# Phase A8 — WB RenderInsideOut Port Implementation Plan > **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking. **Goal:** Port WorldBuilder's `VisibilityManager.RenderInsideOut` algorithm into acdream's render frame so indoor cells render correctly with stencil-gated outdoor visibility through portals. Replaces the four reverted RR7 variants from 2026-05-27. **Architecture:** Extract WB's render-time data model (`RenderPass`, `Frustum`, `SceneryInstance`, `EnvCellLandblock`, `EnvCellVisibilitySnapshot`) verbatim into our tree. Build a new `EnvCellRenderer` class that mirrors WB's `EnvCellRenderManager.Render(filter:)` and `PrepareRenderBatches` byte-for-byte, but registers its per-cell instances from acdream's existing landblock streaming pipeline (`BuildInteriorEntitiesForStreaming` at `GameWindow.cs:5367+`) instead of from WB's editor `LandscapeDocument`. Extend `IndoorCellStencilPipeline` with a low-level `RenderBuildingStencilMask(building, vp, writeFarDepth)` matching WB's `PortalRenderManager.RenderBuildingStencilMask` API. Replicate `VisibilityManager.RenderInsideOut` Steps 1-5 verbatim in `GameWindow.cs`'s render method as a new method `RenderInsideOutAcdream`. The cell-as-WorldEntity hack at `GameWindow.cs:5417-5428` is removed — cell meshes flow through `EnvCellRenderer` only. **Tech Stack:** C# .NET 10; Silk.NET.OpenGL 4.3+ with bindless textures + `glMultiDrawElementsIndirect`; WB-extracted `ObjectMeshManager` + `WbDrawDispatcher` infrastructure (already in tree). DatReaderWriter 2.1.x NuGet for dat type access. **WB ground-truth references (the algorithm we are porting):** - `references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/VisibilityManager.cs:73-239` — `RenderInsideOut` (Steps 1-5) - `references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/EnvCellRenderManager.cs:247-373` — `PrepareRenderBatches` - `references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/EnvCellRenderManager.cs:395-511` — `Render(RenderPass, HashSet?)` - `references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/ObjectRenderManagerBase.cs:990-1103` — instance batching context (for inline RenderModernMDI helper) - `references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/PortalRenderManager.cs:471-484` — `RenderBuildingStencilMask` **Process rules (carved from the 2026-05-27 RR7 saga):** 1. No visual-gate launch until probe data confirms indoor branch fires + envcells walked + stencil mask non-empty. "Looks good" without diagnostic correlation is not verification. 2. No partial WB ports. Steps 1-5 ship together in one render-frame restructure. 3. No conceptual adaptations. Where our infrastructure has an existing analog (e.g., `ObjectMeshManager.TryGetRenderData`), use it 1:1; do not "improve." 4. Trust-but-verify after every subagent. Read the actual diff before declaring done. 5. Single visual gate when build + tests + probes are all green. --- ## File map | Path | Status | Purpose | |---|---|---| | `src/AcDream.App/Rendering/Wb/WbRenderPass.cs` | **NEW** | WB `RenderPass` enum (renamed to avoid conflict if we ever add another). | | `src/AcDream.App/Rendering/Wb/WbFrustum.cs` | **NEW** | WB `Frustum` class — 98 LOC verbatim. | | `src/AcDream.App/Rendering/Wb/EnvCellSceneryInstance.cs` | **NEW** | WB `SceneryInstance` struct (renamed scope-narrow) + `EnvCellLandblock` (stripped from `ObjectLandblock`). | | `src/AcDream.App/Rendering/Wb/EnvCellVisibilitySnapshot.cs` | **NEW** | WB `VisibilitySnapshot` (renamed). | | `src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs` | **NEW** | The core port. Implements WB's `EnvCellRenderManager.Render(filter:)` + `PrepareRenderBatches` + a stripped-down `RenderModernMDI`. ~700 LOC. | | `src/AcDream.App/Rendering/IndoorCellStencilPipeline.cs` | **EXTEND** | Add `RenderBuildingStencilMask(building, vp, writeFarDepth)` low-level method matching WB's API. | | `src/AcDream.App/Rendering/GameWindow.cs` | **MODIFY** | (a) `BuildInteriorEntitiesForStreaming` — replace cell-as-WorldEntity creation with `EnvCellRenderer.RegisterCell(...)`; (b) `_envCellRenderer` field + init in ctor; (c) `RenderInsideOutAcdream` new method; (d) render-frame call site swap. | | `src/AcDream.Core/Rendering/RenderingDiagnostics.cs` | **MINOR** | Add `ProbeEnvCellEnabled` flag (already has `ProbeVisibilityEnabled` from RR7's [vis] probe; we layer on top). | | `tests/AcDream.App.Tests/Rendering/Wb/EnvCellRendererTests.cs` | **NEW** | Snapshot batching + filter behavior (no GL — pure data tests). | | `tests/AcDream.App.Tests/Rendering/Wb/WbFrustumTests.cs` | **NEW** | Frustum primitive tests. | | `tests/AcDream.App.Tests/Rendering/Wb/EnvCellSceneryInstanceTests.cs` | **NEW** | Per-cell registration + bounds union. | | `tests/AcDream.App.Tests/Rendering/IndoorCellStencilPipelineTests.cs` | **EXTEND** | Add `RenderBuildingStencilMask` exists + math contract (existing 9 stencil tests stay). | **No external project dependencies added.** All extractions live in our tree alongside the existing WB-extracted code from Phase O. --- ## Architecture deep-dive: the data flow split **Pre-A8 (broken — what RR7 inherited):** ``` Landblock load → BuildInteriorEntitiesForStreaming → CellMesh.Build(envCell, cellStruct) → cellSubMeshes → _pendingCellMeshes[envCellId] = cellSubMeshes ← populated but never consumed → WorldEntity { MeshRefs = [MeshRef(envCellId, ...)] } ← envCellId NOT a real GfxObj id → _worldState.AddEntity(...) → ObjectMeshManager.PrepareMeshDataAsync runs internally for some entity refs Render frame → WbDrawDispatcher.Draw(set: IndoorPass, cellIds: ...) walks WorldEntities including cell-shells → For each entity.MeshRef: looks up TryGetRenderData(MeshRef.GfxObjId) → MeshRef.GfxObjId is envCellId (e.g. 0xA9B40143) — no matching GfxObj in dats → Cell renders nothing; floor is fog color ``` **Post-A8 (the WB-faithful path):** ``` Landblock load → BuildInteriorEntitiesForStreaming → CellMesh.Build(...) (kept for physics — feeds _physicsDataCache) → For each EnvCell with non-null EnvironmentId: _envCellRenderer.RegisterCell(landblockKey, envCellId, envCell, cellStruct, transform) - Internally: calls ObjectMeshManager.PrepareEnvCellGeomMeshDataAsync(deduplicatedGeomId, envId, cellStructure, surfaces) (this populates ObjectMeshManager's _renderData with the actual cell mesh) - Internally: also calls PrepareMeshDataAsync for each StaticObject in the cell - Builds SceneryInstance records (one per cell + one per stab in cell) for the landblock → Cell-as-WorldEntity creation DELETED (the broken path) Per frame: _envCellRenderer.Update() → Drains any pending registrations into the active landblocks dict → Marks NeedsPrepare = true Per frame: PrepareRenderBatches(viewProj, camPos) [called once before render frame begins] → Frustum-culls each landblock's TotalEnvCellBounds → For visible landblocks, frustum-tests per-cell EnvCellBounds → Builds VisibilitySnapshot.BatchedByCell: cellId → gfxObjId → InstanceData[] → Atomic swap under _renderLock Render frame → If cameraInsideBuilding (strict — see gate semantics below): RenderInsideOutAcdream(...) Step 1: stencil bit 1 at camera-building portals (uses IndoorCellStencilPipeline.RenderBuildingStencilMask) Step 2: depth-punch at camera-building portals Step 3: ColorMask on, stencil off, DepthFunc.Less, sceneryShader.Bind() _envCellRenderer.Render(pass1RenderPass, _currentEnvCellIds) Step 4: stencil-gated terrain + scenery + static objects (via existing _terrain.Render + dispatcher.Draw(set: OutdoorScenery)) Step 5: per other-building 3-bit stencil pipeline (cross-building visibility) → Else (outdoor): Existing outdoor render path (RenderOutsideIn deferred to a later phase; sky + terrain + dispatcher.Draw(set: All)) → LiveDynamic always last: dispatcher.Draw(set: LiveDynamic) with stencil disabled ``` **Gate semantics — `cameraInsideBuilding`:** ```csharp bool cameraInsideBuilding = visibility?.CameraCell is not null && CellVisibility.PointInCell(camPos, visibility.CameraCell) // STRICT — no grace && visibility.CameraCell.BuildingId is not null; // RR4-stamped ``` Strict (no grace), AND requires `BuildingId != null`. A cell tagged null is an outdoor surface cell or a dungeon cell not enumerated in `LandBlockInfo.Buildings` — those flow through the outdoor render path. --- ## Probe trail (mandatory before visual gate) Probes gate on `ACDREAM_PROBE_VIS=1` (existing flag) **OR** new `ACDREAM_PROBE_ENVCELL=1`. The new flag activates only the `[envcells]` family; `[stencil]`, `[draworder]`, `[buildings]` ride on `ACDREAM_PROBE_VIS=1`. Both flags can be runtime-toggled via DebugPanel. | Tag | Frequency | Format | Fires from | |---|---|---|---| | `[envcells]` | per frame, indoor branch only | `[envcells] cells={N} tris={M} ourBldgs={B1} otherBldgs={B2} filterCnt={F}` | `EnvCellRenderer.Render` exit | | `[stencil]` | per `RenderBuildingStencilMask` call | `[stencil] op={mark\|punch} bld={bldId} verts={N}` | `IndoorCellStencilPipeline.RenderBuildingStencilMask` | | `[draworder]` | per indoor frame | `[draworder] step={1\|2\|3\|4\|5x} stencil={on\|off} depthFn={cmp} colorMask={rgba}` | `RenderInsideOutAcdream` step boundaries | | `[buildings]` | per indoor frame | `[buildings] camCell={cellId:X8} camBldgs={[ids]} otherBldgs={[ids]} totalKnown={N}` | `RenderInsideOutAcdream` entry | **Mandatory probe acceptance criteria before visual launch:** - `[buildings] camBldgs={...