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 <[email protected]>
This commit is contained in:
Hakan SevenandClaude Opus 4.8 committed 2026-05-30 21:29:01 +03:00
1 parent 14a981dc87
commit 09e7e90aae
19 files changed
+469 -36

No files matched your search

+130 -5
View File
@@ -3026,6 +3026,60 @@ impl OpenCADStudio {
if relative_target.is_some() || to_front_opt.is_some() {
self.push_undo_snapshot(i, "DRAWORDER");
let block_handle = self.tabs[i].scene.current_layout_block_handle_pub();
// For FRONT/BACK, anchor the new sort handle to the
// block's current effective draw-order range so the moved
// entities land strictly above/below every sibling —
// including ones not yet in the table, which sort by
// their own handle. (min_eff, max_eff) over siblings.
let fb_baseline: Option<(u64, u64)> = if to_front_opt.is_some() {
let selected_set: std::collections::HashSet<u64> =
selected.iter().map(|h| h.value()).collect();
let doc_ref = &self.tabs[i].scene.document;
let overrides: std::collections::HashMap<u64, u64> = doc_ref
.objects
.values()
.find_map(|obj| {
if let ObjectType::SortEntitiesTable(t) = obj {
if t.block_owner_handle == block_handle {
return Some(
t.entries()
.map(|e| {
(
e.entity_handle.value(),
e.sort_handle.value(),
)
})
.collect(),
);
}
}
None
})
.unwrap_or_default();
let mut max_eff = 0u64;
let mut min_eff = u64::MAX;
for e in doc_ref.entities() {
let c = e.common();
let hv = c.handle.value();
if selected_set.contains(&hv) {
continue;
}
if c.owner_handle != block_handle && !c.owner_handle.is_null() {
continue;
}
let eff = overrides.get(&hv).copied().unwrap_or(hv);
max_eff = max_eff.max(eff);
min_eff = min_eff.min(eff);
}
if min_eff == u64::MAX {
min_eff = 1;
}
Some((min_eff, max_eff))
} else {
None
};
let doc = &mut self.tabs[i].scene.document;
let table_handle = doc.objects.iter().find_map(|(h, obj)| {
if let ObjectType::SortEntitiesTable(t) = obj {
@@ -3071,6 +3125,14 @@ impl OpenCADStudio {
if let Some(ObjectType::SortEntitiesTable(table)) = doc.objects.get_mut(&th)
{
if let Some((above, target)) = relative_target {
// move_above/move_below read the target's sort
// handle from the table and no-op when it is
// absent. A reference object that was never
// reordered isn't in the table yet, so seed it
// with its own handle as the implicit sort key.
if !table.contains(target) {
table.add_entry(target, target);
}
for h in &selected {
if above {
table.move_above(*h, target);
@@ -3086,12 +3148,14 @@ impl OpenCADStudio {
target.value()
));
} else if let Some(to_front) = to_front_opt {
for h in &selected {
if to_front {
table.bring_to_front(*h);
let (min_eff, max_eff) = fb_baseline.unwrap_or((1, 0));
for (k, h) in selected.iter().enumerate() {
let sort = if to_front {
max_eff.saturating_add(1 + k as u64)
} else {
table.send_to_back(*h);
}
min_eff.saturating_sub(1 + k as u64).max(1)
};
table.add_entry(*h, acadrust::Handle::new(sort));
}
let dir = if to_front { "front" } else { "back" };
self.command_line.push_info(&format!(
@@ -3101,6 +3165,11 @@ impl OpenCADStudio {
));
}
}
// Sort order lives in SortEntitiesTable, which the
// render-side `sort_cache` rebuilds per geometry epoch.
// Bump it so the new draw order shows immediately
// instead of waiting for an unrelated geometry change.
self.tabs[i].scene.bump_geometry();
self.tabs[i].dirty = true;
} else {
self.command_line.push_info(
@@ -5494,6 +5563,62 @@ fn entity_extra_info(entity: &acadrust::EntityType) -> String {
}
}
// ── Draw Order: interactive reference-object pick ──────────────────────────
/// Moves a captured selection above or below a reference object the user
/// picks in the viewport. On pick it relaunches `DRAWORDER A|U <handle>`
/// with the captured handles reinstalled as the selection, so the existing
/// command path performs the actual reorder.
