@ public sealed class GameWindow : IDisposable // half of retail's LScape::draw split — GameSky::Draw(1) // fires after the DrawBlock loop. Same indoor gate as the // sky pass: weather is suppressed inside cells. - if (!cameraInsideCell) + // + // Phase A8 RR7 (2026-05-26): gate changed from !cameraInsideCell + // to !cameraInsideBuilding (consistent with sky pre-scene gate). + if (!cameraInsideBuilding) { _skyRenderer?.RenderWeather(camera, camPos, (float)WorldTime.DayFraction, _activeDayGroup, kf, environOverrideActive); @@ -10562,6 +10712,7 @@ public sealed class GameWindow : IDisposable _liveSession = null; _audioEngine?.Dispose(); // Phase E.2: stop all voices, close AL context _wbDrawDispatcher?.Dispose(); + _indoorStencilPipeline?.Dispose(); // Phase A8 RR7 _skyRenderer?.Dispose(); // depends on sampler cache; dispose first _samplerCache?.Dispose(); _textureCache?.Dispose();