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

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@@ -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);
}