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 <[email protected]>
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@@ -78,6 +78,10 @@ pub struct HatchModel {
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/// preventing viewport-projected content from bleeding past the
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/// viewport frame. Mirrors `WireModel.vp_scissor`.
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pub vp_scissor: Option<[f32; 4]>,
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/// Normalized draw-order depth in (0,1); higher draws on top. Fed to the
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/// hatch pipeline as a small clip-z bias so this fill orders correctly
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/// against other entity types. 0.0 for transient/preview hatches.
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pub draw_depth: f32,
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}
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impl HatchModel {
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@@ -27,6 +27,10 @@ pub struct ImageModel {
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/// viewport clipping. Mirrors `WireModel.vp_scissor` /
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/// `HatchModel.vp_scissor`.
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pub vp_scissor: Option<[f32; 4]>,
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/// Normalized draw-order depth in (0,1); higher draws on top. Fed to the
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/// image pipeline as a small clip-z bias so the raster orders correctly
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/// against other entity types.
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pub draw_depth: f32,
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}
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impl ImageModel {
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@@ -61,6 +65,7 @@ impl ImageModel {
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opacity,
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corners,
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vp_scissor: None,
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draw_depth: 0.0,
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})
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}
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}
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+105
-2
@@ -570,6 +570,14 @@ pub struct Scene {
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/// Maps block_handle → (entity_handle.value() → sort_handle.value()).
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/// Replaces the O(objects) linear scan inside `wires_for_block()` with an O(1) lookup.
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sort_cache: RefCell<Option<(u64, HashMap<Handle, HashMap<u64, u64>>)>>,
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/// Per-entity normalized draw-order depth in (0,1), keyed by
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/// entity_handle.value(). Higher = drawn on top. Built once per
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/// geometry epoch by ranking every entity within its owning block by
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/// effective sort key (SortEntitiesTable override or own handle), then
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/// fed to the 2D pipelines as a small clip-z bias so entities of
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/// *different* types order correctly against each other. 3D meshes are
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/// excluded (they keep real geometric depth).
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draw_depth_cache: RefCell<Option<(u64, Arc<HashMap<u64, f32>>)>>,
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/// Cached hatch fill models, keyed by geometry_epoch. View culling
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/// is handled at draw time via `hatch_skip_flags` in the pipeline,
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/// not at build time — that lets the GPU buffer stay stable across
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@@ -683,6 +691,7 @@ impl Scene {
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wire_cache: RefCell::new(None),
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model_tile_wire_cache: RefCell::new(HashMap::new()),
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sort_cache: RefCell::new(None),
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draw_depth_cache: RefCell::new(None),
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hatch_cache: RefCell::new(None),
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wipeout_cache: RefCell::new(None),
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image_cache: RefCell::new(None),
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@@ -1328,6 +1337,79 @@ impl Scene {
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(*self.entity_wires_arc()).clone()
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}
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/// Per-entity normalized draw-order depth, keyed by entity handle value.
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/// Built (and cached per geometry epoch) by ranking every entity within
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/// its owning block by effective sort key (SortEntitiesTable override or
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/// own handle). The result feeds the 2D pipelines as a clip-z bias so
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/// entities of different types order correctly against each other.
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pub(super) fn draw_depth_map(&self) -> Arc<HashMap<u64, f32>> {
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{
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let cache = self.draw_depth_cache.borrow();
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if let Some((epoch, ref arc)) = *cache {
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if epoch == self.geometry_epoch {
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return Arc::clone(arc);
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}
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}
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}
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use acadrust::objects::ObjectType;
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// Per-block SortEntitiesTable overrides: block -> (entity_val -> sort_val).
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let mut overrides: HashMap<Handle, HashMap<u64, u64>> = HashMap::new();
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for obj in self.document.objects.values() {
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if let ObjectType::SortEntitiesTable(t) = obj {
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if !t.is_empty() {
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overrides.insert(
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t.block_owner_handle,
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t.entries()
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.map(|e| (e.entity_handle.value(), e.sort_handle.value()))
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.collect(),
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);
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}
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}
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}
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let ms = self.model_space_block_handle();
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// Group entities by owning block, carrying each entity's effective key.
