diff --git a/src/AcDream.App/Rendering/CellVisibility.cs b/src/AcDream.App/Rendering/CellVisibility.cs index b4debbc..ffddd9a 100644 --- a/src/AcDream.App/Rendering/CellVisibility.cs +++ b/src/AcDream.App/Rendering/CellVisibility.cs @@ -344,6 +344,17 @@ public sealed class CellVisibility local.Z <= cell.LocalBoundsMax.Z + PointInCellEpsilon; } + /// + /// Looks up a loaded cell by full 32-bit cell id, or returns null if + /// not loaded. Used by the Phase A8 stencil pipeline to materialize + /// back into + /// instances for portal mesh extraction. + /// + public LoadedCell? TryGetCell(uint cellId) + { + return _cellLookup.TryGetValue(cellId, out var cell) ? cell : null; + } + /// /// Brute-force scan of every loaded cell to test whether /// is inside any of them. Does not touch diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index e1e3e1b..464fbb0 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -108,6 +108,10 @@ public sealed class GameWindow : IDisposable // Step 4: portal-based interior cell visibility. private readonly CellVisibility _cellVisibility = new(); + // Phase A8: indoor-cell stencil pipeline (#78). Null until OnLoad runs + // (requires GL context). Never null after OnLoad completes normally. + private IndoorCellStencilPipeline? _indoorStencil; + // Phase A.1 hotfix / Phase A.5 T10: DatCollection is NOT thread-safe. // DatReaderWriter's DatBinReader uses a shared buffer position internally — // concurrent _dats.Get calls from the streaming worker thread (T11+) and @@ -1769,6 +1773,13 @@ public sealed class GameWindow : IDisposable // the player. _particleRenderer = new ParticleRenderer(_gl, shadersDir, _textureCache, _dats); + // Phase A8 — indoor-cell visibility culling pipeline (#78). + // Shader files are deployed alongside the existing terrain/mesh + // shaders via the same .csproj content glob. + _indoorStencil = new IndoorCellStencilPipeline(_gl, + Path.Combine(shadersDir, "portal_stencil.vert"), + Path.Combine(shadersDir, "portal_stencil.frag")); + // A.5 T22.5: apply radii from the already-resolved _resolvedQuality. // _resolvedQuality was set by the quality block immediately after // LoadAndApplyPersistedSettings() above, absorbing all env-var overrides. @@ -7097,26 +7108,38 @@ public sealed class GameWindow : IDisposable goto SkipWorldGeometry; } - // 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. - _terrainCpuStopwatch.Restart(); - _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 - // is sub-microsecond on simple scenes; truncating to integer µs - // would round nearly every sample to 0. - _terrainCpuSamples[_terrainCpuSampleCursor] = (long)(_terrainCpuStopwatch.Elapsed.TotalMicroseconds * 100.0); - _terrainCpuSampleCursor = (_terrainCpuSampleCursor + 1) % _terrainCpuSamples.Length; - MaybeFlushTerrainDiag(); + // Phase A8 — indoor-cell visibility culling. + // When the camera is inside an EnvCell, build a portal-silhouette + // stencil mask and use it to gate outdoor passes (terrain + + // outdoor entities) so they only write fragments inside actual + // portal openings. WB-style stencil port (closes #78 + cellar- + // stairs artifact). Retail oracle: PView::DrawCells at + // acclient_2013_pseudo_c.txt:432709 ("outside_view.view_count > 0"). + int portalTriCount = 0; + if (cameraInsideCell && visibility is not null && _indoorStencil is not null) + { + // Resolve VisibleCellIds → LoadedCell list via + // CellVisibility.TryGetCell (added in Task 7). + var currentBuildingCells = new List(visibility.VisibleCellIds.Count); + foreach (var id in visibility.VisibleCellIds) + { + var cell = _cellVisibility.TryGetCell(id); + if (cell is not