diff --git a/src/AcDream.App/Rendering/PortalProjection.cs b/src/AcDream.App/Rendering/PortalProjection.cs
new file mode 100644
index 0000000..852d9a1
--- /dev/null
+++ b/src/AcDream.App/Rendering/PortalProjection.cs
@@ -0,0 +1,74 @@
+// PortalProjection.cs
+//
+// Phase A8.F: project a cell-local portal polygon to NDC screen space, clipping
+// against the GL near plane (w + z >= 0, i.e. z_ndc >= -1) so a portal straddling
+// the camera does not invert under the perspective divide. At the near plane w is
+// bounded away from zero, so the divide is safe — no eye-singularity blow-up.
+// Homogeneous form of the near-plane sidedness in retail PView::GetClip /
+// ConstructView(CBldPortal) (decomp:432344 / 433832).
+using System.Collections.Generic;
+using System.Numerics;
+
+namespace AcDream.App.Rendering;
+
+public static class PortalProjection
+{
+ /// Project a cell-local polygon to NDC. Returns CCW NDC xy verts, or
+ /// fewer than 3 verts when the polygon is entirely behind the camera / degenerate.
+ public static Vector2[] ProjectToNdc(IReadOnlyList localPoly, Matrix4x4 cellToWorld, Matrix4x4 viewProj)
+ {
+ if (localPoly == null || localPoly.Count < 3) return System.Array.Empty();
+
+ Matrix4x4 m = cellToWorld * viewProj;
+
+ // To clip space (keep w).
+ var clip = new List(localPoly.Count);
+ foreach (var lp in localPoly)
+ clip.Add(Vector4.Transform(new Vector4(lp, 1f), m));
+
+ // Clip against the GL near plane (keep where w + z >= 0).
+ clip = ClipAgainstNearPlane(clip);
+ if (clip.Count < 3) return System.Array.Empty();
+
+ // Perspective divide → NDC xy.
+ var ndc = new Vector2[clip.Count];
+ for (int i = 0; i < clip.Count; i++)
+ {
+ float w = clip[i].W;
+ ndc[i] = new Vector2(clip[i].X / w, clip[i].Y / w);
+ }
+ return ndc;
+ }
+
+ // Sutherland-Hodgman against the GL near plane: keep where (w + z) >= 0 (z >= -w, i.e. z_ndc >= -1).
+ private static List ClipAgainstNearPlane(List poly)
+ {
+ var result = new List(poly.Count + 1);
+ for (int i = 0; i < poly.Count; i++)
+ {
+ Vector4 cur = poly[i];
+ Vector4 prev = poly[(i + poly.Count - 1) % poly.Count];
+ float dCur = cur.W + cur.Z;
+ float dPrev = prev.W + prev.Z;
+ bool curIn = dCur >= 0f;
+ bool prevIn = dPrev >= 0f;
+
+ if (curIn)
+ {
+ if (!prevIn) result.Add(Lerp(prev, cur, dPrev, dCur));
+ result.Add(cur);
+ }
+ else if (prevIn)
+ {
+ result.Add(Lerp(prev, cur, dPrev, dCur));
+ }
+ }
+ return result;
+ }
+
+ private static Vector4 Lerp(Vector4 p, Vector4 q, float dp, float dq)
+ {
+ float t = dp / (dp - dq);
+ return p + t * (q - p);
+ }
+}
diff --git a/tests/AcDream.App.Tests/Rendering/PortalProjectionTests.cs b/tests/AcDream.App.Tests/Rendering/PortalProjectionTests.cs
new file mode 100644
index 0000000..eeb6c6e
--- /dev/null
+++ b/tests/AcDream.App.Tests/Rendering/PortalProjectionTests.cs
@@ -0,0 +1,87 @@
+using System.Numerics;
+using AcDream.App.Rendering;
+using Xunit;
+
+namespace AcDream.App.Tests.Rendering;
+
+public class PortalProjectionTests
+{
+ // A simple GL-style perspective looking down -Z, camera at origin.
+ private static Matrix4x4 ViewProj()
+ {
+ var view = Matrix4x4.CreateLookAt(Vector3.Zero, new Vector3(0, 0, -1), Vector3.UnitY);
+ var proj = Matrix4x4.CreatePerspectiveFieldOfView(1.0f, 1.0f, 0.1f, 1000f);
+ return view * proj;
+ }
+
+ [Fact]
+ public void Project_QuadInFront_ProducesNdcInsideViewport()
+ {
+ // A 2x2 quad at z=-5 (in front), cell-local == world (identity transform).
+ var poly = new[]
+ {
+ new Vector3(-1, -1, -5), new Vector3(1, -1, -5), new Vector3(1, 1, -5), new Vector3(-1, 1, -5),
+ };
+ var r = PortalProjection.ProjectToNdc(poly, Matrix4x4.Identity, ViewProj());
+ Assert.True(r.Length >= 3);
+ foreach (var v in r)
+ {
+ Assert.InRange(v.X, -1.001f, 1.001f);
+ Assert.InRange(v.Y, -1.001f, 1.001f);
+ }
+ }
+
+ [Fact]
+ public void Project_QuadFullyBehind_ReturnsEmpty()
+ {
+ var poly = new[]
+ {
+ new Vector3(-1, -1, 5), new Vector3(1, -1, 5), new Vector3(1, 1, 5), new Vector3(-1, 1, 5),
+ };
+ var r = PortalProjection.ProjectToNdc(poly, Matrix4x4.Identity, ViewProj());
+ Assert.True(r.Length < 3);
+ }
+
+ [Fact]
+ public void Project_QuadStraddlingCamera_ClipsWithoutInversion()
+ {
+ // Spans from behind (z=+2) to in front (z=-5). Must clip to the in-front part,
+ // never produce a wildly out-of-range inverted vertex.
+ var poly = new[]
+ {
+ new Vector3(-1, -1, 2), new Vector3(1, -1, -5), new Vector3(1, 1, -5), new Vector3(-1, 1, 2),
+ };
+ var r = PortalProjection.ProjectToNdc(poly, Matrix4x4.Identity, ViewProj());
+ Assert.True(r.Length >= 3);
+ foreach (var v in r)
+ {
+ // A corner a few cm in front of the eye and ~1 m to the side genuinely
+ // projects large (~±37 NDC) but finite. ±50 still catches the ±7852
+ // perspective-inversion blow-up the old w-clip produced.
+ Assert.InRange(v.X, -50f, 50f); // bounded — no inversion blow-up
+ Assert.InRange(v.Y, -50f, 50f);
+ }
+ }
+
+ [Fact]
+ public void Project_QuadStraddlingCamera_DownstreamIntersectionIsValidOnScreen()
+ {
+ var poly = new[]
+ {
+ new Vector3(-1, -1, 2), new Vector3(1, -1, -5), new Vector3(1, 1, -5), new Vector3(-1, 1, 2),
+ };
+ var projected = PortalProjection.ProjectToNdc(poly, Matrix4x4.Identity, ViewProj());
+ Assert.True(projected.Length >= 3);
+
+ // The viewport region (NDC [-1,1]^2), same as CellView.FullScreen()'s single polygon.
+ var viewport = CellView.FullScreen().Polygons[0].Vertices;
+ var onScreen = ScreenPolygonClip.Intersect(projected, viewport);
+
+ Assert.True(onScreen.Length >= 3); // a non-empty visible region survives
+ foreach (var v in onScreen)
+ {
+ Assert.InRange(v.X, -1.001f, 1.001f);
+ Assert.InRange(v.Y, -1.001f, 1.001f);
+ }
+ }
+}