diff --git a/src/AcDream.App/Rendering/ClipFrameAssembler.cs b/src/AcDream.App/Rendering/ClipFrameAssembler.cs
index 4077938..cff57a0 100644
--- a/src/AcDream.App/Rendering/ClipFrameAssembler.cs
+++ b/src/AcDream.App/Rendering/ClipFrameAssembler.cs
@@ -95,6 +95,22 @@ public sealed class ClipFrameAssembly
/// is . Unused otherwise.
public required Vector4 TerrainScissorNdcAabb { get; init; }
+ /// True ⇒ the OutsideView (the exit-portal screen region) is meaningfully visible this
+ /// frame — the camera can see outdoors through a portal chain ( is
+ /// or ). False ⇒ a
+ /// sealed interior with no exit portal in view (). Drives the
+ /// Stage 4 sky/weather draw + the conditional doorway Z-clear. Always false on the outdoor root
+ /// (the caller does not invoke there).
+ public required bool HasOutsideView { get; init; }
+
+ /// NDC AABB (minX,minY,maxX,maxY) of the OutsideView screen region — the doorway
+ /// opening's bounding box. Computed whenever is true, for BOTH the
+ /// Planes and Scissor terrain modes (unlike , which is valid
+ /// only in Scissor mode). Stage 4 scissors the conditional doorway depth-only Z-clear (retail
+ /// PView::DrawCells:432731) and the sky/weather particle passes to this region. Degenerate
+ /// () when is false.
+ public required Vector4 OutsideViewNdcAabb { get; init; }
+
// ---- Probe data (ACDREAM_PROBE_VIS / RenderingDiagnostics.EmitVis) --------
/// Plane count the OutsideView reduced to (0 ⇒ scissor or empty).
@@ -196,6 +212,17 @@ public static class ClipFrameAssembler
scissorFallbacks++;
}
+ // Stage 4: the doorway screen-space AABB (the OutsideView union bounds), available for
+ // BOTH Planes and Scissor modes — the sky/weather particle scissor + the conditional
+ // doorway Z-clear need it regardless of how the OutsideView reduced to a gate.
+ // TerrainScissorNdcAabb above is only valid in Scissor mode; the OutsideView CellView
+ // always tracks its Min/Max as polygons accumulate, so it is the single source here.
+ bool hasOutsideView = terrainMode != TerrainClipMode.Skip;
+ Vector4 outsideViewNdcAabb = (hasOutsideView && !pvFrame.OutsideView.IsEmpty)
+ ? new Vector4(pvFrame.OutsideView.MinX, pvFrame.OutsideView.MinY,
+ pvFrame.OutsideView.MaxX, pvFrame.OutsideView.MaxY)
+ : Vector4.Zero;
+
return new ClipFrameAssembly
{
Frame = frame,
@@ -204,6 +231,8 @@ public static class ClipFrameAssembler
OutdoorVisible = outdoorVisible,
TerrainMode = terrainMode,
TerrainScissorNdcAabb = terrainScissor,
+ HasOutsideView = hasOutsideView,
+ OutsideViewNdcAabb = outsideViewNdcAabb,
OutsidePlaneCount = ov.Count,
PerCellPlaneCounts = perCellPlaneCounts,
ScissorFallbacks = scissorFallbacks,
diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs
index c9d92ca..d59a9ac 100644
--- a/src/AcDream.App/Rendering/GameWindow.cs
+++ b/src/AcDream.App/Rendering/GameWindow.cs
@@ -7272,32 +7272,20 @@ public sealed class GameWindow : IDisposable
// call further below.
// Stage 3 (2026-06-02): sky gate uses seen_outside per retail RenderNormalMode:92649.
// Outdoor root (cameraInsideCell=false): always render sky.
- // Building interior (cameraInsideCell=true, rootSeenOutside=true): render sky —
- // it draws full-screen here until Stage 4 clips it to the doorway via OutsideView.
+ // Building interior (cameraInsideCell=true, rootSeenOutside=true): render sky — clipped
+ // to the doorway via the OutsideView (Stage 4, below).
// Sealed dungeon (cameraInsideCell=true, rootSeenOutside=false): no sky.
