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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@@ -45,9 +45,14 @@ struct HatchInstance {
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boundary_count: u32,
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family_offset: u32,
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family_count: u32,
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_pad0: vec2<u32>,
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draw_depth: f32, // signed (-1,1) draw-order bias; 0 = neutral
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_pad0: u32,
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}
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// Draw-order depth bias (see wire.wgsl). Higher draw_depth → smaller z →
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// drawn on top, ordering this fill against other entity types.
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const DRAW_ORDER_BIAS: f32 = 0.001;
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struct LineFamily {
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cos_a: f32,
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sin_a: f32,
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@@ -122,6 +127,7 @@ fn corner_xy(c: u32, aabb: vec4<f32>) -> vec2<f32> {
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local.y + inst.world_origin.y,
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0.0);
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o.clip = u.view_proj * vec4<f32>(world, 1.0);
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o.clip.z = o.clip.z - inst.draw_depth * DRAW_ORDER_BIAS * o.clip.w;
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o.xz = local;
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o.instance_index = v.instance_index;
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return o;
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