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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@@ -35,6 +35,11 @@ pub struct ViewportData {
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/// 3DFACE entity wires — separated so they are uploaded to the dedicated
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/// face3d pipeline (fill + batched edges) instead of N individual WireGpu.
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pub(super) face3d_wires: Arc<Vec<WireModel>>,
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/// Per-entity normalized draw-order depth (handle.value() → (0,1)), used
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/// by the wire / face3d pipelines as a clip-z bias. WireModels carry no
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/// depth field (84 construction sites); the bias is looked up by handle
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/// at GPU-upload time from this map instead.
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pub(super) draw_depths: Arc<std::collections::HashMap<u64, f32>>,
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pub(super) hatches: Arc<Vec<HatchModel>>,
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/// Wipeout fills — rendered in a separate pass AFTER wires.
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pub(super) wipeout_hatches: Arc<Vec<HatchModel>>,
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@@ -224,12 +229,13 @@ impl shader::Primitive for Primitive {
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}
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// Wires re-upload on every camera change because the visible
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// subset shifts under frustum culling.
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inner.upload_wires(device, &vp.wires[..]);
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inner.upload_wires(device, &vp.wires[..], &vp.draw_depths);
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inner.upload_face3d(
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device,
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&vp.face3d_wires[..],
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&vp.wires[..],
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!face3d_fill_active,
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&vp.draw_depths,
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);
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inner.cached_epoch = cur_key;
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}
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@@ -645,6 +651,7 @@ impl Scene {
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Some(ViewportData {
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wires: all_wires,
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face3d_wires: Arc::new(face3d_wires),
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draw_depths: self.draw_depth_map(),
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hatches: self.hatch_models_arc(),
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wipeout_hatches: self.wipeout_models_arc(),
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images: self.images_arc(),
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