- // NOTE: interim regression until Stage 4 — sky draws full-screen in building interiors.
- // This is expected per the EXECUTION POLICY; do NOT add a workaround gate.
bool renderSky = !cameraInsideCell || rootSeenOutside;
- if (renderSky)
- {
- _skyRenderer?.RenderSky(camera, camPos, (float)WorldTime.DayFraction,
- _activeDayGroup, kf, environOverrideActive);
- if (_particleSystem is not null && _particleRenderer is not null)
- _particleRenderer.Draw(_particleSystem, camera, camPos,
- AcDream.Core.Vfx.ParticleRenderPass.SkyPreScene);
- }
+ // Phase W Stage 4 (2026-06-02): the sky/weather DRAW moved DOWN to its retail LScape
+ // position — AFTER the portal-visibility ClipFrame is assembled — so it can be clipped to
+ // the doorway (OutsideView) by sky.vert's gl_ClipDistance. See the "[Stage 4] sky
+ // pre-scene" block after UploadShared. renderSky is the seen_outside policy gate; the draw
+ // additionally requires an exit portal in view when indoors (drawSkyThisFrame, below).
- // K-fix1 (2026-04-26): suppress terrain + entity rendering
- // while live mode is configured but the chase camera hasn't
- // engaged yet — pairs with the streaming-Tick gate in
- // OnUpdate so absolutely nothing of the world (Holtburg or
- // otherwise) renders pre-login. The sky still draws above so
- // the user sees a live, time-of-day-correct sky during the
- // brief connection + character-list + EnterWorld handshake.
- if (IsLiveModeWaitingForLogin)
- {
- goto SkipWorldGeometry;
- }
+ // K-fix1 (2026-04-26): the pre-login world-suppression gate (goto SkipWorldGeometry)
+ // moved DOWN — below the sky pre-scene draw (Phase W Stage 4) — so the live sky still
+ // draws during the connection + EnterWorld handshake while the world geometry is skipped.
+ // See the gate just before the world-geometry clip bracket.
// Phase U.4: build the SHARED per-frame clip data from the portal-
// visibility result, ahead of both terrain and entity draws.
@@ -7387,12 +7375,62 @@ public sealed class GameWindow : IDisposable
_envCellRenderer?.SetClipRegionSsbo(_clipFrame.RegionSsbo);
_terrain?.SetClipUbo(_clipFrame.TerrainUbo);
+ // ── [Stage 4] sky pre-scene (LScape, drawn through the doorway) ─────────────
+ // Phase W Stage 4 (2026-06-02): the sky + (post-scene) weather are retail's LScape —
+ // "the outside seen through the exit portal." They draw clipped to the OutsideView via
+ // sky.vert's gl_ClipDistance against the SAME binding=2 TerrainClip UBO the terrain reads
+ // (just uploaded by UploadShared above). Retail PView::DrawCells (pseudo_c:432709) draws
+ // LScape first when outside_view.view_count > 0; RenderNormalMode (92649) gates it on
+ // seen_outside. drawSkyThisFrame = the seen_outside policy (renderSky) AND somewhere to
+ // draw it: outdoors (clipAssembly == null → full-screen) OR indoors with an exit portal in
+ // view (HasOutsideView). An interior with no exit portal in the current view draws no sky
+ // (no full-screen bleed). skyDoorwayClip drives the doorway scissor for the particle
+ // passes (particle.vert has no gl_ClipDistance) and the conditional Z-clear below.
+ bool skyDoorwayClip = clipAssembly is not null && clipAssembly.HasOutsideView;
+ bool drawSkyThisFrame = renderSky && (clipAssembly is null || clipAssembly.HasOutsideView);
+ System.Numerics.Vector4 skyDoorwayNdc = clipAssembly?.OutsideViewNdcAabb ?? default;
+ if (drawSkyThisFrame)
+ {
+ // Sky MESH: enable the 8 clip planes around RenderSky so sky.vert clips it to the
+ // OutsideView (binding=2 UBO: count>0 indoor → confined to the doorway; count==0
+ // outdoor → all distances +1 → full-screen, bit-identical to pre-Stage-4). Re-bind
+ // binding=2 (UBO namespace) defensively — SkyRenderer does not own it, and we must not
+ // inherit whatever was last bound (memory: render-self-contained-gl-state).