}` non-empty when player is inside a Holtburg cottage (CellId in 0xA9B4014x range). - `[envcells] cells>=1 tris>=1 filterCnt>=1` for at least one frame in that scenario. - `[stencil] verts>0` for at least one mark+punch pair per camera-building. - `[draworder]` shows exactly five step transitions per indoor frame (Step 1 → 2 → 3 → 4 → 5). --- ## Task breakdown ### Task 1: Extract `RenderPass` enum **Files:** - Create: `src/AcDream.App/Rendering/Wb/WbRenderPass.cs` - WB source: `references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/RenderPass.cs:1-22` - [ ] **Step 1: Create the enum file** ```csharp // src/AcDream.App/Rendering/Wb/WbRenderPass.cs namespace AcDream.App.Rendering.Wb; /// /// Phase A8 (2026-05-28): WB's RenderPass enum, extracted verbatim from /// references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/RenderPass.cs. /// Renamed to WbRenderPass so it doesn't clash if we ever add an /// acdream-side RenderPass with different semantics. /// public enum WbRenderPass { /// The opaque pass. Only non-transparent objects are rendered. Opaque = 0, /// The transparent pass. Only transparent objects are rendered, usually after the opaque pass. Transparent = 1, /// /// A single-pass render that includes both opaque and (sometimes) transparent objects, /// or for special cases like skyboxes and certain UI elements. /// SinglePass = 2, } ``` - [ ] **Step 2: Build green** Run: `dotnet build src/AcDream.App/AcDream.App.csproj` Expected: PASS — no consumers yet. - [ ] **Step 3: Commit** ```bash git add src/AcDream.App/Rendering/Wb/WbRenderPass.cs git commit -m "$(cat <<'EOF' feat(render): Phase A8 — extract WB RenderPass enum Verbatim port of references/WorldBuilder/.../RenderPass.cs:1-22. Renamed to WbRenderPass to avoid future conflict. First step of the WB RenderInsideOut port that replaces the four reverted RR7 variants from 2026-05-27. Co-Authored-By: Claude Opus 4.7 (1M context) EOF )" ``` --- ### Task 2: Extract `Frustum` class **Files:** - Create: `src/AcDream.App/Rendering/Wb/WbFrustum.cs` - WB source: `references/WorldBuilder/Chorizite.OpenGLSDLBackend/Frustum.cs:1-98` - Test: `tests/AcDream.App.Tests/Rendering/Wb/WbFrustumTests.cs` - [ ] **Step 1: Read WB source verbatim** Read `references/WorldBuilder/Chorizite.OpenGLSDLBackend/Frustum.cs` in full. The class extracts six planes from a view-projection matrix and exposes `TestBox(BoundingBox)` returning `FrustumTestResult.Inside/Outside/Intersecting`, plus `Intersects(BoundingBox)` returning bool. It depends on `Chorizite.Core.Lib.BoundingBox` and `Chorizite.Core.Lib.FrustumTestResult`. - [ ] **Step 2: Copy verbatim and adapt** Copy the entire 98-LOC class. Adapt: - Namespace: `Chorizite.OpenGLSDLBackend` → `AcDream.App.Rendering.Wb` - Class name: `Frustum` → `WbFrustum` (avoid conflict with any future acdream Frustum) - `BoundingBox` type: replace with `System.Numerics.Vector3` pairs OR introduce a tiny `WbBoundingBox` struct (preferred — keep WB's API shape). The struct has just `Vector3 Min, Max`. Inline at the top of the file. - `FrustumTestResult` enum: inline `public enum FrustumTestResult { Inside, Outside, Intersecting }` at the top. **Add a NoteFromExtraction comment block** citing the WB source path + commit-date. - [ ] **Step 3: Write failing tests** ```csharp // tests/AcDream.App.Tests/Rendering/Wb/WbFrustumTests.cs using System.Numerics; using AcDream.App.Rendering.Wb; using Xunit; namespace AcDream.App.Tests.Rendering.Wb; public class WbFrustumTests { private static Matrix4x4 IdentityVp() => Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 4f, 1.0f, 0.1f, 100.0f); [Fact] public void TestBox_PointAtOrigin_ReturnsInside() { var f = new WbFrustum(); // Look down -Z from origin toward Z=-5 var view = Matrix4x4.CreateLookAt(new Vector3(0,0,0), new Vector3(0,0,-1), Vector3.UnitY); f.Update(view * IdentityVp()); var box = new WbBoundingBox(new Vector3(-1, -1, -10), new Vector3(1, 1, -2)); var res = f.TestBox(box); Assert.Equal(FrustumTestResult.Inside, res); } [Fact] public void TestBox_BehindCamera_ReturnsOutside() { var f = new WbFrustum(); var view = Matrix4x4.CreateLookAt(new Vector3(0,0,0), new Vector3(0,0,-1), Vector3.UnitY); f.Update(view * IdentityVp()); var box = new WbBoundingBox(new Vector3(-1, -1, 2), new Vector3(1, 1, 10)); // BEHIND var res = f.TestBox(box); Assert.Equal(FrustumTestResult.Outside, res); } [Fact] public void TestBox_StraddlingNear_ReturnsIntersecting() { var f = new WbFrustum(); var view = Matrix4x4.CreateLookAt(new Vector3(0,0,0), new Vector3(0,0,-1), Vector3.UnitY); f.Update(view * IdentityVp()); var box = new WbBoundingBox(new Vector3(-1, -1, 1), new Vector3(1, 1, -1)); // straddles var res = f.TestBox(box); Assert.Equal(FrustumTestResult.Intersecting, res); } } ``` - [ ] **Step 4: Run tests, verify red→green** Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~WbFrustumTests"` Expected: 3 tests pass. - [ ] **Step 5: Commit** ```bash git add src/AcDream.App/Rendering/Wb/WbFrustum.cs tests/AcDream.App.Tests/Rendering/Wb/WbFrustumTests.cs git commit -m "$(cat <<'EOF' feat(render): Phase A8 — extract WB Frustum class Verbatim port of references/WorldBuilder/.../Frustum.cs (98 LOC). Renamed to WbFrustum to avoid future conflict. Inline WbBoundingBox + FrustumTestResult to keep WB API shape. 3 unit tests pass. Co-Authored-By: Claude Opus 4.7 (1M context) EOF )" ``` --- ### Task 3: Extract `SceneryInstance` + `EnvCellLandblock` **Files:** - Create: `src/AcDream.App/Rendering/Wb/EnvCellSceneryInstance.cs` - WB source: `references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/SceneryInstance.cs:1-161` - Test: `tests/AcDream.App.Tests/Rendering/Wb/EnvCellSceneryInstanceTests.cs` - [ ] **Step 1: Copy SceneryInstance struct verbatim** Port the entire struct (lines 11-56). Keep all fields. Adapt namespace `Chorizite.OpenGLSDLBackend.Lib` → `AcDream.App.Rendering.Wb`. Replace `BoundingBox` references with our `WbBoundingBox` from Task 2. Replace `SceneryDisqualificationReason` with `int` or drop it (we don't use this field — only the editor cares about scenery disqualification). Drop `DisqualificationReason` field and `SceneryDisqualificationReason` enum entirely. Keep all other fields — even ones we don't currently use, since WB's algorithm may consult them. - [ ] **Step 2: Copy ObjectLandblock as EnvCellLandblock (stripped)** Port WB's `ObjectLandblock` class (lines 62-160) — but RENAME to `EnvCellLandblock` since we ONLY use it for env-cell rendering (procedural scenery + outdoor stabs use our existing pipeline). Strip the following editor-only or modern-MDI-shared fields that we don't need for cell rendering: - `IsQueuedForUpload`, `IsTransformOnlyUpdate` - `ParticleEmitters` (we have our own particle path) - `InstanceBufferOffset`, `InstanceCount`, `MdiCommands` (we'll handle MDI in `EnvCellRenderer` differently) Keep: - `GridX`, `GridY`, `Lock`, `Instances`, `EnvCellBounds`, `SeenOutsideCells`, `PendingInstances`, `PendingEnvCellBounds`, `PendingSeenOutsideCells`, `StaticPartGroups`, `BuildingPartGroups`, `BoundingBox`, `TotalEnvCellBounds`, `PendingTotalEnvCellBounds`, `InstancesReady`, `MeshDataReady`, `GpuReady`. The two `PartGroups` dictionaries are the heart of the data model — `Dictionary>`. We need `InstanceData` from our existing `src/AcDream.App/Rendering/Wb/InstanceData.cs`. - [ ] **Step 3: Write failing tests** ```csharp // tests/AcDream.App.Tests/Rendering/Wb/EnvCellSceneryInstanceTests.cs using System.Numerics; using AcDream.App.Rendering.Wb; using Xunit; namespace AcDream.App.Tests.Rendering.Wb; public class EnvCellSceneryInstanceTests { [Fact] public void Instance_Construct_HoldsAllFields() { var t = Matrix4x4.CreateTranslation(1, 2, 3); var s = new EnvCellSceneryInstance { ObjectId = 0x01000123, IsBuilding = true, WorldPosition = new Vector3(1, 2, 3), Transform = t, }; Assert.True(s.IsBuilding); Assert.Equal(0x01000123UL, s.ObjectId); } [Fact] public void Landblock_PartGroups_StartEmpty() { var lb = new EnvCellLandblock { GridX = 0xA9, GridY = 0xB4 }; Assert.Empty(lb.StaticPartGroups); Assert.Empty(lb.BuildingPartGroups); Assert.False(lb.InstancesReady); } [Fact] public void Landblock_AddInstance_GroupsByGfxObjId() { var lb = new EnvCellLandblock(); var ins = new InstanceData { /* default */ }; lb.StaticPartGroups.GetOrAdd(0x01000001UL).Add(ins); lb.StaticPartGroups.GetOrAdd(0x01000001UL).Add(ins); Assert.Single(lb.StaticPartGroups); Assert.Equal(2, lb.StaticPartGroups[0x01000001UL].Count); } } internal static class DictExt { public static List GetOrAdd(this Dictionary> d, ulong k) { if (!d.TryGetValue(k, out var v)) { v = new(); d[k] = v; } return v; } } ``` - [ ] **Step 4: Build + test** Run: `dotnet build && dotnet test --filter "FullyQualifiedName~EnvCellSceneryInstanceTests"` Expected: 3 tests pass. - [ ] **Step 5: Commit** ```bash git add src/AcDream.App/Rendering/Wb/EnvCellSceneryInstance.cs tests/AcDream.App.Tests/Rendering/Wb/EnvCellSceneryInstanceTests.cs git commit -m "$(cat <<'EOF' feat(render): Phase A8 — extract SceneryInstance + EnvCellLandblock Verbatim port of WB's SceneryInstance struct and stripped-down ObjectLandblock (renamed EnvCellLandblock; dropped editor-only and MDI-aggregation fields that we don't reuse). 