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wgpu backend: lighting parity, MSAA, cavity shading, fix sRGB output
Closes the visible gap to BonsaiViewer down to just the post-process edge silhouette pass (still pending in task #9). Four changes bundled because together they bring up the parity story: - WGSL fragment now applies cavity = clamp(length(fwidth(n))*1.5, 0, 0.35) and multiplies by (1 - cavity). Matches GL shader. - Lighting constants switched to GL's exact values: key (0.3, 0.5, 0.8), fill (-0.3, -0.5, 0.8), sky tint (0.55, 0.60, 0.70), ground tint (0.35, 0.32, 0.28). My initial guesses were close but not identical; matching them means side-by-side diffs only flag actual pipeline differences, not lighting tweaks. - 4× MSAA: render pass writes into a MULTISAMPLE color attachment (surface_format_-matched), resolves into the surface texture for present. Depth is also 4 samples. Pipeline.multisample.count = 4. ensureMsaaColorTexture / releaseMsaaColorTexture mirror the depth- texture lifecycle. Matches GL minimal's QSurfaceFormat::setSamples(4). - sRGB output fix. wgpu-native's Vulkan swap chain on X11 treats BGRA8Unorm as sRGB-output (applies linear→sRGB encoding on shader writes), even though caps.formats[0] reports plain Unorm. The GL backend writes to a non-sRGB framebuffer with no such conversion, so a clearValue of (0.125, 0.137, 0.161) lands as bytes (32, 35, 41) on GL but (99, 104, 112) on wgpu — ~3× brighter. Pre-decoding via srgbToLinear on (a) the clearValue in C++ and (b) the final fragment colour in WGSL makes wgpu's implicit encode round-trip, so the final bytes match GL. Verified via screenshot pixel sample: #202329 background reads as exactly (32, 35, 41). Remaining visible gap to BonsaiViewer is the dark-line edge silhouettes (renderEdgePass in GL, depth laplacian → outline). That belongs with the overlay / post-process work in task #9. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -109,6 +109,8 @@ private:
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void buildModelBindGroup(WgpuModelGpuData& m);
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void ensureDepthTexture(int w, int h);
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void releaseDepthTexture();
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void ensureMsaaColorTexture(int w, int h);
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void releaseMsaaColorTexture();
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void updateFrameUniforms();
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void flushPendingSidecarQueue();
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bool computeSceneAabb(float mn[3], float mx[3]) const;
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@@ -142,12 +144,20 @@ private:
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WGPUBuffer frame_uniform_buffer_ = nullptr;
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WGPUBindGroup frame_bind_group_ = nullptr;
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// Depth attachment, recreated on surface resize.
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// Depth attachment (4× MSAA), recreated on surface resize.
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WGPUTexture depth_texture_ = nullptr;
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WGPUTextureView depth_view_ = nullptr;
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int depth_w_ = 0;
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int depth_h_ = 0;
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// 4× MSAA color target. Surface format-matched, recreated on resize.
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// The render pass writes here, then resolves into the surface texture.
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WGPUTexture msaa_color_texture_ = nullptr;
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WGPUTextureView msaa_color_view_ = nullptr;
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int msaa_w_ = 0;
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int msaa_h_ = 0;
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static constexpr uint32_t SAMPLE_COUNT = 4;
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QColor background_color_ = QColor("#202329");
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// Camera (orbit, right-handed Y-up world → wait, BIM is +Z up).
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