pub(crate) struct DrawOrderRefCommand {
to_move: Vec<acadrust::Handle>,
above: bool,
}
impl DrawOrderRefCommand {
pub(crate) fn new(to_move: Vec<acadrust::Handle>, above: bool) -> Self {
Self { to_move, above }
}
}
impl CadCommand for DrawOrderRefCommand {
fn name(&self) -> &'static str {
"DRAWORDER"
}
fn prompt(&self) -> String {
if self.above {
"DRAWORDER Select reference object (move selection above):".into()
} else {
"DRAWORDER Select reference object (move selection under):".into()
}
}
fn needs_entity_pick(&self) -> bool {
true
}
fn on_entity_pick(
&mut self,
handle: acadrust::Handle,
_pt: glam::Vec3,
) -> crate::command::CmdResult {
if handle.is_null() {
return crate::command::CmdResult::NeedPoint;
}
let opt = if self.above { "A" } else { "U" };
let cmd = format!("DRAWORDER {} {:x}", opt, handle.value());
crate::command::CmdResult::Relaunch(cmd, std::mem::take(&mut self.to_move))
}
fn on_point(&mut self, _pt: glam::Vec3) -> crate::command::CmdResult {
crate::command::CmdResult::NeedPoint
}
fn on_enter(&mut self) -> crate::command::CmdResult {
crate::command::CmdResult::Cancel
}
}
/// Escape a string for a CSV field (wrap in quotes if it contains comma/quote/newline).
fn csv_escape(s: &str) -> String {
if s.contains(',') || s.contains('"') || s.contains('\n') {
+6
View File
@@ -702,6 +702,12 @@ pub enum Message {
/// Extend the current selection with every entity in the active
/// layout that matches a selected entity by (type, layer).
SelectSimilar,
// ── Draw Order context menu ─────────────────────────────────────────
/// Toggle the Draw Order sub-items in the viewport context menu.
DrawOrderSubmenuToggle,
/// Begin an interactive reference-object pick to move the current
/// selection above (`true`) or below (`false`) the picked object.
DrawOrderPickRef(bool),
/// Open the Quick Select panel. Initialises filters from the current
/// selection's first entity (type + layer) when one is selected.
QSelectOpen,
+24
View File
@@ -3006,6 +3006,7 @@ impl OpenCADStudio {
if sel.right_down {
if !sel.right_dragging {
sel.context_menu = sel.last_move_pos;
sel.draworder_submenu = false;
}
sel.right_down = false;
sel.right_press_pos = None;
@@ -3379,6 +3380,29 @@ impl OpenCADStudio {
Task::none()
}
Message::DrawOrderSubmenuToggle => {
let i = self.active_tab;
let mut sel = self.tabs[i].scene.selection.borrow_mut();
sel.draworder_submenu = !sel.draworder_submenu;
Task::none()
}
Message::DrawOrderPickRef(above) => {
let i = self.active_tab;
self.tabs[i].scene.selection.borrow_mut().context_menu = None;
let to_move: Vec<_> = self.tabs[i].scene.selected.iter().cloned().collect();
if to_move.is_empty() {
self.command_line
.push_error("DRAWORDER: select entities first.");
} else {
use crate::command::CadCommand;
let cmd = super::commands::DrawOrderRefCommand::new(to_move, above);
self.command_line.push_info(&cmd.prompt());
self.tabs[i].active_cmd = Some(Box::new(cmd));
}
Task::none()
}
Message::SelectSimilar => {
let i = self.active_tab;
self.tabs[i].scene.selection.borrow_mut().context_menu = None;
+57 -3
View File
@@ -769,7 +769,10 @@ impl OpenCADStudio {
// the cursor position (canvas-relative) anchors the menu under
// the cursor instead of drifting into window-relative space.
if !tab.is_start {
let ctx_pos = tab.scene.selection.borrow().context_menu;
let (ctx_pos, draworder_open) = {
let sel = tab.scene.selection.borrow();
(sel.context_menu, sel.draworder_submenu)
};
if let Some(p) = ctx_pos {
let has_cmd = tab.active_cmd.is_some();
let has_selection = !tab.scene.selected.is_empty();
@@ -781,8 +784,13 @@ impl OpenCADStudio {
.take(3)
.cloned()
.collect();
viewport_stack = viewport_stack
.push(viewport_context_menu_overlay(p, has_cmd, has_selection, last_cmds));
viewport_stack = viewport_stack.push(viewport_context_menu_overlay(
p,
has_cmd,
has_selection,
last_cmds,
draworder_open,
));
}
}
@@ -1302,6 +1310,7 @@ fn viewport_context_menu_overlay(
has_cmd: bool,
has_selection: bool,
last_cmds: Vec<String>,
draworder_open: bool,
) -> Element<'static, Message> {
const MENU_BG: Color = Color {
r: 0.17,
@@ -1364,6 +1373,30 @@ fn viewport_context_menu_overlay(
.into()
};
// Indented variant for sub-menu rows (e.g. Draw Order children).
