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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@@ -45,7 +45,10 @@ impl ImageVertex {
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct ImageParams {
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opacity: f32,
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_pad: [f32; 3],
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/// Signed draw-order depth (-1,1); applied as a clip-z bias in the shader
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/// so the raster orders against other entity types. 0.0 = neutral.
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draw_depth: f32,
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_pad: [f32; 2],
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} // 16 bytes
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// ── Per-image GPU handle ──────────────────────────────────────────────────
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@@ -118,7 +121,8 @@ impl ImageGpu {
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// ── Opacity uniform ───────────────────────────────────────────────
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let params = ImageParams {
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opacity: model.opacity.clamp(0.0, 1.0),
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_pad: [0.0; 3],
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draw_depth: model.draw_depth,
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_pad: [0.0; 2],
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};
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let _params_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("image.params"),
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