feat(draworder): cross-type draw order + context menu

DRAWORDER now affects rendering immediately (bump geometry epoch so the
sort cache rebuilds) and front/back anchor to the block's full effective
sort range instead of only existing table entries, so bring-to-front
actually lands on top. The render fallback sorts table-absent entities by
their own handle.

Draw order now applies across entity types, not just within a type. A
per-entity draw-order rank (SortEntitiesTable override or own handle,
ranked per block) is encoded as a small signed clip-z bias in the wire,
hatch, image, and 3DFACE pipelines. The shared LessEqual depth buffer then
orders fills, lines, rasters and 2D solids against each other regardless of
pass order — without touching model coordinates. 3D meshes keep real
geometric depth; wipeouts stay always-on-top.

Adds a Draw Order submenu to the viewport context menu (Bring to Front,
Send to Back, Bring Above/Send Under Object). The above/under items run an
interactive reference-object pick, then reorder the captured selection.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Hakan SevenandClaude Opus 4.8 committed 2026-05-30 21:29:01 +03:00
1 parent 14a981dc87
commit 09e7e90aae
19 files changed
+469 -36

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@@ -29,6 +29,10 @@ use iced::wgpu::util::DeviceExt;
pub struct Face3DVertex {
pub position: [f32; 3],
pub color: [f32; 4],
/// Normalized draw-order depth in (0,1) for 2D fills / 3DFACE quads;
/// applied as a small clip-z bias in the shader. 0.0 for true 3D mesh
/// faces (PolyfaceMesh / PolygonMesh) so their real depth is preserved.
pub draw_depth: f32,
}
impl Face3DVertex {
@@ -47,6 +51,11 @@ impl Face3DVertex {
shader_location: 1,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: 28,
shader_location: 2,
format: wgpu::VertexFormat::Float32,
},
],
}
}
@@ -84,7 +93,15 @@ impl Face3DGpu {
face3d_wires: &[WireModel],
all_wires: &[WireModel],
keep_3d_mesh_fills: bool,
depth_map: &std::collections::HashMap<u64, f32>,
) -> Self {
let depth_of = |w: &WireModel| -> f32 {
w.name
.parse::<u64>()
.ok()
.and_then(|h| depth_map.get(&h).copied())
.unwrap_or(0.0)
};
let mut verts_3d: Vec<Face3DVertex> = Vec::with_capacity(face3d_wires.len() * 6);
let mut verts_2d: Vec<Face3DVertex> = Vec::new();
@@ -97,10 +114,12 @@ impl Face3DGpu {
}
let [r, g, b, a] = wire.color;
let fill_color = [r * 0.45, g * 0.45, b * 0.45, a];
let depth = depth_of(wire);
let p = &wire.key_vertices;
let v = |i: usize| Face3DVertex {
position: p[i],
color: fill_color,
draw_depth: depth,
};
verts_3d.push(v(0));
verts_3d.push(v(1));
@@ -132,18 +151,23 @@ impl Face3DGpu {
continue;
}
let fill_color = [r * 0.45, g * 0.45, b * 0.45, a];
// True 3D surface: keep real depth (no draw-order bias) so
// hidden-surface shading is preserved.
for &position in &wire.fill_tris {
verts_3d.push(Face3DVertex {
position,
color: fill_color,
draw_depth: 0.0,
});
}
} else {
let fill_color = [r, g, b, a];
let depth = depth_of(wire);
for &position in &wire.fill_tris {
verts_2d.push(Face3DVertex {
position,
color: fill_color,
draw_depth: depth,
});
}
}