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ifcviewer: move edge silhouette subsystem into ViewportCore (#84-s)
buildEdgePipeline, encodeEdgePass, releaseEdgeResources + the EDGE_WGSL shader source all move to ViewportCore. The edge_bind_group_ + the edges_enabled_ flag come along too (the latter aliased on VW so the edge-toggle keybind keeps compiling). The pass binds the now-core-side depth_view_ directly, so there's no remaining cross-side state dependency for edge rendering. render() still calls core_.encodeEdgePass(enc, surface_view) — once render() itself moves, the call collapses to a sibling method invocation.
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@@ -670,8 +670,8 @@ private:
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WGPUBindGroupLayout& edge_bgl_;
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WGPUPipelineLayout& edge_pipeline_layout_;
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WGPURenderPipeline& edge_pipeline_;
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WGPUBindGroup edge_bind_group_ = nullptr;
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bool edges_enabled_ = true;
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WGPUBindGroup& edge_bind_group_;
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bool& edges_enabled_;
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// Pivot visibility state — the gizmo itself lives in overlays_.
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// The timer auto-hides the pivot after a wheel-zoom afterglow.
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