let subitem = |label: String, msg: Message| -> Element<'static, Message> {
button(text(label).size(12).color(TEXT_COL))
.on_press(msg)
.style(|_: &Theme, status| button::Style {
background: Some(Background::Color(match status {
button::Status::Hovered | button::Status::Pressed => ITEM_HOVER,
_ => Color::TRANSPARENT,
})),
text_color: TEXT_COL,
border: Border::default(),
shadow: iced::Shadow::default(),
snap: false,
})
.padding(iced::Padding {
top: 4.0,
right: 12.0,
bottom: 4.0,
left: 26.0,
})
.width(Fill)
.into()
};
let mut items: Vec<Element<'static, Message>> = Vec::new();
if has_cmd {
@@ -1395,6 +1428,27 @@ fn viewport_context_menu_overlay(
Message::Command("COPY".to_string()),
));
items.push(sep());
let arrow = if draworder_open { "Draw Order \u{25be}" } else { "Draw Order \u{25b8}" };
items.push(item(arrow.to_string(), Message::DrawOrderSubmenuToggle));
if draworder_open {
items.push(subitem(
"Bring to Front".to_string(),
Message::Command("DRAWORDER F".to_string()),
));
items.push(subitem(
"Send to Back".to_string(),
Message::Command("DRAWORDER B".to_string()),
));
items.push(subitem(
"Bring Above Object".to_string(),
Message::DrawOrderPickRef(true),
));
items.push(subitem(
"Send Under Object".to_string(),
Message::DrawOrderPickRef(false),
));
}
items.push(sep());
items.push(item("Select Similar".to_string(), Message::SelectSimilar));
}
items.push(item(
+3
View File
@@ -121,6 +121,7 @@ impl HatchCommand {
scale: 1.0,
world_origin: [0.0; 2],
vp_scissor: None,
draw_depth: 0.0,
}
}
}
@@ -258,6 +259,7 @@ impl GradientCommand {
scale: 1.0,
world_origin: [0.0; 2],
vp_scissor: None,
draw_depth: 0.0,
}
}
}
@@ -408,6 +410,7 @@ impl CadCommand for BoundaryCommand {
scale: 1.0,
world_origin: [0.0; 2],
vp_scissor: None,
draw_depth: 0.0,
};
return CmdResult::CommitHatch(model);
}
+4
View File
@@ -78,6 +78,10 @@ pub struct HatchModel {
/// preventing viewport-projected content from bleeding past the
/// viewport frame. Mirrors `WireModel.vp_scissor`.
pub vp_scissor: Option<[f32; 4]>,
/// Normalized draw-order depth in (0,1); higher draws on top. Fed to the
/// hatch pipeline as a small clip-z bias so this fill orders correctly
/// against other entity types. 0.0 for transient/preview hatches.
pub draw_depth: f32,
}
impl HatchModel {
+5
View File
@@ -27,6 +27,10 @@ pub struct ImageModel {
/// viewport clipping. Mirrors `WireModel.vp_scissor` /
/// `HatchModel.vp_scissor`.
pub vp_scissor: Option<[f32; 4]>,
/// Normalized draw-order depth in (0,1); higher draws on top. Fed to the
/// image pipeline as a small clip-z bias so the raster orders correctly
/// against other entity types.
pub draw_depth: f32,
}
impl ImageModel {
@@ -61,6 +65,7 @@ impl ImageModel {
opacity,
corners,
vp_scissor: None,
draw_depth: 0.0,
})
}
}
+105 -2
View File
@@ -570,6 +570,14 @@ pub struct Scene {
/// Maps block_handle → (entity_handle.value() → sort_handle.value()).