3 unit tests pass. Co-Authored-By: Claude Opus 4.7 (1M context) EOF )" ``` --- ### Task 4: Extract `VisibilitySnapshot` **Files:** - Create: `src/AcDream.App/Rendering/Wb/EnvCellVisibilitySnapshot.cs` - WB source: `references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/VisibilitySnapshot.cs:1-36` - [ ] **Step 1: Copy verbatim with rename** ```csharp // src/AcDream.App/Rendering/Wb/EnvCellVisibilitySnapshot.cs using System.Collections.Generic; namespace AcDream.App.Rendering.Wb; /// /// Phase A8 (2026-05-28): EnvCell-scoped visibility snapshot. Direct port of /// WB's VisibilitySnapshot, renamed because we only use the per-cell variant /// (no scenery / static-object snapshot). /// public sealed class EnvCellVisibilitySnapshot { /// Landblocks fully or partially inside the frustum. public List VisibleLandblocks { get; init; } = new(); /// /// Grouped instance data by CellId. /// Key: full 32-bit CellId; Value: { GfxObjId: List<InstanceData> }. /// public Dictionary>> BatchedByCell { get; init; } = new(); /// Whether this snapshot contains any visible cells. public bool IsEmpty => VisibleLandblocks.Count == 0 && BatchedByCell.Count == 0; } ``` - [ ] **Step 2: Build green** Run: `dotnet build` Expected: PASS — no consumers yet. - [ ] **Step 3: Commit** ```bash git add src/AcDream.App/Rendering/Wb/EnvCellVisibilitySnapshot.cs git commit -m "$(cat <<'EOF' feat(render): Phase A8 — extract EnvCellVisibilitySnapshot Direct port of WB's VisibilitySnapshot, narrowed to the per-cell variant (BatchedByCell only). Used by EnvCellRenderer for thread-safe render-time state. Co-Authored-By: Claude Opus 4.7 (1M context) EOF )" ``` --- ### Task 5: Build `EnvCellRenderer` **Files:** - Create: `src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs` (~700 LOC) - Test: `tests/AcDream.App.Tests/Rendering/Wb/EnvCellRendererTests.cs` - WB sources: - `references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/EnvCellRenderManager.cs:247-373` (PrepareRenderBatches) - `references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/EnvCellRenderManager.cs:395-511` (Render) - `references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/ObjectRenderManagerBase.cs:RenderModernMDI` (find by grep — modern multi-draw path) This is **the** task. It's the largest and most consequential. Subagents executing this MUST read WB's sources line-by-line and follow them. #### Step 5.1: Skeleton + constructor ```csharp // src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs // // Phase A8 (2026-05-28): port of WB's EnvCellRenderManager. This is the // production cell-rendering pipeline for indoor visibility, replacing the // broken "cell as WorldEntity with MeshRef(envCellId)" approach that the // four reverted RR7 variants couldn't fix. // // Sources ported byte-for-byte: // PrepareRenderBatches ← WB EnvCellRenderManager.cs:247-373 // Render(filter:) ← WB EnvCellRenderManager.cs:395-511 // (inline) RenderModernMDI ← WB ObjectRenderManagerBase.cs:[grep] // // Note we do NOT inherit from WB's ObjectRenderManagerBase. That base // class owns the landblock-streaming loop (Update, _pendingGeneration, // _uploadQueue). acdream's StreamingController already does that work — // running a parallel loop would compete for dat I/O. Instead, we expose // RegisterCell(...) as the seam: callers populate our instance store at // the point they already hydrate cells (GameWindow.BuildInteriorEntitiesForStreaming). using System; using System.Collections.Concurrent; using System.Collections.Generic; using System.Numerics; using System.Threading; using AcDream.App.Rendering; using Silk.NET.OpenGL; namespace AcDream.App.Rendering.Wb; public sealed unsafe class EnvCellRenderer : IDisposable { private readonly GL _gl; private readonly ObjectMeshManager _meshManager; private readonly WbFrustum _frustum; // Per-landblock storage. Key = full 32-bit landblock id (e.g. 0xA9B40000). private readonly ConcurrentDictionary _landblocks = new(); // Active snapshot (atomic swap under _renderLock). private readonly object _renderLock = new(); private EnvCellVisibilitySnapshot _activeSnapshot = new(); // Shader (set by caller via Initialize). private GLSLShader? _shader; private bool _initialized; // List pool — copied from WB ObjectRenderManagerBase. private readonly List> _listPool = new(); private int _poolIndex = 0; // Modern-MDI scratch buffers (one slot — frame-by-frame draw). private uint _mdiCommandBuffer; private int _mdiCommandCapacity = 1024; private uint _modernInstanceBuffer; private int _modernInstanceCapacity = 1024; public bool NeedsPrepare { get; private set; } = true; public EnvCellRenderer(GL gl, ObjectMeshManager meshManager, WbFrustum frustum) { _gl = gl; _meshManager = meshManager; _frustum = frustum; } public void Initialize(GLSLShader shader) { _shader = shader; AllocateMdiBuffers(); _initialized = true; } private void AllocateMdiBuffers() { // ... (MDI command buffer + instance buffer GL allocation — copied // verbatim from BaseObjectRenderManager constructor, slot 0 only) } // ... (continued in subsequent steps) } ``` - [ ] Implement the constructor + Initialize + AllocateMdiBuffers using WB `BaseObjectRenderManager.cs:62-100` (extract just the buffer allocation, drop the per-frame triple-buffering — we only need slot 0). #### Step 5.2: `RegisterCell` — the streaming seam ```csharp /// /// Called by GameWindow.BuildInteriorEntitiesForStreaming at landblock-load /// time, ONCE per EnvCell that has non-null EnvironmentId. Populates the /// landblock's pending instance list with one entry per cell (the cell /// geometry itself) and one per StaticObject in the cell. /// /// After all cells in a landblock are registered, call /// to atomically swap pending → instances and recompute bounds. /// /// NOTE: this method does NOT trigger mesh loading. The caller (or /// ObjectMeshManager Tick) drives PrepareMeshDataAsync. We assume that /// by the time PrepareRenderBatches runs in the render thread, the mesh /// data is ready (or will silently skip via TryGetRenderData null check — /// matching WB behavior). /// public void RegisterCell( uint landblockId, uint envCellId, DatReaderWriter.DBObjs.EnvCell envCell, DatReaderWriter.Types.CellStruct cellStruct, Matrix4x4 cellTransform, Vector3 cellWorldPosition, Quaternion cellRotation, IReadOnlyList<(uint StaticObjectId, Vector3 LocalPos, Quaternion Rot, bool IsSetup, Matrix4x4 Transform)> staticObjects) { // 1. Compute the deduplicated cell-geometry id (matches WB GetEnvCellGeomId). var cellGeomId = GetEnvCellGeomId(envCell.EnvironmentId, envCell.CellStructure, envCell.Surfaces); // 2. Trigger mesh prep for the cell geometry on ObjectMeshManager. // This populates ObjectMeshManager._renderData[cellGeomId] when complete. _ = _meshManager.PrepareEnvCellGeomMeshDataAsync(cellGeomId, envCell.EnvironmentId, envCell.CellStructure, envCell.Surfaces); // 3. Build local bounds from cellStruct vertices. var localBounds = ComputeLocalBoundsFromCellStruct(cellStruct); var worldBounds = TransformBoundingBox(localBounds, cellTransform); // 4. Create the per-cell SceneryInstance. var cellInstance = new EnvCellSceneryInstance { ObjectId = cellGeomId, InstanceId = ObjectIdFromCellId(envCellId), // helper that packs to WB shape IsBuilding = true, IsEntryCell = false, // could be derived from entry-portal walk; default false WorldPosition = cellWorldPosition, Rotation = cellRotation, Scale = Vector3.One, Transform = cellTransform, LocalBoundingBox = localBounds, BoundingBox = worldBounds, }; var lb = _landblocks.GetOrAdd(landblockId, id => new EnvCellLandblock { GridX = (int)((id >> 24) & 0xFFu), GridY = (int)((id >> 16) & 0xFFu), }); lock (lb.Lock) { lb.PendingInstances ??= new List(capacity: 32); lb.PendingInstances.Add(cellInstance); lb.PendingEnvCellBounds ??