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let mut by_block: HashMap<Handle, Vec<(u64, u64)>> = HashMap::new();
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for e in self.document.entities() {
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let c = e.common();
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// 3D meshes keep real geometric depth — exclude them from
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// draw-order biasing so 3D occlusion is never flattened.
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if matches!(
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e,
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EntityType::Solid3D(_) | EntityType::Region(_) | EntityType::Body(_)
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) {
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continue;
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}
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let block = if c.owner_handle.is_null() {
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ms
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} else {
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c.owner_handle
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};
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let hv = c.handle.value();
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let eff = overrides
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.get(&block)
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.and_then(|m| m.get(&hv))
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.copied()
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.unwrap_or(hv);
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by_block.entry(block).or_default().push((hv, eff));
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}
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let mut depth_map: HashMap<u64, f32> = HashMap::new();
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for (_block, mut v) in by_block {
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v.sort_by_key(|(_, eff)| *eff);
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let denom = (v.len() as f32) + 1.0;
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for (rank, (hv, _)) in v.into_iter().enumerate() {
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// Signed (-1,1): back ranks → negative, front → positive,
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// mid → ~0. The shader applies `z -= draw_depth * BIAS`, so a
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// default/unranked 0.0 means "no bias" (neutral) — which keeps
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// 3D mesh faces and transient wires at their real depth.
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let norm = (rank as f32 + 1.0) / denom; // (0,1)
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depth_map.insert(hv, (norm - 0.5) * 2.0);
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}
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}
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let arc = Arc::new(depth_map);
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*self.draw_depth_cache.borrow_mut() = Some((self.geometry_epoch, Arc::clone(&arc)));
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arc
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}
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pub(super) fn hatch_models_arc(&self) -> Arc<Vec<HatchModel>> {
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{
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let cache = self.hatch_cache.borrow();
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@@ -1365,7 +1447,17 @@ impl Scene {
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}
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}
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}
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let arc = Arc::new(self.images.values().cloned().collect());
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let depth_map = self.draw_depth_map();
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let arc = Arc::new(
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self.images
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.iter()
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.map(|(handle, model)| {
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let mut m = model.clone();
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m.draw_depth = depth_map.get(&handle.value()).copied().unwrap_or(0.0);
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m
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})
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.collect(),
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);
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*self.image_cache.borrow_mut() = Some((self.geometry_epoch, Arc::clone(&arc)));
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arc
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}
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@@ -1688,7 +1780,11 @@ impl Scene {
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let key = Self::handle_from_wire_name(&w.name)
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.map(|h| h.value())
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.unwrap_or(u64::MAX);
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sort_map.get(&key).copied().unwrap_or(u64::MAX / 2)
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// Entities absent from the table sort by their own
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// handle — the same key space the table's sort handles
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// live in — so reordered and untouched entities interleave
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// correctly instead of all collapsing to one constant.
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sort_map.get(&key).copied().unwrap_or(key)
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});
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}
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}
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@@ -2861,6 +2957,7 @@ impl Scene {
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// paper), so projecting them through a camera built for the
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// wrong block lands them outside the frustum and the per-vp
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// scissor / LOD culls them out — no double-rendering.