/// Replaces the O(objects) linear scan inside `wires_for_block()` with an O(1) lookup.
sort_cache: RefCell<Option<(u64, HashMap<Handle, HashMap<u64, u64>>)>>,
/// Per-entity normalized draw-order depth in (0,1), keyed by
/// entity_handle.value(). Higher = drawn on top. Built once per
/// geometry epoch by ranking every entity within its owning block by
/// effective sort key (SortEntitiesTable override or own handle), then
/// fed to the 2D pipelines as a small clip-z bias so entities of
/// *different* types order correctly against each other. 3D meshes are
/// excluded (they keep real geometric depth).
draw_depth_cache: RefCell<Option<(u64, Arc<HashMap<u64, f32>>)>>,
/// Cached hatch fill models, keyed by geometry_epoch. View culling
/// is handled at draw time via `hatch_skip_flags` in the pipeline,
/// not at build time — that lets the GPU buffer stay stable across
@@ -683,6 +691,7 @@ impl Scene {
wire_cache: RefCell::new(None),
model_tile_wire_cache: RefCell::new(HashMap::new()),
sort_cache: RefCell::new(None),
draw_depth_cache: RefCell::new(None),
hatch_cache: RefCell::new(None),
wipeout_cache: RefCell::new(None),
image_cache: RefCell::new(None),
@@ -1328,6 +1337,79 @@ impl Scene {
(*self.entity_wires_arc()).clone()
}
/// Per-entity normalized draw-order depth, keyed by entity handle value.
/// Built (and cached per geometry epoch) by ranking every entity within
/// its owning block by effective sort key (SortEntitiesTable override or
/// own handle). The result feeds the 2D pipelines as a clip-z bias so
/// entities of different types order correctly against each other.
pub(super) fn draw_depth_map(&self) -> Arc<HashMap<u64, f32>> {
{
let cache = self.draw_depth_cache.borrow();
if let Some((epoch, ref arc)) = *cache {
if epoch == self.geometry_epoch {
return Arc::clone(arc);
}
}
}
use acadrust::objects::ObjectType;
// Per-block SortEntitiesTable overrides: block -> (entity_val -> sort_val).
let mut overrides: HashMap<Handle, HashMap<u64, u64>> = HashMap::new();
for obj in self.document.objects.values() {
if let ObjectType::SortEntitiesTable(t) = obj {
if !t.is_empty() {
overrides.insert(
t.block_owner_handle,
t.entries()
.map(|e| (e.entity_handle.value(), e.sort_handle.value()))
.collect(),
);
}
}
}
let ms = self.model_space_block_handle();
// Group entities by owning block, carrying each entity's effective key.
let mut by_block: HashMap<Handle, Vec<(u64, u64)>> = HashMap::new();
for e in self.document.entities() {
let c = e.common();
// 3D meshes keep real geometric depth — exclude them from
// draw-order biasing so 3D occlusion is never flattened.
if matches!(
e,
EntityType::Solid3D(_) | EntityType::Region(_) | EntityType::Body(_)
) {
continue;
}
let block = if c.owner_handle.is_null() {
ms
} else {
c.owner_handle
};
let hv = c.handle.value();
let eff = overrides
.get(&block)
.and_then(|m| m.get(&hv))
.copied()
.unwrap_or(hv);
by_block.entry(block).or_default().push((hv, eff));
}
let mut depth_map: HashMap<u64, f32> = HashMap::new();
for (_block, mut v) in by_block {
v.sort_by_key(|(_, eff)| *eff);
let denom = (v.len() as f32) + 1.0;
for (rank, (hv, _)) in v.into_iter().enumerate() {
// Signed (-1,1): back ranks → negative, front → positive,
// mid → ~0. The shader applies `z -= draw_depth * BIAS`, so a
// default/unranked 0.0 means "no bias" (neutral) — which keeps
// 3D mesh faces and transient wires at their real depth.
let norm = (rank as f32 + 1.0) / denom; // (0,1)
depth_map.insert(hv, (norm - 0.5) * 2.0);
}
}
let arc = Arc::new(depth_map);
*self.draw_depth_cache.borrow_mut() = Some((self.geometry_epoch, Arc::clone(&arc)));
arc
}
pub(super) fn hatch_models_arc(&self) -> Arc<Vec<HatchModel>> {
{
let cache = self.hatch_cache.borrow();
@@ -1365,7 +1447,17 @@ impl Scene {
}
}
}
let arc = Arc::new(self.images.values().cloned().collect());
let depth_map = self.draw_depth_map();
let arc = Arc::new(
self.images
.iter()
.map(|(handle, model)| {
let mut m = model.clone();
m.draw_depth = depth_map.get(&handle.value()).copied().unwrap_or(0.0);
m
})
.collect(),
);
*self.image_cache.borrow_mut() = Some((self.geometry_epoch, Arc::clone(&arc)));
arc
}
@@ -1688,7 +1780,11 @@ impl Scene {
let key = Self::handle_from_wire_name(&w.name)
.map(|h| h.value())
.unwrap_or(u64::MAX);
sort_map.get(&key).copied().unwrap_or(u64::MAX / 2)
// Entities absent from the table sort by their own
// handle — the same key space the table's sort handles
// live in — so reordered and untouched entities interleave
// correctly instead of all collapsing to one constant.