null) currentBuildingCells.Add(cell); + } + portalTriCount = _indoorStencil.UploadPortalMesh(currentBuildingCells); - // 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); + if (AcDream.Core.Rendering.RenderingDiagnostics.ProbeVisibilityEnabled) + { + Console.WriteLine( + $"[vis] cameraInside=true cells={visibility.VisibleCellIds.Count} " + + $"exitPortalVisible={visibility.HasExitPortalVisible} " + + $"portalTris={portalTriCount / 3}"); + } + } + else if (AcDream.Core.Rendering.RenderingDiagnostics.ProbeVisibilityEnabled) + { + Console.WriteLine("[vis] cameraInside=false"); + } // L-fix1 (2026-04-28): pass the set of animated-entity ids so // the renderer keeps remote players / NPCs / monsters @@ -7134,11 +7157,65 @@ 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); + if (cameraInsideCell && portalTriCount > 0) + { + // WB Step 3: draw indoor entities first, stencil OFF. + // Indoor entities (cell mesh + cell statics) ALWAYS draw + // inside the camera-building, regardless of portal coverage. + _wbDrawDispatcher!.Draw(camera, _worldState.LandblockEntries, frustum, + neverCullLandblockId: playerLb, + visibleCellIds: visibility!.VisibleCellIds, + animatedEntityIds: animatedIds, + set: AcDream.App.Rendering.Wb.WbDrawDispatcher.EntitySet.IndoorOnly); + + // WB Steps 1+2: mark stencil + punch far depth in portal regions. + _indoorStencil!.MarkAndPunch(camera.View * camera.Projection); + + // WB Step 4a: terrain, stencil-gated to portal silhouettes. + _indoorStencil!.EnableOutdoorPass(); + // 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. + _terrainCpuStopwatch.Restart(); + _terrain?.Draw(camera, frustum, neverCullLandblockId: playerLb); + _terrainCpuStopwatch.Stop(); + _terrainCpuSamples[_terrainCpuSampleCursor] = + (long)(_terrainCpuStopwatch.Elapsed.TotalMicroseconds * 100.0); + _terrainCpuSampleCursor = (_terrainCpuSampleCursor + 1) % _terrainCpuSamples.Length; + MaybeFlushTerrainDiag(); + + // WB Step 4b: outdoor entities, still stencil-gated. + _wbDrawDispatcher!.Draw(camera, _worldState.LandblockEntries, frustum, + neverCullLandblockId: playerLb, + visibleCellIds: visibility.VisibleCellIds, + animatedEntityIds: animatedIds, + set: AcDream.App.Rendering.Wb.WbDrawDispatcher.EntitySet.OutdoorOnly); + + _indoorStencil!.DisableStencil(); + } + else + { + // Outdoor (or indoor with no exit portals): pre-A8 path. + // Phase N.5b: wrap Draw in CPU stopwatch for [TERRAIN-DIAG] rollup. + _terrainCpuStopwatch.Restart(); + _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 + // is sub-microsecond on simple scenes; truncating to integer µs + // would round nearly every sample to 0. + _terrainCpuSamples[_terrainCpuSampleCursor] = + (long)(_terrainCpuStopwatch.Elapsed.TotalMicroseconds * 100.0); + _terrainCpuSampleCursor = (_terrainCpuSampleCursor + 1) % _terrainCpuSamples.Length; + MaybeFlushTerrainDiag(); + + // N.5: WbDrawDispatcher is always non-null (modern path mandatory). + _wbDrawDispatcher!.Draw(camera, _worldState.LandblockEntries, frustum, + neverCullLandblockId: playerLb, + visibleCellIds: visibility?.VisibleCellIds, + animatedEntityIds: animatedIds, + set: AcDream.App.Rendering.Wb.WbDrawDispatcher.EntitySet.All); + } // Phase G.1 / E.3: draw all live particles after opaque // scene geometry so alpha blending composites correctly. @@ -10494,6 +10571,8 @@ public sealed class GameWindow : IDisposable _liveSession = null; _audioEngine?.Dispose(); // Phase E.2: stop all voices, close AL context _wbDrawDispatcher?.Dispose(); + _indoorStencil?.Dispose(); + _indoorStencil = null; _skyRenderer?.Dispose(); // depends on sampler cache; dispose first _samplerCache?.Dispose(); _textureCache?.Dispose();