diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs
index e2b62d9..c95178d 100644
--- a/src/AcDream.App/Rendering/GameWindow.cs
+++ b/src/AcDream.App/Rendering/GameWindow.cs
@@ -36,6 +36,7 @@ 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;
+ private IndoorCellStencilPipeline? _indoorStencilPipeline;
/// Phase N.5: ARB_bindless_texture + ARB_shader_draw_parameters
/// support. Required at startup — missing bindless throws
/// in OnLoad.
@@ -1752,6 +1753,15 @@ public sealed class GameWindow : IDisposable
_classificationCache);
// A.5 T22.5: apply A2C gate from quality preset.
_wbDrawDispatcher.AlphaToCoverage = _resolvedQuality.AlphaToCoverage;
+
+ // Phase A8 R3 — indoor visibility culling pipeline. Owns the
+ // portal_stencil shader pair and a dynamic VBO for per-frame
+ // portal triangle uploads. Stencil work runs only when the
+ // camera is inside an EnvCell; outside, the object is dormant.
+ _indoorStencilPipeline = new IndoorCellStencilPipeline(
+ _gl,
+ Path.Combine(shadersDir, "portal_stencil.vert"),
+ Path.Combine(shadersDir, "portal_stencil.frag"));
}
// Phase G.1 sky renderer — its own shader (sky.vert / sky.frag)
@@ -7119,14 +7129,10 @@ public sealed class GameWindow : IDisposable
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
- // frustum. Without this, other characters wink in/out as
- // the camera turns. The set is rebuilt per-frame from
- // _animatedEntities — it's small (<100 entities typically)
- // so HashSet allocation is cheap. Static scenery still
- // respects landblock-level cull.
+ // L-fix1 (2026-04-28): animated-entity id set. Required by both
+ // the cameraInsideCell branch (to route them to LiveDynamic pass)
+ // and the outdoor path (where it preserves visibility across
+ // landblock frustum culling).
HashSet? animatedIds = null;
if (_animatedEntities.Count > 0)
{
@@ -7135,11 +7141,75 @@ 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 && _indoorStencilPipeline is not null
+ && visibility?.CameraCell is not null)
+ {
+ // Phase A8 R3 — WB RenderInsideOut order.
+ //
+ // 1. Terrain has already drawn (color + depth) at line ~7104.
+ // 2. depth-clear-if-inside has already cleared depth to 1.0
+ // (above this branch at line ~7118). The MarkAndPunch
+ // below is a no-op against that baseline — left in for
+ // symmetry with WB's reference pipeline and to handle
+ // the unusual case where depth-clear is later dropped.
+ // 3. MarkAndPunch — stencil bit 1 at the camera's-own-cell
+ // exit portals. Step 5 (cross-cell-portal visibility via
+ // 3-stencil-bit pipeline) is DEFERRED — we mark ONLY the
+ // camera's own cell's portals, not the BFS-extended
+ // VisibleCellIds. Trade-off: cross-cell visibility loss
+ // (rare visually); correctness in the common case (no
+ // see-through-wall to far-side portal openings).
+ var cameraCells = new[] { visibility.CameraCell };
+ _indoorStencilPipeline.UploadPortalMesh(cameraCells);
+
+ var viewProjection = camera.View * camera.Projection;
+ _indoorStencilPipeline.MarkAndPunch(viewProjection);
+
+ // 4. IndoorPass — cell mesh + cell statics + building shells
+ // (R1's IsBuildingShell flag drives the partition).
+ // Stencil OFF (MarkAndPunch's cleanup restored that).
+ // Depth test normal; building shells write the wall depth
+ // that protects the indoor from outdoor visibility.
+ _wbDrawDispatcher!.Draw(camera, _worldState.LandblockEntries, frustum,
+ neverCullLandblockId: playerLb,
+ visibleCellIds: visibility.VisibleCellIds,
+ animatedEntityIds: animatedIds,
+ set: AcDream.App.Rendering.Wb.WbDrawDispatcher.EntitySet.IndoorPass);
+
+ // 5. Stencil-gated outdoor pass.
+ _indoorStencilPipeline.EnableOutdoorPass();
+
+ // 5a. Re-draw terrain — at portal-silhouette pixels only,
+ // terrain Z (with the f48c74a -0.01 nudge) wins over the
+ // punched 1.0 depth. Color writes through window.
+ _terrain?.Draw(camera, frustum, neverCullLandblockId: playerLb);
+
+ // 5b. Outdoor scenery — same stencil gating.
+ _wbDrawDispatcher!.Draw(camera, _worldState.LandblockEntries, frustum,
+ neverCullLandblockId: playerLb,
+ visibleCellIds: visibility.VisibleCellIds,
+ animatedEntityIds: animatedIds,
+ set: AcDream.App.Rendering.Wb.WbDrawDispatcher.EntitySet.OutdoorScenery);
+
+ // 6. Stencil OFF — live dynamic entities draw freely with
+ // depth test only (no stencil clipping).
+ _indoorStencilPipeline.DisableStencil();
+
+ _wbDrawDispatcher!.Draw(camera, _worldState.LandblockEntries, frustum,
+ neverCullLandblockId: playerLb,
+ visibleCellIds: visibility.VisibleCellIds,
+ animatedEntityIds: animatedIds,
+ set: AcDream.App.Rendering.Wb.WbDrawDispatcher.EntitySet.LiveDynamic);
+ }
+ else
+ {
+ // Outdoor path — unchanged from pre-A8: single dispatcher call
+ // walks every entity with default EntitySet.All partition.
+ _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.
@@ -10495,6 +10565,7 @@ public sealed class GameWindow : IDisposable
_liveSession = null;
_audioEngine?.Dispose(); // Phase E.2: stop all voices, close AL context
_wbDrawDispatcher?.Dispose();
+ _indoorStencilPipeline?.Dispose();
_skyRenderer?.Dispose(); // depends on sampler cache; dispose first
_samplerCache?.Dispose();
_textureCache?.Dispose();