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