feat(render): Phase A8 Wave 1 — WB scaffolding extraction + stencil low-level method
Five tasks shipped together (interdependent at build time):
Task 1: WbRenderPass enum — verbatim port of WB RenderPass.cs:1-22
Task 2: WbFrustum + WbBoundingBox + FrustumTestResult — verbatim port
of WB Frustum.cs (98 LOC) with namespace + BoundingBox-type adaptations.
+7 unit tests.
Task 3: EnvCellSceneryInstance + EnvCellLandblock — verbatim port of WB
SceneryInstance.cs:1-161, renamed scope-narrow. Dropped editor-only
fields (DisqualificationReason, ParticleEmitters, IsQueuedForUpload,
InstanceBufferOffset, InstanceCount, MdiCommands, IsTransformOnlyUpdate)
+ InstanceId narrowed uint (we don't use ObjectId's editor methods).
+5 unit tests.
Task 4: EnvCellVisibilitySnapshot — direct port of WB VisibilitySnapshot
narrowed to BatchedByCell + VisibleLandblocks only.
Task 7: IndoorCellStencilPipeline.RenderBuildingStencilMask — new
low-level WB-faithful entry mirroring PortalRenderManager:471-484.
No surrounding GL state setup (caller's responsibility). Probe fields
LastStencilVertexCount / LastStencilWasFarPunch / LastStencilBuildingId
for the [stencil] probe emitter in Task 9.
Build green, 18 tests pass (7 new Frustum + 5 new SceneryInstance + 6
existing stencil pipeline). Ready for Wave 2 (EnvCellRenderer port).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>