Files
OneCAD-Draft/src/shaders/face3d.wgsl
T
Hakan SevenandClaude Opus 4.8 09e7e90aae 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>
2026-05-30 21:29:01 +03:00

44 lines
1.1 KiB
WebGPU Shading Language

// Face3D shader — flat-shaded triangle fill for DXF 3DFACE entities.
//
// Vertex layout (28 bytes):
// position [f32; 3] offset 0 12 B
// color [f32; 4] offset 12 16 B
struct Uniforms {
view_proj: mat4x4<f32>,
viewport: vec2<f32>,
_pad: vec2<f32>,
};
@group(0) @binding(0)
var<uniform> u: Uniforms;
struct VertexIn {
@location(0) position: vec3<f32>,
@location(1) color: vec4<f32>,
@location(2) draw_depth: f32,
};
struct VertexOut {
@builtin(position) clip_pos: vec4<f32>,
@location(0) color: vec4<f32>,
};
// Draw-order depth bias (see wire.wgsl). Signed draw_depth; 0.0 (3D mesh
// faces) leaves real depth untouched; 2D fills / 3DFACE quads order by rank.
const DRAW_ORDER_BIAS: f32 = 0.001;
@vertex
fn vs_main(v: VertexIn) -> VertexOut {
var out: VertexOut;
out.clip_pos = u.view_proj * vec4<f32>(v.position, 1.0);
out.clip_pos.z = out.clip_pos.z - v.draw_depth * DRAW_ORDER_BIAS * out.clip_pos.w;
out.color = v.color;
return out;
}
@fragment
fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
return in.color;
}