= new Dictionary(); lb.PendingEnvCellBounds[envCellId] = worldBounds; // Add static-object instances inside the cell. foreach (var stab in staticObjects) { // Trigger mesh prep for the stab too (idempotent — ObjectMeshManager dedupes). _ = _meshManager.PrepareMeshDataAsync(stab.StaticObjectId, stab.IsSetup); var stabBoundsLocal = _meshManager.GetBounds(stab.StaticObjectId, stab.IsSetup) ?? default; var stabBoundsWorld = TransformBoundingBox(stabBoundsLocal, stab.Transform); lb.PendingInstances.Add(new EnvCellSceneryInstance { ObjectId = stab.StaticObjectId, InstanceId = default, IsSetup = stab.IsSetup, IsBuilding = false, Transform = stab.Transform, BoundingBox = stabBoundsWorld, LocalBoundingBox = stabBoundsLocal, Scale = Vector3.One, Rotation = stab.Rot, }); // Union the cell bounds with the stab bounds. var current = lb.PendingEnvCellBounds[envCellId]; lb.PendingEnvCellBounds[envCellId] = WbBoundingBox.Union(current, stabBoundsWorld); } } } public void FinalizeLandblock(uint landblockId) { if (!_landblocks.TryGetValue(landblockId, out var lb)) return; lock (lb.Lock) { if (lb.PendingInstances is not null) { lb.Instances = lb.PendingInstances; lb.PendingInstances = null; } if (lb.PendingEnvCellBounds is not null) { lb.EnvCellBounds = lb.PendingEnvCellBounds; lb.PendingEnvCellBounds = null; } // Compute total bounds + populate PartGroups by walking instances. var total = new WbBoundingBox(new Vector3(float.MaxValue), new Vector3(float.MinValue)); foreach (var b in lb.EnvCellBounds.Values) total = WbBoundingBox.Union(total, b); lb.TotalEnvCellBounds = total; // Populate PartGroups (mirrors WB EnvCellRenderManager.PopulatePartGroups). PopulatePartGroups(lb); lb.InstancesReady = true; lb.GpuReady = true; } NeedsPrepare = true; } public void RemoveLandblock(uint landblockId) { _landblocks.TryRemove(landblockId, out _); NeedsPrepare = true; } ``` - [ ] Implement helpers: - `GetEnvCellGeomId(envId, cellStruct, surfaces)` — verbatim copy of WB `EnvCellRenderManager.GetEnvCellGeomId` (lines 94-103). - `PopulatePartGroups(lb)` — verbatim from WB `EnvCellRenderManager.PopulatePartGroups` (lines 572-580), but adapt to use our `InstanceData` and walk our `lb.Instances`. Per WB, it recursively walks Setup parts via `MeshManager.GetSetupParts`. - `ComputeLocalBoundsFromCellStruct(cellStruct)` — iterate cellStruct.VertexArray.Vertices, compute Min/Max. - `WbBoundingBox.Union(a, b)` — standard min/max merge. Add to WbBoundingBox struct. - `TransformBoundingBox(local, transform)` — 8-corner transform + axis-aligned re-extract. #### Step 5.3: `PrepareRenderBatches` — port verbatim from WB EnvCellRenderManager.cs:247-373 ```csharp public void PrepareRenderBatches(Matrix4x4 viewProjection, Vector3 cameraPosition, HashSet? filter = null) { if (!_initialized || cameraPosition.Z > 4000) return; lock (_renderLock) { _poolIndex = 0; } // (WB updates _cameraLbX/Y here from LandscapeDoc.Region — skip; we don't // need camera-LB tracking for the snapshot, just frustum tests.) // Step 1: filter loaded landblocks by GpuReady + InstancesReady + non-empty. var landblocks = new List(); foreach (var lb in _landblocks.Values) if (lb.GpuReady && lb.Instances.Count > 0) landblocks.Add(lb); if (landblocks.Count == 0) return; // Step 2: parallel frustum-cull per LB + per-cell, batch by cell. // (WB uses ThreadLocal> for thread-local accumulators. // Port verbatim — see EnvCellRenderManager.cs:265-325.) using var threadLocalBatchedByCell = new ThreadLocal>>>( () => new(), trackAllValues: true); var parallelOptions = new System.Threading.Tasks.ParallelOptions { MaxDegreeOfParallelism = Environment.ProcessorCount }; System.Threading.Tasks.Parallel.ForEach(landblocks, parallelOptions, lb => { lock (lb.Lock) { var testResult = _frustum.TestBox(lb.TotalEnvCellBounds); if (testResult == FrustumTestResult.Outside) return; var lbBatchedByCell = threadLocalBatchedByCell.Value!; if (testResult == FrustumTestResult.Inside) { // Fast path: all cells visible foreach (var (gfxObjId, instances) in lb.BuildingPartGroups) foreach (var instanceData in instances) { if (filter != null && !filter.Contains(instanceData.CellId)) continue; AddToCellGroup(lbBatchedByCell, instanceData.CellId, gfxObjId, instanceData); } foreach (var (gfxObjId, instances) in lb.StaticPartGroups) foreach (var instanceData in instances) { if (filter != null && !filter.Contains(instanceData.CellId)) continue; AddToCellGroup(lbBatchedByCell, instanceData.CellId, gfxObjId, instanceData); } return; } // Slow path: per-cell frustum test var visibleCells = new HashSet(); foreach (var kvp in lb.EnvCellBounds) { var cellId = kvp.Key; if (filter != null && !filter.Contains(cellId)) continue; if (_frustum.Intersects(kvp.Value)) visibleCells.Add(cellId); } if (visibleCells.Count > 0) { foreach (var (gfxObjId, instances) in lb.BuildingPartGroups) foreach (var instanceData in instances) if (visibleCells.Contains(instanceData.CellId)) AddToCellGroup(lbBatchedByCell, instanceData.CellId, gfxObjId, instanceData); foreach (var (gfxObjId, instances) in lb.StaticPartGroups) foreach (var instanceData in instances) if (visibleCells.Contains(instanceData.CellId)) AddToCellGroup(lbBatchedByCell, instanceData.CellId, gfxObjId, instanceData); } } }); // Step 3: merge thread-locals var newBatchedByCell = new Dictionary>>(); foreach (var local in threadLocalBatchedByCell.Values) { foreach (var kvp in local) { if (!newBatchedByCell.TryGetValue(kvp.Key, out var gfxDict)) { gfxDict = new Dictionary>(); newBatchedByCell[kvp.Key] = gfxDict; } foreach (var (gfxObjId, list) in kvp.Value) { if (!gfxDict.TryGetValue(gfxObjId, out var existing)) { existing = GetPooledList(); gfxDict[gfxObjId] = existing; } existing.AddRange(list); } } } // Step 4: atomic swap. lock (_renderLock) { _activeSnapshot = new EnvCellVisibilitySnapshot { BatchedByCell = newBatchedByCell, VisibleLandblocks = landblocks, }; _poolIndex = 0; NeedsPrepare = false; } } private static void AddToCellGroup(Dictionary>> dst, uint cellId, ulong gfxObjId, InstanceData data) { if (!dst.TryGetValue(cellId, out var gfx)) { gfx = new Dictionary>(); dst[cellId] = gfx; } if (!gfx.TryGetValue(gfxObjId, out var list)) { list = new List(); gfx[gfxObjId] = list; } list.Add(data); } private List GetPooledList() { lock (_listPool) { if (_poolIndex < _listPool.Count) return _listPool[_poolIndex++]; var fresh = new List(); _listPool.Add(fresh); _poolIndex++; return fresh; } } ``` **Note:** `InstanceData.CellId` field — verify our `src/AcDream.App/Rendering/Wb/InstanceData.cs` has this field. WB uses it for the cell-routing. If absent in our copy, ADD it (it's already in WB's InstanceData per `EnvCellRenderManager.cs:282-285` references). #### Step 5.4: `Render(WbRenderPass, HashSet?)` — port verbatim from WB EnvCellRenderManager.cs:395-511 Port the entire method byte-for-byte, but: - Replace `MeshManager.TryGetRenderData(gfxObjId)` with our `_meshManager.TryGetRenderData(gfxObjId)` (same API after extraction). - Replace `RenderModernMDI(_shader, drawCalls, allInstances, renderPass)` with a CALL to an internal `RenderModernMDIInternal` method copied next. - Drop the highlights/selection rendering block at the end (lines 486-510) — we don't have SelectedInstance / HoveredInstance in EnvCellRenderer (no editor selection state). - Keep the `uFilterByCell` uniform set to 0 (matches WB). - Drop the `_useModernRendering` fallback branch — our codebase asserts modern path at startup (Phase N.5). The skeleton: ```csharp public unsafe void Render(WbRenderPass renderPass, HashSet? filter = null) { if (!_initialized || _shader is null || _shader.Program == 0) return; lock (_renderLock) { var snapshot = _activeSnapshot; _shader.Use(); _poolIndex = snapshot.BatchedByCell.Count; // reset point _shader.SetUniformInt("uRenderPass", (int)renderPass); _shader.SetUniformInt("uFilterByCell", 0); var allInstances = new List(); var drawCalls = new List<(ObjectMeshManager.ObjectRenderData renderData, int count, int offset)>(); if (filter is null) { // Walk every cell in snapshot (no filter — used by outdoor RenderOutsideIn). foreach (var (cellId, gfxDict) in snapshot.BatchedByCell) foreach (var (gfxObjId, transforms) in gfxDict) { var rd = _meshManager.TryGetRenderData(gfxObjId); if (rd != null && !rd.IsSetup) { drawCalls.Add((rd, transforms.Count, allInstances.Count)); allInstances.AddRange(transforms); } } } else { // Group by gfxObjId across the filtered cells (minimizes draw calls). var filteredGroups = new Dictionary>(); var ownedLists = new HashSet>(); foreach (var cellId in filter) { if (!snapshot.BatchedByCell.TryGetValue(cellId, out var gfxDict)) continue; foreach (var (gfxObjId, transforms) in gfxDict) { if (transforms.Count == 0) continue; if (!filteredGroups.TryGetValue(gfxObjId, out var list)) { list = transforms; filteredGroups[gfxObjId] = list; } else { if (list == transforms) continue; if (!ownedLists.Contains(list)) { var owned = new List(list); list = owned; filteredGroups[gfxObjId] = list; ownedLists.Add(list); } list.AddRange(transforms); } } } foreach (var (gfxObjId, transforms) in filteredGroups) { var rd = _meshManager.TryGetRenderData(gfxObjId); if (rd != null && !rd.IsSetup) { drawCalls.Add((rd, transforms.Count, allInstances.Count)); allInstances.AddRange(transforms); } } } if (allInstances.Count > 0) RenderModernMDIInternal(_shader, drawCalls, allInstances, renderPass); _shader.SetUniformVec4("uHighlightColor", Vector4.Zero); _gl.BindVertexArray(0); // Diagnostic probe ([envcells] is emitted by GameWindow at the call site // since it needs to know our-buildings / other-buildings counts. We do // expose LastFrameStats so the probe can read tris/cells). _lastFrameStats.CellsRendered = filter?.Count ?? snapshot.BatchedByCell.Count; _lastFrameStats.TrianglesDrawn = drawCalls.Sum(d => d.renderData.IndexCount / 3 * d.count); } } public LastFrameStats Stats => _lastFrameStats; public struct LastFrameStats { public int CellsRendered; public int TrianglesDrawn; } private LastFrameStats _lastFrameStats; ``` #### Step 5.5: `RenderModernMDIInternal` — extract from WB BaseObjectRenderManager Open `references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/ObjectRenderManagerBase.cs`, search for `protected unsafe void RenderModernMDI` (it's a protected method around line 700-800). Read the method top-to-bottom. Copy it as a private method on `EnvCellRenderer`, stripping the multi-slot ring-buffer (we use one slot) and the consolidated-MDI dirty tracking (we re-upload every frame). The essential algorithm is: 1. Build `DrawElementsIndirectCommand[]` from `drawCalls`, each command refs `renderData.FirstIndex` + `renderData.BaseVertex`. 2. Build `ModernBatchData[]` from `drawCalls`, each batch refs surface metadata id, instance buffer offset. 3. Upload `allInstances` to `_modernInstanceBuffer`. 4. Upload commands to `_mdiCommandBuffer`. 5. Bind global VAO/IBO (from ObjectMeshManager via `_meshManager.GetGlobalIBO`/`GetGlobalVAO`). 6. Bind SSBO bindings. 7. Issue `glMultiDrawElementsIndirect`. Use existing `ObjectMeshManager` accessors for the global mesh buffer. If they don't exist as public, add them (return `uint VAO`, `uint IBO`). - [ ] **Step 5.6: Write unit tests** ```csharp // tests/AcDream.App.Tests/Rendering/Wb/EnvCellRendererTests.cs using System.Collections.Generic; using System.Numerics; using AcDream.App.Rendering.Wb; using Xunit; namespace AcDream.App.Tests.Rendering.Wb; public class EnvCellRendererTests { // These tests cover the pure data-handling portions of EnvCellRenderer. // The Render() and RenderModernMDIInternal() paths require a GL context // and are visual-verified at the render frame, not here. [Fact] public void NewRenderer_HasEmptySnapshot() { var r = new EnvCellRenderer(gl: null!, meshManager: null!, frustum: new WbFrustum()); Assert.True(r.NeedsPrepare); } [Fact] public void GetEnvCellGeomId_Deterministic() { var surfaces = new List { 1, 2, 3 }; var a = EnvCellRenderer.GetEnvCellGeomId(0x42, 7, surfaces); var b = EnvCellRenderer.GetEnvCellGeomId(0x42, 7, surfaces); Assert.Equal(a, b); Assert.NotEqual(0UL, a & 0x2_0000_0000UL); // dedup bit set } [Fact] public void GetEnvCellGeomId_DiffersByInputs() { var a = EnvCellRenderer.GetEnvCellGeomId(0x42, 7, new List { 1, 2, 3 }); var b = EnvCellRenderer.GetEnvCellGeomId(0x43, 7, new List { 1, 2, 3 }); var c = EnvCellRenderer.GetEnvCellGeomId(0x42, 7, new List { 1, 2, 4 }); Assert.NotEqual(a, b); Assert.NotEqual(a, c); } // (more tests for AddToCellGroup, PopulatePartGroups dispatch, etc.) } ``` - [ ] **Step 5.7: Build + test** Run: `dotnet build && dotnet test --filter "EnvCellRendererTests"` Expected: all tests pass. - [ ] **Step 5.8: Commit** ```bash git add src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs tests/AcDream.App.Tests/Rendering/Wb/EnvCellRendererTests.cs git commit -m "$(cat <<'EOF' feat(render): Phase A8 — EnvCellRenderer (WB EnvCellRenderManager port) The core port: PrepareRenderBatches + Render(filter:) ported byte-for-byte from WB EnvCellRenderManager.cs:247-511. Inline RenderModernMDIInternal extracted from BaseObjectRenderManager (single-slot variant, drops the 3-slot ring used by WB's consolidated MDI). NOT inheriting from ObjectRenderManagerBase — exposes RegisterCell(...) as the seam so our existing streaming pipeline (StreamingController + LandblockStreamer) populates the instance store at the existing landblock-load point in GameWindow.BuildInteriorEntitiesForStreaming. This is what RR7 should have done: render cells through their own pipeline call, not through the per-GfxObj-batched WbDrawDispatcher. Co-Authored-By: Claude Opus 4.7 (1M context) EOF )" ``` --- ### Task 6: Wire `EnvCellRenderer` into landblock streaming **Files:** - Modify: `src/AcDream.App/Rendering/GameWindow.cs` (constructor + `BuildInteriorEntitiesForStreaming` + `RemoveLandblock` paths) - [ ] **Step 6.1: Add field + init** In GameWindow.cs, near line 159 where `_buildingRegistries` is declared, add: ```csharp // Phase A8 (2026-05-28): WB EnvCellRenderManager port. Cells render // through this dedicated pipeline now, not through WbDrawDispatcher. private AcDream.App.Rendering.Wb.EnvCellRenderer? _envCellRenderer; ``` In the constructor (find the spot where `_wbMeshAdapter` is created), add: ```csharp _envCellRenderer = new AcDream.App.Rendering.Wb.EnvCellRenderer( _glContext.GL, _wbMeshAdapter.MeshManager, new AcDream.App.Rendering.Wb.WbFrustum()); // Initialize after the cell-mesh shader is loaded. // Use the existing modern-mesh shader (mesh_modern.{vert,frag}) — that's // what WB uses for env-cell rendering too. _envCellRenderer.Initialize(_meshModernShader); // resolve the shader handle ``` - [ ] **Step 6.2: Modify `BuildInteriorEntitiesForStreaming`** At `GameWindow.cs:5401-5435`, replace the cell-as-WorldEntity creation block. Old: ```csharp var cellSubMeshes = AcDream.Core.Meshing.CellMesh.Build(envCell, cellStruct, _dats); if (cellSubMeshes.Count > 0) { _pendingCellMeshes[envCellId] = cellSubMeshes; ... var cellMeshRef = new AcDream.Core.World.MeshRef(envCellId, cellTransform); var cellEntity = new AcDream.Core.World.WorldEntity { ... MeshRefs = new[] { cellMeshRef } }; result.Add(cellEntity); ... } ``` New: ```csharp // Phase A8 (2026-05-28): cells render through EnvCellRenderer, not as // WorldEntities with fake MeshRefs. The CellMesh.Build call stays for // physics (PhysicsDataCache uses it). The renderer registration replaces // the WorldEntity creation entirely. var cellSubMeshes = AcDream.Core.Meshing.CellMesh.Build(envCell, cellStruct, _dats); if (cellSubMeshes.Count > 0) { var physicsCellOrigin = envCell.Position.Origin + lbOffset; var cellOrigin = physicsCellOrigin + new System.Numerics.Vector3(0f, 0f, 0.02f); var cellTransform = System.Numerics.Matrix4x4.CreateFromQuaternion(envCell.Position.Orientation) * System.Numerics.Matrix4x4.CreateTranslation(cellOrigin); var physicsCellTransform = System.Numerics.Matrix4x4.CreateFromQuaternion(envCell.Position.Orientation) * System.Numerics.Matrix4x4.CreateTranslation(physicsCellOrigin); // Walk this cell's static objects + their transforms. var stabs = new List<(uint, System.Numerics.Vector3, System.Numerics.Quaternion, bool, System.Numerics.Matrix4x4)>(); foreach (var stab in envCell.StaticObjects) { var worldPos = stab.Frame.Origin + lbOffset; var worldRot = stab.Frame.Orientation; var stabTransform = System.Numerics.Matrix4x4.CreateFromQuaternion(worldRot) * System.Numerics.Matrix4x4.CreateTranslation(worldPos); bool isSetup = (stab.Id & 0xFF000000u) == 0x02000000u; stabs.Add((stab.Id, worldPos, worldRot, isSetup, stabTransform)); } _envCellRenderer!.RegisterCell( landblockId: landblockId, envCellId: envCellId, envCell: envCell, cellStruct: cellStruct, cellTransform: cellTransform, cellWorldPosition: cellOrigin, cellRotation: envCell.Position.Orientation, staticObjects: stabs); // Step 4: build LoadedCell for portal visibility (unchanged from pre-A8). BuildLoadedCell(envCellId, envCell, cellStruct, cellOrigin, cellTransform); // Cache CellStruct physics BSP for indoor collision (unchanged). _physicsDataCache.CacheCellStruct(envCellId, envCell, cellStruct, physicsCellTransform); } ``` **Delete** the static-object-as-WorldEntity creation block at lines 5440-5489 — those entities are now registered with `EnvCellRenderer.RegisterCell` inside the cell loop above (via the `stabs` list). - [ ] **Step 6.3: Call `FinalizeLandblock` after the cell loop** Where `ApplyLoadedTerrain` finishes building the landblock (just before the closing brace at ~line 5856-5857), call: ```csharp _envCellRenderer?.FinalizeLandblock(lb.LandblockId); ``` - [ ] **Step 6.4: Wire `RemoveLandblock` callback** In the `removeTerrain` callback near `GameWindow.cs:1844`: ```csharp _envCellRenderer?.RemoveLandblock(id); // Phase A8 ``` - [ ] **Step 6.5: Build green; run tests** Run: `dotnet build && dotnet test` Expected: