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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@@ -64,7 +64,10 @@ pub struct HatchInstance {
pub boundary_count: u32, // 92
pub family_offset: u32, // 96
pub family_count: u32, // 100
pub _pad0: [u32; 2], // 104 (pad to 112 = 16-byte stride)
/// Signed draw-order depth (-1,1); 0.0 = neutral. Applied as a clip-z
/// bias in the vertex shader so this fill orders against other types.
pub draw_depth: f32, // 104
pub _pad0: u32, // 108 (pad to 112 = 16-byte stride)
}
const _: () = assert!(std::mem::size_of::<HatchInstance>() == 112);
@@ -274,7 +277,8 @@ impl HatchBatchedGpu {
boundary_count,
family_offset,
family_count,
_pad0: [0; 2],
draw_depth: h.draw_depth,
_pad0: 0,
});
continue;
}
@@ -312,7 +316,8 @@ impl HatchBatchedGpu {
boundary_count,
family_offset,
family_count,
_pad0: [0; 2],
draw_depth: h.draw_depth,
_pad0: 0,
});
}