sort_map.get(&key).copied().unwrap_or(key)
});
}
}
@@ -2861,6 +2957,7 @@ impl Scene {
// paper), so projecting them through a camera built for the
// wrong block lands them outside the frustum and the per-vp
// scissor / LOD culls them out — no double-rendering.
let depth_map = self.draw_depth_map();
let mut models: Vec<HatchModel> = self
.hatches
.iter()
@@ -2909,6 +3006,7 @@ impl Scene {
if self.selected.contains(&handle) {
m.color = [0.15, 0.55, 1.00, m.color[3]];
}
m.draw_depth = depth_map.get(&handle.value()).copied().unwrap_or(0.0);
m
})
.collect();
@@ -2992,6 +3090,7 @@ impl Scene {
scale: 1.0,
world_origin: [0.0; 2],
vp_scissor: None,
draw_depth: depth_map.get(&common.handle.value()).copied().unwrap_or(0.0),
});
}
}
@@ -3055,6 +3154,7 @@ impl Scene {
scale: 1.0,
world_origin: [0.0; 2],
vp_scissor: None,
draw_depth: 0.0,
});
}
}
@@ -3453,6 +3553,7 @@ impl Scene {
scale: dxf.pattern_scale as f32,
world_origin,
vp_scissor: None,
draw_depth: 0.0,
})
}
@@ -3602,6 +3703,7 @@ impl Scene {
scale: 1.0,
world_origin: [0.0; 2],
vp_scissor: None,
draw_depth: 0.0,
}
}
@@ -5655,6 +5757,7 @@ impl Scene {
scale: 1.0,
world_origin: [0.0; 2],
vp_scissor: None,
draw_depth: 0.0,
});
}
Arc::new(models)
+24
View File
@@ -29,6 +29,10 @@ use iced::wgpu::util::DeviceExt;
pub struct Face3DVertex {
pub position: [f32; 3],
pub color: [f32; 4],
/// Normalized draw-order depth in (0,1) for 2D fills / 3DFACE quads;
/// applied as a small clip-z bias in the shader. 0.0 for true 3D mesh
/// faces (PolyfaceMesh / PolygonMesh) so their real depth is preserved.
pub draw_depth: f32,
}
impl Face3DVertex {
@@ -47,6 +51,11 @@ impl Face3DVertex {
shader_location: 1,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: 28,
shader_location: 2,
format: wgpu::VertexFormat::Float32,
},
],
}
}
@@ -84,7 +93,15 @@ impl Face3DGpu {
face3d_wires: &[WireModel],
all_wires: &[WireModel],
keep_3d_mesh_fills: bool,
depth_map: &std::collections::HashMap<u64, f32>,
) -> Self {
let depth_of = |w: &WireModel| -> f32 {
w.name
.parse::<u64>()
.ok()
.and_then(|h| depth_map.get(&h).copied())
.unwrap_or(0.0)
};
let mut verts_3d: Vec<Face3DVertex> = Vec::with_capacity(face3d_wires.len() * 6);
let mut verts_2d: Vec<Face3DVertex> = Vec::new();
@@ -97,10 +114,12 @@ impl Face3DGpu {
}
let [r, g, b, a] = wire.color;
let fill_color = [r * 0.45, g * 0.45, b * 0.45, a];
let depth = depth_of(wire);
let p = &wire.key_vertices;
let v = |i: usize| Face3DVertex {
position: p[i],
color: fill_color,
draw_depth: depth,
};
verts_3d.push(v(0));
verts_3d.push(v(1));
@@ -132,18 +151,23 @@ impl Face3DGpu {
continue;
}
let fill_color = [r * 0.45, g * 0.45, b * 0.45, a];
// True 3D surface: keep real depth (no draw-order bias) so
// hidden-surface shading is preserved.
for &position in &wire.fill_tris {
verts_3d.push(Face3DVertex {
position,
color: fill_color,
draw_depth: 0.0,
});
}
} else {
let fill_color = [r, g, b, a];
let depth = depth_of(wire);
for &position in &wire.fill_tris {
verts_2d.push(Face3DVertex {
position,
color: fill_color,
draw_depth: depth,
});
}
}
+8 -3
View File
@@ -64,7 +64,10 @@ pub struct HatchInstance {
pub boundary_count: u32, // 92
pub family_offset: u32, // 96
pub family_count: u32, // 100
pub _pad0: [u32; 2], // 104 (pad to 112 = 16-byte stride)
/// Signed draw-order depth (-1,1); 0.0 = neutral. Applied as a clip-z
/// bias in the vertex shader so this fill orders against other types.