all pre-existing tests still pass; the build does not regress on test count. - [ ] **Step 6.6: Commit** ```bash git add src/AcDream.App/Rendering/GameWindow.cs git commit -m "$(cat <<'EOF' feat(render): Phase A8 — wire EnvCellRenderer into landblock streaming BuildInteriorEntitiesForStreaming no longer creates cell-as-WorldEntity records. EnvCellRenderer.RegisterCell is called per cell + per static object; FinalizeLandblock is called once per landblock load; RemoveLandblock is called on unload. CellMesh.Build is kept (physics still uses it via _physicsDataCache.CacheCellStruct). The broken MeshRef(envCellId) WorldEntity path that all four RR7 variants inherited is gone. Cells now go through EnvCellRenderer.Render(filter:) exclusively, which routes through ObjectMeshManager's _renderData under the correct deduplicated cellGeomId key. Co-Authored-By: Claude Opus 4.7 (1M context) EOF )" ``` --- ### Task 7: `IndoorCellStencilPipeline.RenderBuildingStencilMask` **Files:** - Modify: `src/AcDream.App/Rendering/IndoorCellStencilPipeline.cs` - Test: `tests/AcDream.App.Tests/Rendering/IndoorCellStencilPipelineTests.cs` (extend) - [ ] **Step 7.1: Add the new low-level method** Append to `IndoorCellStencilPipeline`: ```csharp /// /// Phase A8 (2026-05-28): low-level building-portal stencil draw. Mirrors WB /// PortalRenderManager.RenderBuildingStencilMask at references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/PortalRenderManager.cs:471-484. /// /// Uploads the building's exit-portal mesh to our shared VBO and draws /// it with the portal_stencil shader. Does NOT set or restore any /// surrounding GL state — caller is responsible (stencil func, depth /// mask, color mask, cull face, etc.) per WB VisibilityManager.RenderInsideOut /// Steps 1/2/5a/5b/5d expectations. /// /// Mirrors the WB call signature: (building, vp, writeFarDepth). /// The writeFarDepth flag sets the shader uniform that controls whether /// gl_FragDepth = 1.0 is written (Step 2 punch) or default depth /// (Step 1 mark). /// public void RenderBuildingStencilMask(AcDream.App.Rendering.Wb.Building building, Matrix4x4 viewProjection, bool writeFarDepth) { int vertexCount = UploadBuildingPortalMesh(building); if (vertexCount == 0) return; _gl.Enable(EnableCap.DepthClamp); _shader.Use(); var vp = viewProjection; _gl.UniformMatrix4(_uViewProjectionLoc, 1, false, (float*)&vp); _gl.Uniform1(_uWriteFarDepthLoc, writeFarDepth ? 1 : 0); _gl.BindVertexArray(_vao); _gl.DrawArrays(PrimitiveType.Triangles, 0, (uint)vertexCount); _gl.BindVertexArray(0); _gl.Disable(EnableCap.DepthClamp); // Diagnostic probe (caller-driven, surfaces last upload count). LastStencilVertexCount = vertexCount; LastStencilWasFarPunch = writeFarDepth; LastStencilBuildingId = building.BuildingId; } // Probe data — read by the [stencil] probe emitter in GameWindow. public int LastStencilVertexCount { get; private set; } public bool LastStencilWasFarPunch { get; private set; } public uint LastStencilBuildingId { get; private set; } ``` The existing `MarkAndPunch` / `EnableOutdoorPass` / `MarkBuildingBit2` / `PunchDepthAtStencil3` / `EnableOtherBuildingPass` / `ResetBit2` methods stay — they bundle their own state setup and remain useful for other consumers / future work. The new `RenderBuildingStencilMask` is the WB-faithful low-level entry that `RenderInsideOutAcdream` calls. - [ ] **Step 7.2: Add unit test for the contract** Test the method's existence + that it returns early if building has no portals. (Full GL behavior is visual-verified.) ```csharp [Fact] public void RenderBuildingStencilMask_EmptyBuilding_NoCrash() { // Headless test — only verifies the early-out path. Real GL calls // happen on the render thread. var b = new Building { BuildingId = 1, EnvCellIds = new HashSet(), ExitPortalPolygons = new List(), // empty }; // Construct pipeline with mock GL not feasible here — verify by // direct upload semantics: UploadBuildingPortalMesh returns 0 for // empty list. // (Skip this test if the pipeline ctor requires a real GL context; // the contract is exercised by the visual launch.) } ``` - [ ] **Step 7.3: Build green; run existing tests** Run: `dotnet build && dotnet test --filter "IndoorCellStencilPipeline"` Expected: existing 9 tests still pass. - [ ] **Step 7.4: Commit** ```bash git add src/AcDream.App/Rendering/IndoorCellStencilPipeline.cs git commit -m "$(cat <<'EOF' feat(render): Phase A8 — RenderBuildingStencilMask low-level entry Mirrors WB PortalRenderManager.RenderBuildingStencilMask:471-484. Pure upload + draw with no surrounding GL state setup, matching WB's RenderInsideOut step expectations. Existing MarkAndPunch / Mark/Reset helpers stay for other consumers. LastStencil* probe fields surface the most recent draw's vertex count, building id, and write-far-depth flag for the [stencil] probe emitter. Co-Authored-By: Claude Opus 4.7 (1M context) EOF )" ``` --- ### Task 8: Implement `RenderInsideOutAcdream` in GameWindow.cs **Files:** - Modify: `src/AcDream.App/Rendering/GameWindow.cs` (find the render frame method — search for `_wbDrawDispatcher.Draw` to locate it) - [ ] **Step 8.1: Locate the render frame** Use grep to find the main render method: ```bash grep -n "_wbDrawDispatcher\.Draw\|private.*RenderFrame\|protected override.*Render" src/AcDream.App/Rendering/GameWindow.cs ``` The render frame is where the dispatcher's `Draw(set: All)` is called once per frame in the outdoor path. Identify that block. - [ ] **Step 8.2: Compute the `cameraInsideBuilding` gate** Just before the existing render block, add (replace any old `cameraInsideCell` etc. computations introduced by the reverted RR7): ```csharp // Phase A8 (2026-05-28): strict camera-inside-building gate. // NO grace. Requires the cell to actually be a building (BuildingId != null // per RR4 stamping). Other-cell paths flow through the outdoor branch. var visibility = _cellVisibility.LastVisibilityResult; var camPos = _camera.Position; bool cameraInsideBuilding = visibility?.CameraCell is not null && CellVisibility.PointInCell(camPos, visibility.CameraCell) && visibility.CameraCell.BuildingId is not null; // Resolve the camera's buildings (a single cell may be in multiple buildings). List camBuildings = new(); if (cameraInsideBuilding) { uint lbId = visibility!.CameraCell!.CellId & 0xFFFF0000u; if (_buildingRegistries.TryGetValue(lbId, out var reg)) { foreach (var b in reg.GetBuildingsContainingCell(visibility.CameraCell.CellId)) camBuildings.Add(b); } } // Resolve the OTHER buildings in view (used by Step 5). List otherBuildings = new(); if (cameraInsideBuilding) { var camCellId = visibility!.CameraCell!.CellId; foreach (var reg in _buildingRegistries.Values) foreach (var b in reg.All()) if (!b.EnvCellIds.Contains(camCellId)) otherBuildings.Add(b); // (Frustum-test other-buildings here if perf matters; A8 doesn't gate on // it — Step 5 already uses occlusion queries.) } ``` - [ ] **Step 8.3: PrepareRenderBatches on EnvCellRenderer** Before entering the indoor branch, call: ```csharp var viewProj = _camera.ViewMatrix * _camera.ProjectionMatrix; _envCellRenderer!.PrepareRenderBatches(viewProj, camPos); // unfiltered prep ``` - [ ] **Step 8.4: Replace the render block with the gate** ```csharp if (cameraInsideBuilding) { RenderInsideOutAcdream(viewProj, camPos, visibility!.CameraCell!, camBuildings, otherBuildings); } else { // Existing outdoor path (sky + terrain + dispatcher Draw(set: All)). // No call to _envCellRenderer here — we don't render env cells outdoors yet. // (Future: RenderOutsideIn for cottage windows. Deferred to a later phase.) RenderOutdoorPath(viewProj, camPos); // wrap existing code into a helper if not already } // LiveDynamic always last — player + NPCs + dropped items, depth-test only. _wbDrawDispatcher.Draw(_camera, ..., set: EntitySet.LiveDynamic); ``` - [ ] **Step 8.5: Implement `RenderInsideOutAcdream` — byte-for-byte from WB** This is the most critical method. Read `references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/VisibilityManager.cs:73-239` and port it verbatim with these substitutions: - `_gl` → `_glContext.GL` - `_buildingsWithCurrentCell` → `camBuildings` (parameter) - `_otherBuildings` / `_visibleBuildingPortals` → `otherBuildings` (parameter) - `portalManager?.RenderBuildingStencilMask(building, snapshotVP, false)` → `_indoorStencilPipeline!.RenderBuildingStencilMask(building, viewProj, writeFarDepth: false)` - `envCellManager!.Render(pass1RenderPass, _currentEnvCellIds)` → `_envCellRenderer!.Render(WbRenderPass.Opaque, _currentEnvCellIds)` - `envCellManager!.Render(RenderPass.Transparent, ...)` → `_envCellRenderer!.Render(WbRenderPass.Transparent, ...)` - `terrainManager.Render(...)` → `_terrain!.Render(...)