+ _gl.BindBufferBase(BufferTargetARB.UniformBuffer,
+ ClipFrame.TerrainClipUboBinding, _clipFrame.TerrainUbo);
+ for (int _cp = 0; _cp < ClipFrame.MaxPlanes; _cp++)
+ _gl.Enable(EnableCap.ClipDistance0 + _cp);
+ _skyRenderer?.RenderSky(camera, camPos, (float)WorldTime.DayFraction,
+ _activeDayGroup, kf, environOverrideActive);
+ for (int _cp = 0; _cp < ClipFrame.MaxPlanes; _cp++)
+ _gl.Disable(EnableCap.ClipDistance0 + _cp);
+
+ // SkyPreScene particles (particle.vert, no gl_ClipDistance) → scissor to the doorway
+ // bbox indoors. Outdoors (skyDoorwayClip=false) draws full-screen.
+ if (_particleSystem is not null && _particleRenderer is not null)
+ {
+ bool sc = BeginDoorwayScissor(skyDoorwayClip, skyDoorwayNdc);
+ _particleRenderer.Draw(_particleSystem, camera, camPos,
+ AcDream.Core.Vfx.ParticleRenderPass.SkyPreScene);
+ if (sc) _gl.Disable(EnableCap.ScissorTest);
+ }
+ }
+
+ // K-fix1 (2026-04-26): suppress terrain + entity rendering while live mode is configured
+ // but the chase camera hasn't engaged yet. The sky (above) still draws during login so the
+ // user sees a live, time-of-day-correct sky through the connection + EnterWorld handshake;
+ // the world geometry below is skipped. (Phase W Stage 4: moved BELOW the sky draw — the sky
+ // now needs the assembled ClipFrame, which is harmless/no-clip pre-login.)
+ if (IsLiveModeWaitingForLogin)
+ goto SkipWorldGeometry;
+
// Phase U.3: enable the 8 hardware clip planes for the world-geometry
// block ONLY. All gl_ClipDistance-writing draws (terrain, entities, and
// U.4's EnvCellRenderer.Render) MUST be inside this enable/disable
- // bracket; everything else (sky, particles, weather, debug, UI) renders
- // with clip DISABLED. Sky already drew above (must not be clipped);
- // particles/weather/debug/UI draw below the matching glDisable. Scoping
+ // bracket; everything else (particles, weather, debug, UI) renders with
+ // clip DISABLED. The sky/weather drew/draws above + below in their OWN
+ // local clip brackets (sky.vert now writes gl_ClipDistance); the
+ // particles/weather-particles/debug/UI draw with clip OFF. Scoping
// the enable here (instead of a permanent init-time enable) avoids the
// undefined behavior of leaving GL_CLIP_DISTANCE_i on for shaders that
// never write gl_ClipDistance[i] — a driver is free to clip those away.
@@ -7467,6 +7505,21 @@ public sealed class GameWindow : IDisposable
animatedIds.Add(k);
}
+ // ── [Stage 4] conditional doorway Z-clear ───────────────────────────────────
+ // Retail PView::DrawCells @ pseudo_c:432731: after the landscape (sky + terrain) is drawn
+ // through the exit portal, RenderDevice->Clear(flag 4 = Z-BUFFER ONLY, NOT color) resets
+ // depth so the indoor walls / entities draw cleanly on top without z-fighting at the portal
+ // plane. Depth ONLY — never color — so there is NO blue clear-color hole: the sky / terrain
+ // color already written through the doorway stays, and the opaque cell shells overpaint the
+ // doorway-bbox corners. Scissored to the OutsideView AABB so only the doorway region's depth
+ // is cleared. Fires only for an indoor root with an exit portal in view (skyDoorwayClip).
