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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@@ -35,8 +35,15 @@ struct InstanceIn {
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@location(6) pattern_length: f32,
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@location(7) pat0: vec4<f32>,
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@location(8) pat1: vec4<f32>,
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@location(9) draw_depth: f32,
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}
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// Draw-order depth bias: shifts clip-space z so 2D entities of different
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// types order against each other through the shared LessEqual depth test.
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// draw_depth is signed (-1,1): front → positive → smaller z → drawn on top;
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// 0.0 = neutral (real depth). Depth32Float gives ample precision.
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const DRAW_ORDER_BIAS: f32 = 0.001;
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struct VertexOut {
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@builtin(position) clip_pos: vec4<f32>,
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@location(0) color: vec4<f32>,
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@@ -111,6 +118,7 @@ struct VertexOut {
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var out: VertexOut;
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out.clip_pos = final_clip;
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out.clip_pos.z = out.clip_pos.z - in.draw_depth * DRAW_ORDER_BIAS * out.clip_pos.w;
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out.color = in.color;
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out.distance = mix(in.distance_a, in.distance_b, which_end);
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out.pattern_length = in.pattern_length;
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