` (existing acdream terrain renderer) - `sceneryManager?.Render(pass1RenderPass)` → `_wbDrawDispatcher!.Draw(_camera, ..., set: EntitySet.OutdoorScenery)` - `staticObjectManager?.Render(pass1RenderPass)` → folded into the same `Draw(set: OutdoorScenery)` (our EntitySet partition covers both) - `sceneryShader?.Bind()` → `_meshModernShader.Use()` (the modern mesh shader is acdream's analog) - `state.ShowScenery` / `state.ShowStaticObjects` / `state.ShowBuildings` → always true (editor toggles; we're a game client) - `state.EnableTransparencyPass` → `true` (we want transparency for stained glass / windows; matches WB's default) The method skeleton: ```csharp private void RenderInsideOutAcdream( Matrix4x4 viewProj, Vector3 camPos, LoadedCell cameraCell, List camBuildings, List otherBuildings) { var gl = _glContext.GL; bool didInsideStencil = false; EmitDrawOrderProbe(step: 0, before: true); // entry probe if (camBuildings.Count > 0) { didInsideStencil = true; gl.Enable(EnableCap.StencilTest); gl.ClearStencil(0); gl.Clear(ClearBufferMask.StencilBufferBit); // Step 1: stencil bit 1 at our buildings' portals. gl.Disable(EnableCap.CullFace); gl.StencilFunc(StencilFunction.Always, 1, 0xFFu); gl.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Replace); gl.StencilMask(0x01u); gl.ColorMask(false, false, false, false); gl.DepthMask(false); gl.Enable(EnableCap.DepthTest); gl.DepthFunc(DepthFunction.Always); EmitDrawOrderProbe(step: 1); foreach (var b in camBuildings) _indoorStencilPipeline!.RenderBuildingStencilMask(b, viewProj, writeFarDepth: false); // Step 2: punch depth at portals. gl.DepthMask(true); gl.DepthFunc(DepthFunction.Always); EmitDrawOrderProbe(step: 2); foreach (var b in camBuildings) _indoorStencilPipeline!.RenderBuildingStencilMask(b, viewProj, writeFarDepth: true); } // Step 3: render the camera-buildings' cells. gl.ColorMask(true, true, true, false); gl.DepthMask(true); gl.Disable(EnableCap.StencilTest); gl.DepthFunc(DepthFunction.Less); _meshModernShader.Use(); EmitDrawOrderProbe(step: 3); HashSet currentEnvCellIds = new(); if (camBuildings.Count > 0) { foreach (var b in camBuildings) foreach (var id in b.EnvCellIds) currentEnvCellIds.Add(id); _envCellRenderer!.Render(WbRenderPass.Opaque, currentEnvCellIds); // Transparency pass. gl.DepthMask(false); _envCellRenderer!.Render(WbRenderPass.Transparent, currentEnvCellIds); gl.DepthMask(true); } // Step 4: stencil-gated outdoor (terrain + scenery + static objects). if (didInsideStencil) { gl.Enable(EnableCap.StencilTest); gl.StencilFunc(StencilFunction.Equal, 1, 0x01u); gl.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Keep); gl.StencilMask(0x00u); gl.ColorMask(true, true, true, false); gl.DepthMask(true); gl.Enable(EnableCap.CullFace); gl.DepthFunc(DepthFunction.Less); } EmitDrawOrderProbe(step: 4); _terrain?.Render(viewProj /* + the rest of acdream's terrain render args */); _meshModernShader.Use(); _wbDrawDispatcher!.Draw(_camera, _worldState.AllLandblocks /* + the existing args */, set: EntitySet.OutdoorScenery); // Step 5: per-other-building 3-bit stencil pipeline. if (didInsideStencil && otherBuildings.Count > 0) { gl.Enable(EnableCap.StencilTest); gl.ColorMask(false, false, false, false); gl.DepthMask(false); gl.DepthFunc(DepthFunction.Lequal); foreach (var b in otherBuildings) { // Occlusion-query read-back (same as WB). _indoorStencilPipeline!.EnsureOcclusionQueryId(ref b.QueryId); if (b.QueryStarted && _indoorStencilPipeline.TryReadOcclusionResult(b.QueryId, out bool anyPassed)) { b.WasVisible = anyPassed; } _indoorStencilPipeline.BeginOcclusionQuery(b.QueryId); b.QueryStarted = true; EmitDrawOrderProbe(step: 5, sub: 'a'); // Step 5a: mark bit 2 (Ref=3, Mask=0x02). gl.StencilFunc(StencilFunction.Equal, 3, 0x01u); gl.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Replace); gl.StencilMask(0x02u); gl.Disable(EnableCap.CullFace); _indoorStencilPipeline.RenderBuildingStencilMask(b, viewProj, writeFarDepth: false); _indoorStencilPipeline.EndOcclusionQuery(); // Step 5b: clear depth at stencil==3. EmitDrawOrderProbe(step: 5, sub: 'b'); gl.StencilFunc(StencilFunction.Equal, 3, 0x03u); gl.StencilMask(0x00u); gl.DepthMask(true); gl.DepthFunc(DepthFunction.Always); _indoorStencilPipeline.RenderBuildingStencilMask(b, viewProj, writeFarDepth: true); // Step 5c: render this building's cells where stencil==3. EmitDrawOrderProbe(step: 5, sub: 'c'); gl.ColorMask(true, true, true, false); gl.DepthFunc(DepthFunction.Less); gl.Enable(EnableCap.CullFace); _meshModernShader.Use(); _envCellRenderer.Render(WbRenderPass.Opaque, b.EnvCellIds); gl.DepthMask(false); _envCellRenderer.Render(WbRenderPass.Transparent, b.EnvCellIds); gl.DepthMask(true); // Step 5d: reset bit 2. EmitDrawOrderProbe(step: 5, sub: 'd'); gl.ColorMask(false, false, false, false); gl.DepthMask(false); gl.StencilMask(0x02u); gl.StencilFunc(StencilFunction.Always, 1, 0x02u); gl.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Replace); _indoorStencilPipeline.RenderBuildingStencilMask(b, viewProj, writeFarDepth: false); } gl.DepthFunc(DepthFunction.Less); } // Cleanup. if (didInsideStencil) { gl.Disable(EnableCap.StencilTest); gl.StencilMask(0xFFu); gl.ColorMask(true, true, true, false); } EmitEnvCellProbe(camBuildings.Count, otherBuildings.Count, currentEnvCellIds.Count); } ``` - [ ] **Step 8.6: Add a stencil-buffer clear at frame start** Find the `glClear` at frame start (`grep -n "ClearBufferMask\.ColorBufferBit\|ClearBufferMask\.DepthBufferBit" src/AcDream.App/Rendering/GameWindow.cs`). Add `| ClearBufferMask.StencilBufferBit` so stencil starts at 0 each frame. - [ ] **Step 8.7: Build green** Run: `dotnet build` Expected: clean build. Compile errors here MUST be resolved before moving to Task 9. - [ ] **Step 8.8: Commit** ```bash git add src/AcDream.App/Rendering/GameWindow.cs git commit -m "$(cat <<'EOF' feat(render): Phase A8 — RenderInsideOutAcdream byte-for-byte WB port Replicates WB VisibilityManager.RenderInsideOut Steps 1-5 verbatim from references/WorldBuilder/.../VisibilityManager.cs:73-239. Strict cameraInsideBuilding gate (no grace). Step 5 includes the full 3-bit-stencil + occlusion-query cross-building visibility loop. Frame-start glClear now includes stencil-buffer-bit so stencil starts at 0 each frame (RR7 missed this). Probe emitters wired ([draworder]/[envcells]) — gated on ACDREAM_PROBE_VIS=1. Co-Authored-By: Claude Opus 4.7 (1M context) EOF )" ``` --- ### Task 9: Probes + diagnostic infrastructure **Files:** - Modify: `src/AcDream.Core/Rendering/RenderingDiagnostics.cs` - Modify: `src/AcDream.App/Rendering/GameWindow.cs` (probe emitter helpers) - [ ] **Step 9.1: Add `ProbeEnvCellEnabled` flag** In `RenderingDiagnostics.cs`: ```csharp private static bool _probeEnvCellEnabled = Environment.GetEnvironmentVariable("ACDREAM_PROBE_ENVCELL") == "1"; public static bool ProbeEnvCellEnabled { get => _probeEnvCellEnabled || ProbeVisibilityEnabled; // [envcells] also rides on PROBE_VIS set => _probeEnvCellEnabled = value; } ``` - [ ] **Step 9.2: Wire the probe emitters in GameWindow** Add these methods near the `EmitVisibilityProbe` helper (or wherever the existing [vis] probe lives): ```csharp private int _drawOrderFrame = 0; private void EmitDrawOrderProbe(int step, char sub = ' ', bool before = false) { if (!AcDream.Core.Rendering.RenderingDiagnostics.ProbeVisibilityEnabled) return; var gl = _glContext.GL; gl.GetInteger(GLEnum.StencilTest, out int stOn); gl.GetInteger(GLEnum.DepthFunc, out int depthFn); gl.GetBoolean(GLEnum.DepthWritemask, out var depthMask); Console.WriteLine( $"[draworder] frame={_drawOrderFrame} step={step}{(sub != ' ' ? sub.ToString() : "")} " + $"stencil={(stOn != 0 ? "on" : "off")} depthFn=0x{depthFn:X} depthMask={depthMask}"); } private void EmitEnvCellProbe(int ourBldgs, int otherBldgs, int filterCnt) { if (!AcDream.Core.Rendering.RenderingDiagnostics.ProbeEnvCellEnabled) return; var stats = _envCellRenderer?.Stats ?? default; Console.WriteLine( $"[envcells] cells={stats.CellsRendered} tris={stats.TrianglesDrawn} " + $"ourBldgs={ourBldgs} otherBldgs={otherBldgs} filterCnt={filterCnt}"); } private void EmitStencilProbe(string op) { if (!AcDream.Core.Rendering.RenderingDiagnostics.ProbeVisibilityEnabled) return; if (_indoorStencilPipeline == null) return; Console.WriteLine( $"[stencil] op={op} bld=0x{_indoorStencilPipeline.LastStencilBuildingId:X8} " + $"verts={_indoorStencilPipeline.LastStencilVertexCount}"); } private void EmitBuildingsProbe(uint? camCellId, IList camBldgs, int otherCount, int totalKnown) { if (!AcDream.Core.Rendering.RenderingDiagnostics.ProbeVisibilityEnabled) return; var ids = string.Join(",", camBldgs.Select(b => $"0x{b.BuildingId:X}")); Console.WriteLine( $"[buildings] camCell={(camCellId.HasValue ? $"0x{camCellId.Value:X8}" : "null")} " + $"camBldgs=[{ids}] otherBldgs={otherCount} totalKnown={totalKnown}"); } ``` Call `EmitStencilProbe` after each `RenderBuildingStencilMask` call site in `RenderInsideOutAcdream`. Call `EmitBuildingsProbe` at the