pub draw_depth: f32, // 104
pub _pad0: u32, // 108 (pad to 112 = 16-byte stride)
}
const _: () = assert!(std::mem::size_of::<HatchInstance>() == 112);
@@ -274,7 +277,8 @@ impl HatchBatchedGpu {
boundary_count,
family_offset,
family_count,
_pad0: [0; 2],
draw_depth: h.draw_depth,
_pad0: 0,
});
continue;
}
@@ -312,7 +316,8 @@ impl HatchBatchedGpu {
boundary_count,
family_offset,
family_count,
_pad0: [0; 2],
draw_depth: h.draw_depth,
_pad0: 0,
});
}
+6 -2
View File
@@ -45,7 +45,10 @@ impl ImageVertex {
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct ImageParams {
opacity: f32,
_pad: [f32; 3],
/// Signed draw-order depth (-1,1); applied as a clip-z bias in the shader
/// so the raster orders against other entity types. 0.0 = neutral.
draw_depth: f32,
_pad: [f32; 2],
} // 16 bytes
// ── Per-image GPU handle ──────────────────────────────────────────────────
@@ -118,7 +121,8 @@ impl ImageGpu {
// ── Opacity uniform ───────────────────────────────────────────────
let params = ImageParams {
opacity: model.opacity.clamp(0.0, 1.0),
_pad: [0.0; 3],
draw_depth: model.draw_depth,
_pad: [0.0; 2],
};
let _params_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("image.params"),
+24 -6
View File
@@ -646,10 +646,11 @@ impl Pipeline {
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
// binding 2: ImageParams uniform
// binding 2: ImageParams uniform (read in vertex for the
// draw-order z bias and in fragment for opacity).
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
@@ -886,15 +887,30 @@ impl Pipeline {
}
}
pub fn upload_wires(&mut self, device: &wgpu::Device, wires: &[WireModel]) {
self.gpu_wires = wires.iter().map(|w| WireGpu::new(device, w)).collect();
pub fn upload_wires(
&mut self,
device: &wgpu::Device,
wires: &[WireModel],
depth_map: &std::collections::HashMap<u64, f32>,
) {
let depth_of = |w: &WireModel| -> f32 {
w.name
.parse::<u64>()
.ok()
.and_then(|h| depth_map.get(&h).copied())
.unwrap_or(0.0)
};
self.gpu_wires = wires
.iter()
.map(|w| WireGpu::new(device, w, depth_of(w)))
.collect();
// Full-brightness copies of selected wires, drawn on top of everything
// in the selection overlay pass so they're always visible.
self.gpu_selected_wires = wires
.iter()
.filter(|w| w.selected)
.map(|w| WireGpu::new(device, w))
.map(|w| WireGpu::new(device, w, depth_of(w)))
.collect();
}
@@ -971,10 +987,11 @@ impl Pipeline {
face3d_wires: &[WireModel],
all_wires: &[WireModel],
wireframe_only: bool,
depth_map: &std::collections::HashMap<u64, f32>,
) {
// Edge buffer is always built from `face3d_wires`, so 3DFACE
// outlines stay on the screen regardless of mode.
self.gpu_face3d_edges = WireGpu::from_batch(device, face3d_wires);
self.gpu_face3d_edges = WireGpu::from_batch(device, face3d_wires, depth_map);
// Fill buffer split: 3D quads + PolyfaceMesh / PolygonMesh face
// tris go to `vertex_buffer_3d` (gated by `keep_3d_mesh_fills`);
// 2D fills (text-LOD greek, MultiLeader background) go to
@@ -996,6 +1013,7 @@ impl Pipeline {
face3d_wires,
all_wires,
keep_3d_mesh_fills,
depth_map,
));
}
}
+32 -7
View File
@@ -71,6 +71,9 @@ pub struct WireInstance {
pub pattern_length: f32,
pub pat0: [f32; 4],
pub pat1: [f32; 4],
/// Normalized draw-order depth in (0,1); applied as a small clip-z bias
/// in the shader so this wire orders against other entity types.
