GI: baked irradiance volumes for diffuse GI
Closes #157 item 4 — indirect diffuse. The last item in `docs/decisions/bistro-visual-fidelity.md` (phase 7).
**Design: `docs/ADR/ADR-0018-diffuse-gi-irradiance-volumes.md`.**
### Problem
The only diffuse indirect term in `scene.frag.glsl` is the distant environment:
```glsl
vec3 irradiance = evalSH(N, ubo.env_sh) * intensity;
vec3 diffuse_ibl = irradiance * albedo / PI * (1.0 - metallic);
```
`env_sh` is nine order-2 SH coefficients projected from the scene's one HDRI. **It has no notion of position.** A fragment under the Bistro's awning, a fragment inside the shop, and a fragment in open sunlight all receive the same hemisphere of sky. SSAO darkens that term but cannot colour it — no red spill from the awnings onto the stucco, no bounce from the storefront onto the pavement — and interior surfaces, which see almost no sky, get a full sky term SSAO can only attenuate.
### Why irradiance volumes
Of #157 item 4's four options, three are unavailable or a poor fit:
- **DDGI / RTXGI** needs hardware ray tracing. SDL3 GPU exposes none on any backend — the same constraint that decided ADR-0017.
- **Lightmaps** need a second UV set and an atlas. Bistro ships no lightmap UVs and the importer has no unwrapper; building one is a larger project than the GI.
- **Voxel cone tracing** is expensive and aliasing-prone, and adds a voxelization pass to a renderer that is already submission-bound at this scale (#158).
Baked irradiance volumes are the only option that reuses machinery already in the repo, and they match the static/dynamic call ADR-0017 already made for this scene.
### Design summary
- **`IrradianceVolumeComponent`** — box volume, `spacing`, `blend_distance`, `priority`, `intensity`, `AssetRef(.irradiance)`. Same field shape as `ReflectionProbeComponent` / `PostProcessVolumeComponent`, so volume resolution reuses `postprocess.resolveVolumes`' existing box/blend/priority model.
- **`.irradiance` asset, magic `TIRR`**, versioned from the first release per ADR-0012. Per probe: order-2 SH irradiance (9 RGB coefficients), mean distance and mean squared distance for a Chebyshev visibility test, and a validity flag.
- **Bake as a `TaskManager` job** (ADR-0016) with progress and cancel — *not* the per-frame trickle reflection probes use. A 16×8×16 grid is 2,048 probes × 6 faces. Extract `reflection_probes.captureFace` into a shared `subsystems/render/cube_capture.zig`; ADR-0017's bake becomes a second caller. Reuse the nine-term SH basis in `assets.computeIrradianceSh`, adding a cube-face integrator alongside the existing equirect one. Two or three iterations, each reading the previous one's irradiance, give multi-bounce.
- **Runtime: one fragment storage buffer**, not 3D textures. Chebyshev weighting and backface rejection need per-corner weights, so hardware trilinear filtering is useless and the eight corners are fetched by hand anyway — at which point a storage buffer costs one binding regardless of coefficient count, where 3D textures would cost 9 samplers plus 2 for visibility on top of the 10 the scene shader already binds. Scene lights already set the precedent at `set=2, binding=10`.
- **Blend then evaluate**: weight the eight probes' coefficient sets into one (72 madds), then call the existing `evalSH` once. Exact for a linear basis, and one evaluation instead of eight.
- The existing `ambient * occlusion * ssao` multiply stays — the volume supplies *where the light comes from*, SSAO the contact detail below the probe grid's resolution.
### Scheduling
Scheduled **after** #158's performance phases: this adds frame cost to a scene that can't afford it yet, and it should land behind one of #160's feature toggles.
### Acceptance
- [ ] A volume can be placed, sized and baked from the Inspector, with progress and cancel
- [ ] Interior surfaces are lit by the room, not by the sky — terrace and interior before/after pairs against the ORCA reference
- [ ] No visible light leak through the exterior/interior wall (the hardest case in this sample)
- [ ] Scenes with no volume render byte-identically to today
- [ ] Frame cost measured with the volume on and off (#159's harness)
issue
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