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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@@ -71,6 +71,9 @@ pub struct WireInstance {
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pub pattern_length: f32,
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pub pat0: [f32; 4],
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pub pat1: [f32; 4],
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/// Normalized draw-order depth in (0,1); applied as a small clip-z bias
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/// in the shader so this wire orders against other entity types.
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pub draw_depth: f32,
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}
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impl WireInstance {
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@@ -124,6 +127,11 @@ impl WireInstance {
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shader_location: 8,
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format: wgpu::VertexFormat::Float32x4,
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}, // pat1
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wgpu::VertexAttribute {
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offset: 76,
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shader_location: 9,
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format: wgpu::VertexFormat::Float32,
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}, // draw_depth
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],
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}
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}
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@@ -158,7 +166,7 @@ fn pack_color(color: [f32; 4]) -> [u8; 4] {
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]
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}
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fn emit_wire_instances(wire: &WireModel, color: [f32; 4]) -> Vec<WireInstance> {
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fn emit_wire_instances(wire: &WireModel, color: [f32; 4], draw_depth: f32) -> Vec<WireInstance> {
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let color_u8 = pack_color(color);
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let pat0 = [
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wire.pattern[0],
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@@ -222,14 +230,27 @@ fn emit_wire_instances(wire: &WireModel, color: [f32; 4]) -> Vec<WireInstance> {
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pattern_length: wire.pattern_length,
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pat0,
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pat1,
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draw_depth,
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});
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}
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instances
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}
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/// Looks up a wire's draw-order depth from the per-entity map using the
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/// handle encoded in its `name`. Falls back to 0.0 (transient / preview
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/// wires that carry no document handle).
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fn wire_draw_depth(wire: &WireModel, depth_map: &std::collections::HashMap<u64, f32>) -> f32 {
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wire
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.name
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.parse::<u64>()
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.ok()
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.and_then(|h| depth_map.get(&h).copied())
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.unwrap_or(0.0)
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}
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impl WireGpu {
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pub fn new(device: &wgpu::Device, wire: &WireModel) -> Self {
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let mut g = Self::build(device, wire, wire.color);
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pub fn new(device: &wgpu::Device, wire: &WireModel, draw_depth: f32) -> Self {
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let mut g = Self::build(device, wire, wire.color, draw_depth);
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g.vp_scissor = wire.vp_scissor;
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g.is_3d_mesh_edge = !wire.fill_tris.is_empty();
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g
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@@ -238,7 +259,11 @@ impl WireGpu {
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/// Merge multiple WireModels into GPU instance buffers, chunked to fit the
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/// 256 MB GPU limit. Each wire keeps its own color and pattern — they live
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/// per-instance.
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pub fn from_batch(device: &wgpu::Device, wires: &[WireModel]) -> Vec<Self> {
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pub fn from_batch(
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device: &wgpu::Device,
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wires: &[WireModel],
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depth_map: &std::collections::HashMap<u64, f32>,
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) -> Vec<Self> {
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let total_segs: usize = wires.iter().map(|w| w.points.len().saturating_sub(1)).sum();
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if total_segs == 0 {
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return vec![];
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@@ -251,7 +276,7 @@ impl WireGpu {
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// across cores.
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let instances: Vec<WireInstance> = wires
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.par_iter()
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.map(|wire| emit_wire_instances(wire, wire.color))
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.map(|wire| emit_wire_instances(wire, wire.color, wire_draw_depth(wire, depth_map)))
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.reduce(Vec::new, |mut acc, mut chunk| {
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if acc.is_empty() {
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chunk
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@@ -286,8 +311,8 @@ impl WireGpu {
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.collect()
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}
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fn build(device: &wgpu::Device, wire: &WireModel, color: [f32; 4]) -> Self {
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let instances = emit_wire_instances(wire, color);
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fn build(device: &wgpu::Device, wire: &WireModel, color: [f32; 4], draw_depth: f32) -> Self {
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let instances = emit_wire_instances(wire, color, draw_depth);
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let label = format!("wire.ibuf.{}", wire.name);
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let instance_buffer = instance_buffer_mapped(device, &label, &instances);
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