pub draw_depth: f32,
}
impl WireInstance {
@@ -124,6 +127,11 @@ impl WireInstance {
shader_location: 8,
format: wgpu::VertexFormat::Float32x4,
}, // pat1
wgpu::VertexAttribute {
offset: 76,
shader_location: 9,
format: wgpu::VertexFormat::Float32,
}, // draw_depth
],
}
}
@@ -158,7 +166,7 @@ fn pack_color(color: [f32; 4]) -> [u8; 4] {
]
}
fn emit_wire_instances(wire: &WireModel, color: [f32; 4]) -> Vec<WireInstance> {
fn emit_wire_instances(wire: &WireModel, color: [f32; 4], draw_depth: f32) -> Vec<WireInstance> {
let color_u8 = pack_color(color);
let pat0 = [
wire.pattern[0],
@@ -222,14 +230,27 @@ fn emit_wire_instances(wire: &WireModel, color: [f32; 4]) -> Vec<WireInstance> {
pattern_length: wire.pattern_length,
pat0,
pat1,
draw_depth,
});
}
instances
}
/// Looks up a wire's draw-order depth from the per-entity map using the
/// handle encoded in its `name`. Falls back to 0.0 (transient / preview
/// wires that carry no document handle).
fn wire_draw_depth(wire: &WireModel, depth_map: &std::collections::HashMap<u64, f32>) -> f32 {
wire
.name
.parse::<u64>()
.ok()
.and_then(|h| depth_map.get(&h).copied())
.unwrap_or(0.0)
}
impl WireGpu {
pub fn new(device: &wgpu::Device, wire: &WireModel) -> Self {
let mut g = Self::build(device, wire, wire.color);
pub fn new(device: &wgpu::Device, wire: &WireModel, draw_depth: f32) -> Self {
let mut g = Self::build(device, wire, wire.color, draw_depth);
g.vp_scissor = wire.vp_scissor;
g.is_3d_mesh_edge = !wire.fill_tris.is_empty();
g
@@ -238,7 +259,11 @@ impl WireGpu {
/// Merge multiple WireModels into GPU instance buffers, chunked to fit the
/// 256 MB GPU limit. Each wire keeps its own color and pattern — they live
/// per-instance.
pub fn from_batch(device: &wgpu::Device, wires: &[WireModel]) -> Vec<Self> {
pub fn from_batch(
device: &wgpu::Device,
wires: &[WireModel],
depth_map: &std::collections::HashMap<u64, f32>,
) -> Vec<Self> {
let total_segs: usize = wires.iter().map(|w| w.points.len().saturating_sub(1)).sum();
if total_segs == 0 {
return vec![];
@@ -251,7 +276,7 @@ impl WireGpu {
// across cores.
let instances: Vec<WireInstance> = wires
.par_iter()
.map(|wire| emit_wire_instances(wire, wire.color))
.map(|wire| emit_wire_instances(wire, wire.color, wire_draw_depth(wire, depth_map)))
.reduce(Vec::new, |mut acc, mut chunk| {
if acc.is_empty() {
chunk
@@ -286,8 +311,8 @@ impl WireGpu {
.collect()
}
fn build(device: &wgpu::Device, wire: &WireModel, color: [f32; 4]) -> Self {
let instances = emit_wire_instances(wire, color);
fn build(device: &wgpu::Device, wire: &WireModel, color: [f32; 4], draw_depth: f32) -> Self {
let instances = emit_wire_instances(wire, color, draw_depth);
let label = format!("wire.ibuf.{}", wire.name);
let instance_buffer = instance_buffer_mapped(device, &label, &instances);
+8 -1
View File
@@ -35,6 +35,11 @@ pub struct ViewportData {
/// 3DFACE entity wires — separated so they are uploaded to the dedicated
/// face3d pipeline (fill + batched edges) instead of N individual WireGpu.
pub(super) face3d_wires: Arc<Vec<WireModel>>,
/// Per-entity normalized draw-order depth (handle.value() → (0,1)), used
/// by the wire / face3d pipelines as a clip-z bias. WireModels carry no
/// depth field (84 construction sites); the bias is looked up by handle
/// at GPU-upload time from this map instead.
pub(super) draw_depths: Arc<std::collections::HashMap<u64, f32>>,
pub(super) hatches: Arc<Vec<HatchModel>>,
/// Wipeout fills — rendered in a separate pass AFTER wires.
pub(super) wipeout_hatches: Arc<Vec<HatchModel>>,
@@ -224,12 +229,13 @@ impl shader::Primitive for Primitive {
}
// Wires re-upload on every camera change because the visible
// subset shifts under frustum culling.