+ if (skyDoorwayClip)
+ {
+ bool _zc = BeginDoorwayScissor(true, skyDoorwayNdc);
+ _gl.Clear(ClearBufferMask.DepthBufferBit);
+ if (_zc) _gl.Disable(EnableCap.ScissorTest);
+ }
+
// Phase U.4: render the indoor cell SHELLS (walls / floors / ceilings)
// — previously DORMANT (EnvCellRenderer.Render was never called in the
// live loop). Inside the clip bracket so each cell's instances are gated
@@ -7515,16 +7568,33 @@ public sealed class GameWindow : IDisposable
// instead of being painted over by them. This is the second
// half of retail's LScape::draw split — GameSky::Draw(1)
// fires after the DrawBlock loop. Same indoor gate as the
- // sky pass: weather follows renderSky (seen_outside policy,
- // Stage 3: suppressed in sealed dungeons, visible in building
- // interiors through exit portals, always visible outdoors).
- if (renderSky)
+ // sky pass: weather follows the same drawSkyThisFrame gate (seen_outside policy AND an
+ // exit portal in view when indoors), and — Phase W Stage 4 — draws inside its OWN local
+ // clip bracket so sky.vert clips the rain cylinder to the doorway indoors (full-screen
+ // outdoors). Suppressed in sealed dungeons / interiors with no exit portal in view.
+ if (drawSkyThisFrame)
{
+ // Weather MESH (rain cylinder): re-bind binding=2 (the OutsideView UBO) defensively,
+ // enable the 8 clip planes around RenderWeather, disable after. count==0 outdoors ⇒
+ // full-screen rain, unchanged.
+ _gl.BindBufferBase(BufferTargetARB.UniformBuffer,
+ ClipFrame.TerrainClipUboBinding, _clipFrame.TerrainUbo);
+ for (int _cp = 0; _cp < ClipFrame.MaxPlanes; _cp++)
+ _gl.Enable(EnableCap.ClipDistance0 + _cp);
_skyRenderer?.RenderWeather(camera, camPos, (float)WorldTime.DayFraction,
_activeDayGroup, kf, environOverrideActive);
+ for (int _cp = 0; _cp < ClipFrame.MaxPlanes; _cp++)
+ _gl.Disable(EnableCap.ClipDistance0 + _cp);
+
+ // SkyPostScene particles (particle.vert, no gl_ClipDistance) → scissor to the doorway
+ // bbox indoors, full-screen outdoors.
if (_particleSystem is not null && _particleRenderer is not null)
+ {
+ bool sc = BeginDoorwayScissor(skyDoorwayClip, skyDoorwayNdc);
_particleRenderer.Draw(_particleSystem, camera, camPos,
AcDream.Core.Vfx.ParticleRenderPass.SkyPostScene);
+ if (sc) _gl.Disable(EnableCap.ScissorTest);
+ }
}
// Debug: draw collision shapes as wireframe cylinders around the
@@ -8847,6 +8917,31 @@ public sealed class GameWindow : IDisposable
}
}
+ // Phase W Stage 4: set a glScissor to an NDC AABB (the doorway / OutsideView region) in
+ // framebuffer pixels and enable the scissor test; returns true iff applied (the caller then
+ // disables EnableCap.ScissorTest after its draw/clear). Mirrors the terrain Scissor-mode
+ // NDC→pixel conversion (one source for the box math). Used to confine the sky/weather particle
+ // passes (particle.vert has no gl_ClipDistance) and the conditional doorway depth-only Z-clear
+ // to the doorway opening. Returns false (no scissor) when not applied (outdoor / no window).
+ private bool BeginDoorwayScissor(bool apply, System.Numerics.Vector4 ndcAabb)
+ {
+ if (!apply || _window is null) return false;
+ var fb = _window.FramebufferSize;
+ // NDC [-1,1] → window pixels. Clamp so a doorway opening that extends past a screen edge
+ // still yields a valid box (same clamp the terrain Scissor path uses).
