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OneCAD-Draft/tests/block_text_draw_depth.rs
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Rust

// Regression: text INSIDE a block must reach the GPU at neutral vertex depth
// with its composed child rank carried in `WireModel::depth_override`, so the
// upload resolves it against the insert's scene-graph entry
// (depths[insert] + override * half) — the same composition the wipeout/hatch
// fills get. Baking the raw per-block rank into the vertices instead sinks
// text with a negative rank below its own block's wipes (the "G-3" mark
// labels of BS33-11) and catapults text with a positive rank above later
// draw-order geometry.
//
// The scene mirrors the real-world shape of the bug: a block whose children
// are [wipeout, line, text], inserted into a drawing big enough that the
// insert's child band is as fine-grained as a real one.
use codec::entities::{Insert, Text, Wipeout};
use codec::tables::BlockRecord;
use codec::types::Vector3;
use codec::EntityType;
use OpenCADStudio::scene::cache::block_cache::{expand_insert, BlockCache};
use OpenCADStudio::scene::view::render::InheritStyle;
use OpenCADStudio::scene::Scene;
use OpenCADStudio::scene::WireModel;
const DRAW_ORDER_BIAS: f32 = 0.001;
const DEPTH_QUANTA: f32 = 16_777_216.0; // 2^24 (Depth24Plus)
#[test]
fn block_text_depth_composes_through_the_instance_path() {
let mut scene = Scene::new();
let br_h = codec::Handle::new(scene.document.next_handle());
let mut br = BlockRecord::new("MARK");
br.handle = br_h;
scene.document.block_records.add(br).unwrap();
// Child 0: the wipeout the text is drawn after (the text must win).
let mut wipe = Wipeout::new();
wipe.insertion_point = Vector3::new(-10.0, -10.0, 0.0);
wipe.u_vector = Vector3::new(20.0, 0.0, 0.0);
wipe.v_vector = Vector3::new(0.0, 20.0, 0.0);
let mut wipe_e = EntityType::Wipeout(wipe);
wipe_e.common_mut().owner_handle = br_h;
let wipe_handle = scene.document.add_entity(wipe_e).unwrap();
// Child 1: a spacer so the text sits two sibling steps above the wipe,
// the same gap as the real BS33-11 mark blocks.
let mut spacer = codec::entities::Line::default();
spacer.start = Vector3::new(-10.0, -10.0, 0.0);
spacer.end = Vector3::new(10.0, 10.0, 0.0);
let mut spacer_e = EntityType::Line(spacer);
spacer_e.common_mut().owner_handle = br_h;
let _ = scene.document.add_entity(spacer_e).unwrap();
// Child 2: the text.
let mut txt = Text::new();
txt.value = "G-3".to_string();
txt.height = 2.5;
txt.insertion_point = Vector3::new(0.0, 0.0, 0.0);
let mut txt_e = EntityType::Text(txt);
txt_e.common_mut().owner_handle = br_h;
let text_handle = scene.document.add_entity(txt_e).unwrap();
// A large model space, so the insert's child band compresses to the
// fine granularity real drawings have (~600 top-level entities puts the
// per-sibling spacing at a handful of 24-bit quanta, where an oversized
// wipeout depth bias would swallow it).
for i in 0..600 {
let mut line = codec::entities::Line::default();
line.start = Vector3::new(f64::from(i) * 10.0 - 3000.0, -50.0, 0.0);
line.end = Vector3::new(f64::from(i) * 10.0 - 3000.0, 50.0, 0.0);
let _ = scene.document.add_entity(EntityType::Line(line));
}
let ins = Insert::new("MARK", Vector3::new(0.0, 0.0, 0.0));
let ins_handle = scene.add_entity(EntityType::Insert(ins));
let depths = scene.draw_depth_map();
let [ins_d, ins_half] = depths
.get(&ins_handle.value())
.copied()
.expect("insert must be ranked");
let text_label = depths
.get(&text_handle.value())
.expect("block children must be ranked")[0];
let wipe_label = depths.get(&wipe_handle.value()).expect("wipe ranked")[0];
assert!(
text_label > wipe_label,
"precondition: the drawing orders the text after the wipeout"
);
let cache = BlockCache::build(
&scene.document,
1.0,
None,
true,
[0.0, 0.0, 0.0, 1.0],
None,
&depths,
);
let wires = expand_insert(
&scene.document,
&cache,
&Insert::new("MARK", Vector3::new(0.0, 0.0, 0.0)),
ins_handle,
[1.0, 1.0, 1.0, 1.0],
0,
0.0,
[0.0; 8],
1.0,
InheritStyle {
color: [1.0, 1.0, 1.0, 1.0],
pat_len: 0.0,
pat: [0.0; 8],
lw_px: 1.0,
},
0,
false,
false,
1.0,
None,
None,
false,
[0.0, 0.0, 0.0, 1.0],
1.0,
OpenCADStudio::scene::BlockScalePolicy::FromInsert,
false,
)
.expect("block defn cached");
let text_wires: Vec<&WireModel> = wires.iter().filter(|w| !w.text_verts.is_empty()).collect();
assert!(
!text_wires.is_empty(),
"block TEXT must tessellate into glyph quads"
);
// The wire is named after its insert (decimal handle), and the upload
// resolves that name against the depth map: this is the composition the
// GPU finally sees.
for w in &text_wires {
assert!(
w.text_verts.iter().all(|v| v.draw_depth == 0.0),
"glyph vertices must stay at neutral depth; the instance path owns it"
);
assert_eq!(
w.depth_override,
Some(text_label),
"the wire must carry the text's child rank as its depth override"
);
let resolved = w
.name
.parse::<u64>()
.ok()
.and_then(|h| depths.get(&h).copied());
let instance = match (resolved, w.depth_override) {
(Some([d, half]), Some(local)) => d + local * half,
(Some([d, _]), None) => d,
_ => 0.0,
};
assert_eq!(
instance,
ins_d + text_label * ins_half,
"instance depth must compose to depths[insert] + label * half"
);
// The wipeout mask, composed the same way the scene graph does it.
let mask = ins_d + wipe_label * ins_half;
let margin_quanta = (instance - mask) * DRAW_ORDER_BIAS * DEPTH_QUANTA;
let bias = OpenCADStudio::scene::pipeline::WIPEOUT_DEPTH_BIAS_QUANTA as f32;
assert!(
margin_quanta > bias + 2.0,
"text drawn after its block's wipeout must clear it by more than \
the wipeout depth bias plus headroom, got {margin_quanta} quanta"
);
}
}