very top of that method. Increment `_drawOrderFrame` once per render frame in the outermost render method. - [ ] **Step 9.3: Build green** Run: `dotnet build` Expected: clean build. - [ ] **Step 9.4: Commit** ```bash git add src/AcDream.Core/Rendering/RenderingDiagnostics.cs src/AcDream.App/Rendering/GameWindow.cs git commit -m "$(cat <<'EOF' feat(render): Phase A8 — probe trail ([envcells]/[stencil]/[draworder]/[buildings]) Mandatory probe-before-launch infrastructure (process rule from the RR7 saga: "no visual-gate launch without probe data first"). [envcells] fires once per indoor frame: cells/tris drawn + our/other buildings counts + filter cardinality [stencil] fires per RenderBuildingStencilMask: vertex count + building id + write-far-depth flag [draworder] fires at each step boundary: step number/sub + stencil on/off + depth func/mask [buildings] fires once per indoor frame: camera cell + camera-buildings ids + other-buildings count + total known buildings Gates: ACDREAM_PROBE_VIS=1 (everything) OR ACDREAM_PROBE_ENVCELL=1 ([envcells] only). Runtime-toggleable via DebugPanel. Co-Authored-By: Claude Opus 4.7 (1M context) EOF )" ``` --- ### Task 10: Build green + full test suite + visual gate **Files:** - None (verification + launch) - [ ] **Step 10.1: Final build** ```bash dotnet build src/AcDream.App/AcDream.App.csproj ``` Expected: clean build, zero errors. - [ ] **Step 10.2: Run full test suite** ```bash dotnet test ``` Expected: at minimum the pre-A8 baseline (1178 + 8) holds. New A8 tests pass (Frustum + SceneryInstance + EnvCellRenderer = ~10-15 new tests). No regressions. - [ ] **Step 10.3: Launch the client for visual verification** ```powershell $env:ACDREAM_DAT_DIR = "$env:USERPROFILE\Documents\Asheron's Call" $env:ACDREAM_LIVE = "1" $env:ACDREAM_TEST_HOST = "127.0.0.1" $env:ACDREAM_TEST_PORT = "9000" $env:ACDREAM_TEST_USER = "testaccount" $env:ACDREAM_TEST_PASS = "testpassword" $env:ACDREAM_PROBE_VIS = "1" dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 | Tee-Object -FilePath "a8-wb-port-launch.log" ``` Run in background (`run_in_background: true` on the Bash call). - [ ] **Step 10.4: Read probe data BEFORE asking user for visual verification** ```bash grep -c "\[buildings\] camBldgs=\[0x" a8-wb-port-launch.log grep "\[envcells\] cells=[1-9]" a8-wb-port-launch.log | head -5 grep "\[stencil\] op=mark verts=[1-9]" a8-wb-port-launch.log | head -5 grep "\[draworder\]" a8-wb-port-launch.log | head -20 ``` Acceptance: - `[buildings] camBldgs=[0x...]` non-empty for at least one frame while the user is inside a cottage - `[envcells] cells>=1 tris>=1 filterCnt>=1` for at least one frame inside - `[stencil] op=mark verts>0` fires per camera-building - `[draworder]` shows the full Step 1 → 2 → 3 → 4 → 5 cycle per indoor frame **If probes don't show what we expect, DO NOT ask the user for visual verification.** Investigate the gap (which probe is missing → which code path failed) before relaunching. - [ ] **Step 10.5: Ask user to verify** Provide the user with these scenarios to test: - Cottage interior (ground floor): walls solid, sky through windows - Cottage cellar: cottage floor solid above (no transparent floor) - Holtburg inn (multi-room): walls solid, no cross-room leak - Dungeon corridor: walls solid (cells without BuildingId — verify outdoor branch handles them via fallback) - Exit transition (indoor → outdoor): clean, no through-ground flicker - Entry transition (outdoor → indoor): clean - Cross-building (Step 5): stand inside inn, look through window at a cottage across the street — cottage interior visible through both windows - [ ] **Step 10.6: Ship handoff doc** Once visual is confirmed, write: - `docs/research/2026-05-28-phase-a8-wb-port-shipped-handoff.md` — what shipped, evidence, what's open (e.g., RenderOutsideIn deferred) - Update `CLAUDE.md` "Currently working toward" line + add A8 ship paragraph - Move issue #78 to closed in `docs/ISSUES.md` - [ ] **Step 10.7: Final commit** ```bash git add docs/research/2026-05-28-phase-a8-wb-port-shipped-handoff.md docs/ISSUES.md CLAUDE.md git commit -m "$(cat <<'EOF' docs(a8): Phase A8 WB RenderInsideOut port — SHIPPED Visual-verified $(date +%Y-%m-%d) at Holtburg cottages + inn. All acceptance scenarios pass. Closes #78. RenderOutsideIn (outdoor camera looking into cottage windows) deferred to a follow-up phase. Co-Authored-By: Claude Opus 4.7 (1M context) EOF )" ``` --- ## Risk register | Risk | Likelihood | Mitigation | |---|---|---| | `ObjectMeshManager.PrepareEnvCellGeomMeshDataAsync` not idempotent — re-registration causes mesh re-upload | Low | Internal dedupe by `_pendingEnvCellRequests` dict; idempotent per WB's design | | `EnvCellRenderer.PrepareRenderBatches` thread-races with `RegisterCell` during live streaming | Medium | Both lock `lb.Lock`; `_renderLock` protects snapshot swap. Same locking pattern WB uses | | Modern MDI buffer too small for large indoor scenes (e.g. inn with 40 cells) | Low | Auto-grow on overflow (mirror BaseObjectRenderManager); initial 1024 is comfortable for a Holtburg cottage | | `_meshModernShader.Use()` clobbers other state set by prior step | Low | Shader bind doesn't touch GL state our pipeline cares about (only program binding) | | Step 5 occlusion queries cause CPU stall | Low | Asynchronous read-back via `TryReadOcclusionResult` (prev-frame only); matches WB | | Frame-start stencil clear breaks something else relying on stencil persisting | Low | Nothing else in our pipeline uses stencil; verify via grep before merging Step 8.6 | | `BuildingId` not stamped on cells loaded across frames (RR7.1's bug) | Low | RR3-RR6 BFS is dat-driven (BuildingLoader.Build seeded by LandBlockInfo.Buildings); doesn't depend on cell-load timing | ## Falsifiability — what tells us we failed If after Task 10's probe check: - `[buildings] camBldgs=[]` (empty) while user reports they are inside a cottage → `BuildingId` stamping is broken. Debug at `BuildingLoader.Build` / `LandBlockInfo.Buildings` data. - `[envcells] cells=0` while `[buildings] camBldgs=[0x1]` non-empty → `EnvCellRenderer.PrepareRenderBatches` not finding any registered cells. Debug at `RegisterCell` / `FinalizeLandblock`. - `[envcells] cells=N tris=0` → `ObjectMeshManager.TryGetRenderData(cellGeomId)` returns null. Debug at the dedup-id mismatch between `RegisterCell` and the dispatcher's expected mesh key. - Probes look correct but visual still wrong → likely a GL state issue between steps. Cross-reference `[draworder]` flags against WB `VisibilityManager.cs` expected state per step. Each failure has a deterministic next step. No "speculative fix → another launch" loop. --- ## Out of scope (deferred follow-ups) - **RenderOutsideIn** — outdoor camera looking into cottage windows showing the cottage interior. WB `VisibilityManager.cs:241-358`. Same extraction patterns; lower priority because it's a polish feature, not an M1.5 blocker. - **Editor highlights / selection in EnvCellRenderer** — we deliberately dropped this from Step 5.4. Not needed for a game client. - **Per-instance reference-counting** — WB's `IncrementInstanceRefCounts` / `DecrementInstanceRefCounts` is needed for editor brush-tools (move-between-cells). We don't do that. --- ## Self-review notes - **Placeholder scan:** every step has concrete code or exact grep commands. No "TBD" / "implement later" / "add error handling here" placeholders. - **Type consistency:** `WbBoundingBox` defined once in Task 2, used in Tasks 3-8. `EnvCellLandblock` defined once in Task 3, used in Tasks 5-6. `WbRenderPass` defined in Task 1, consumed in Task 5+8. - **WB line-number citations:** every verbatim port cites the WB source path + line range. Subagents follow the cited path. - **Spec coverage:** the handoff doc's "Phase 1-5" map → my Tasks 1-5 (extract + build renderer), Task 6 (wire to streaming), Task 7 (stencil low-level), Task 8 (render-frame port), Task 9 (probes), Task 10 (verification). Every handoff requirement is covered. - **Probe coverage:** the handoff doc's four required probe families (`[envcells]/[stencil]/[draworder]/[buildings]`) are all wired in Task 9. --- ## Execution model **Recommended:** subagent-driven, two-stage review per task. Sonnet subagents per Task 1-9. Task 5 may want to be split into 5.1-5.5 separate subagents because of the size. Task 8 (render-frame port) is the riskiest — dispatch with explicit "read WB VisibilityManager.cs:73-239 byte-by-byte; do NOT improvise" instruction. After each subagent's commit, the dispatcher (this conversation) reads the diff before declaring done. If a subagent reports done but the diff is wrong, the dispatcher rejects + re-dispatches. Pre-flight before Task 10's visual gate: confirm probes fire as expected by inspecting the log offline — don't ask the user to verify until probe data correlates. **One visual launch.** Not four.