+ float nx0 = System.Math.Clamp(ndcAabb.X, -1f, 1f);
+ float ny0 = System.Math.Clamp(ndcAabb.Y, -1f, 1f);
+ float nx1 = System.Math.Clamp(ndcAabb.Z, -1f, 1f);
+ float ny1 = System.Math.Clamp(ndcAabb.W, -1f, 1f);
+ int px = (int)System.MathF.Floor((nx0 * 0.5f + 0.5f) * fb.X);
+ int py = (int)System.MathF.Floor((ny0 * 0.5f + 0.5f) * fb.Y);
+ int pw = (int)System.MathF.Ceiling((nx1 - nx0) * 0.5f * fb.X);
+ int ph = (int)System.MathF.Ceiling((ny1 - ny0) * 0.5f * fb.Y);
+ _gl!.Enable(EnableCap.ScissorTest);
+ _gl.Scissor(px, py, (uint)System.Math.Max(1, pw), (uint)System.Math.Max(1, ph));
+ return true;
+ }
+
///
/// Derive the current sun (directional light, slot 0 of the UBO)
/// from the interpolated ,
diff --git a/src/AcDream.App/Rendering/Shaders/sky.vert b/src/AcDream.App/Rendering/Shaders/sky.vert
index 0d6b4f1..035458b 100644
--- a/src/AcDream.App/Rendering/Shaders/sky.vert
+++ b/src/AcDream.App/Rendering/Shaders/sky.vert
@@ -65,6 +65,33 @@ layout(std140, binding = 1) uniform SceneLighting {
vec4 uCameraAndTime;
};
+// === Phase W Stage 4: sky/weather portal clip (the OutsideView region) ========
+// The sky + weather (rain cylinder) meshes are "the outside seen through a
+// doorway" — retail draws them as part of LScape, clipped to the exit-portal
+// region (PView::DrawCells @ 0x005a4840). acdream gates them with the SAME
+// binding=2 TerrainClip UBO the terrain shader reads (ClipFrame.SetTerrainClip →
+// the OutsideView convex planes). The planes are SCREEN-SPACE (NDC) half-spaces
+// encoded as clip-space planes (nx, ny, 0, dw) with the test
+// dot(plane, gl_Position) >= 0. After the perspective divide that reduces to
+// nx*ndcX + ny*ndcY + dw >= 0 — INDEPENDENT of the projection matrix. So the same
+// plane set clips the sky correctly even though the sky uses its OWN dome
+// projection (uSkyProjection / uSkyView, translation-zeroed) rather than the
+// camera view-proj. uTerrainClipCount == 0 (outdoor / no exit portal visible)
+// ungates the sky entirely (the second loop sets all 8 distances to +1.0 ⇒
+// full-screen sky, bit-identical to pre-Stage-4). Host enables GL_CLIP_DISTANCE0..7
+// only around the sky/weather draws.
+layout(std140, binding = 2) uniform TerrainClip {
+ int uTerrainClipCount;
+ vec4 uTerrainClipPlanes[8];
+};
+
+// Core profile: redeclare gl_PerVertex so writing gl_ClipDistance[] is legal
+// (mirrors terrain_modern.vert). Sized 8 to match GL_MAX_CLIP_DISTANCES >= 8.
+out gl_PerVertex {
+ vec4 gl_Position;
+ float gl_ClipDistance[8];
+};
+
out vec2 vTex;
out vec3 vTint;
out float vFogFactor; // 1 = no fog (close), 0 = full fog (far)
@@ -113,4 +140,17 @@ void main() {
float fogEnd = uFogParams.y;
float span = max(fogEnd - fogStart, 1e-3);
vFogFactor = clamp((fogEnd - dist) / span, 0.0, 1.0);
+
+ // Phase W Stage 4: clip the sky/weather to the OutsideView (doorway) region.
+ // With uTerrainClipCount == 0 (outdoor / no exit portal in view) the first loop
+ // is skipped and the second sets all 8 distances to +1.0 ⇒ no clipping ⇒
+ // full-screen sky. Indoors with an exit portal visible, the OutsideView planes
+ // confine the sky to the doorway opening — exactly, per-fragment, matching the
+ // terrain (no scissor approximation). plane.z is 0 (a screen-space slab), so the
+ // sky's depth / dome radius is irrelevant. gl_Position here is the sky's own
+ // dome-projected clip position; the NDC-plane test is projection-independent.
+ for (int i = 0; i < uTerrainClipCount; ++i)
+ gl_ClipDistance[i] = dot(uTerrainClipPlanes[i], gl_Position);
+ for (int i = uTerrainClipCount; i < 8; ++i)
+ gl_ClipDistance[i] = 1.0;
}