inner.upload_wires(device, &vp.wires[..]);
inner.upload_wires(device, &vp.wires[..], &vp.draw_depths);
inner.upload_face3d(
device,
&vp.face3d_wires[..],
&vp.wires[..],
!face3d_fill_active,
&vp.draw_depths,
);
inner.cached_epoch = cur_key;
}
@@ -645,6 +651,7 @@ impl Scene {
Some(ViewportData {
wires: all_wires,
face3d_wires: Arc::new(face3d_wires),
draw_depths: self.draw_depth_map(),
hatches: self.hatch_models_arc(),
wipeout_hatches: self.wipeout_models_arc(),
images: self.images_arc(),
+2
View File
@@ -15,6 +15,8 @@ pub struct SelectionState {
pub poly_crossing: bool,
pub poly_last_crossing: bool,
pub context_menu: Option<Point>,
/// True while the context menu's Draw Order sub-items are expanded.
pub draworder_submenu: bool,
pub last_move_pos: Option<Point>,
pub left_down: bool,
pub left_press_pos: Option<Point>,
+8 -2
View File
@@ -14,8 +14,9 @@ struct Uniforms {
var<uniform> u: Uniforms;
struct VertexIn {
@location(0) position: vec3<f32>,
@location(1) color: vec4<f32>,
@location(0) position: vec3<f32>,
@location(1) color: vec4<f32>,
@location(2) draw_depth: f32,
};
struct VertexOut {
@@ -23,10 +24,15 @@ struct VertexOut {
@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;
}
+7 -1
View File
@@ -45,9 +45,14 @@ struct HatchInstance {
boundary_count: u32,
family_offset: u32,
family_count: u32,
_pad0: vec2<u32>,
draw_depth: f32, // signed (-1,1) draw-order bias; 0 = neutral
_pad0: u32,
}
// Draw-order depth bias (see wire.wgsl). Higher draw_depth → smaller z →
// drawn on top, ordering this fill against other entity types.
const DRAW_ORDER_BIAS: f32 = 0.001;
struct LineFamily {
cos_a: f32,
sin_a: f32,
@@ -122,6 +127,7 @@ fn corner_xy(c: u32, aabb: vec4<f32>) -> vec2<f32> {
local.y + inst.world_origin.y,
0.0);
o.clip = u.view_proj * vec4<f32>(world, 1.0);
o.clip.z = o.clip.z - inst.draw_depth * DRAW_ORDER_BIAS * o.clip.w;
o.xz = local;
o.instance_index = v.instance_index;
return o;
+8 -4
View File
@@ -19,13 +19,16 @@ struct Uniforms {
// Per-image params (fade, clip flag, etc.)
struct ImageParams {
opacity: f32,
_pad0: f32,
_pad1: f32,
_pad2: f32,
opacity: f32,
draw_depth: f32, // signed (-1,1) draw-order bias; 0 = neutral
_pad1: f32,
_pad2: f32,
};
@group(1) @binding(2) var<uniform> img_params: ImageParams;
// Draw-order depth bias (see wire.wgsl).
const DRAW_ORDER_BIAS: f32 = 0.001;
// ── Vertex stage ──────────────────────────────────────────────────────────────
struct VertIn {
@location(0) pos: vec3<f32>,
@@ -41,6 +44,7 @@ struct VertOut {
fn vs_main(in: VertIn) -> VertOut {
var out: VertOut;
out.clip_pos = u.mvp * vec4<f32>(in.pos, 1.0);
out.clip_pos.z = out.clip_pos.z - img_params.draw_depth * DRAW_ORDER_BIAS * out.clip_pos.w;
out.uv = in.uv;
return out;
}
+8
View File
@@ -35,8 +35,15 @@ struct InstanceIn {
@location(6) pattern_length: f32,
@location(7) pat0: vec4<f32>,
@location(8) pat1: vec4<f32>,
@location(9) draw_depth: f32,
}
// Draw-order depth bias: shifts clip-space z so 2D entities of different
// types order against each other through the shared LessEqual depth test.
// draw_depth is signed (-1,1): front → positive → smaller z → drawn on top;
// 0.0 = neutral (real depth). Depth32Float gives ample precision.
const DRAW_ORDER_BIAS: f32 = 0.001;
struct VertexOut {
@builtin(position) clip_pos: vec4<f32>,
@location(0) color: vec4<f32>,
@@ -111,6 +118,7 @@ struct VertexOut {
var out: VertexOut;
out.clip_pos = final_clip;
out.clip_pos.z = out.clip_pos.z - in.draw_depth * DRAW_ORDER_BIAS * out.clip_pos.w;
out.color = in.color;
out.distance = mix(in.distance_a, in.distance_b, which_end);
out.pattern_length = in.pattern_length;