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let depth_map = self.draw_depth_map();
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let mut models: Vec<HatchModel> = self
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.hatches
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.iter()
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@@ -2909,6 +3006,7 @@ impl Scene {
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if self.selected.contains(&handle) {
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m.color = [0.15, 0.55, 1.00, m.color[3]];
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}
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m.draw_depth = depth_map.get(&handle.value()).copied().unwrap_or(0.0);
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m
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})
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.collect();
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@@ -2992,6 +3090,7 @@ impl Scene {
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scale: 1.0,
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world_origin: [0.0; 2],
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vp_scissor: None,
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draw_depth: depth_map.get(&common.handle.value()).copied().unwrap_or(0.0),
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});
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}
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}
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@@ -3055,6 +3154,7 @@ impl Scene {
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scale: 1.0,
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world_origin: [0.0; 2],
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vp_scissor: None,
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draw_depth: 0.0,
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});
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}
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}
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@@ -3453,6 +3553,7 @@ impl Scene {
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scale: dxf.pattern_scale as f32,
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world_origin,
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vp_scissor: None,
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draw_depth: 0.0,
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})
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}
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@@ -3602,6 +3703,7 @@ impl Scene {
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scale: 1.0,
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world_origin: [0.0; 2],
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vp_scissor: None,
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draw_depth: 0.0,
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}
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}
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@@ -5655,6 +5757,7 @@ impl Scene {
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scale: 1.0,
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world_origin: [0.0; 2],
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vp_scissor: None,
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draw_depth: 0.0,
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});
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}
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Arc::new(models)
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@@ -29,6 +29,10 @@ use iced::wgpu::util::DeviceExt;
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pub struct Face3DVertex {
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pub position: [f32; 3],
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pub color: [f32; 4],
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/// Normalized draw-order depth in (0,1) for 2D fills / 3DFACE quads;
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/// applied as a small clip-z bias in the shader. 0.0 for true 3D mesh
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/// faces (PolyfaceMesh / PolygonMesh) so their real depth is preserved.
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pub draw_depth: f32,
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}
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impl Face3DVertex {
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@@ -47,6 +51,11 @@ impl Face3DVertex {
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x4,
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},
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wgpu::VertexAttribute {
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offset: 28,
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shader_location: 2,
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format: wgpu::VertexFormat::Float32,
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},
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],
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}
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}
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@@ -84,7 +93,15 @@ impl Face3DGpu {
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face3d_wires: &[WireModel],
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all_wires: &[WireModel],
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keep_3d_mesh_fills: bool,
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depth_map: &std::collections::HashMap<u64, f32>,
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) -> Self {
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let depth_of = |w: &WireModel| -> f32 {
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w.name
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.parse::<u64>()
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.ok()
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.and_then(|h| depth_map.get(&h).copied())
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.unwrap_or(0.0)
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};
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let mut verts_3d: Vec<Face3DVertex> = Vec::with_capacity(face3d_wires.len() * 6);
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let mut verts_2d: Vec<Face3DVertex> = Vec::new();
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@@ -97,10 +114,12 @@ impl Face3DGpu {
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}
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let [r, g, b, a] = wire.color;
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let fill_color = [r * 0.45, g * 0.45, b * 0.45, a];
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let depth = depth_of(wire);
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let p = &wire.key_vertices;
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let v = |i: usize| Face3DVertex {
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position: p[i],
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color: fill_color,
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draw_depth: depth,
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};
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verts_3d.push(v(0));
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verts_3d.push(v(1));
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@@ -132,18 +151,23 @@ impl Face3DGpu {
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continue;
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}
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let fill_color = [r * 0.45, g * 0.45, b * 0.45, a];
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// True 3D surface: keep real depth (no draw-order bias) so
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// hidden-surface shading is preserved.
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for &position in &wire.fill_tris {
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verts_3d.push(Face3DVertex {
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position,
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color: fill_color,
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draw_depth: 0.0,
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});
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}
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} else {
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let fill_color = [r, g, b, a];
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let depth = depth_of(wire);
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for &position in &wire.fill_tris {
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verts_2d.push(Face3DVertex {
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position,
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color: fill_color,
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draw_depth: depth,
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});
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}
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}
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@@ -64,7 +64,10 @@ pub struct HatchInstance {
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pub boundary_count: u32, // 92
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pub family_offset: u32, // 96
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pub family_count: u32, // 100
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pub _pad0: [u32; 2], // 104 (pad to 112 = 16-byte stride)
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/// Signed draw-order depth (-1,1); 0.0 = neutral. Applied as a clip-z
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/// bias in the vertex shader so this fill orders against other types.
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pub draw_depth: f32, // 104
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pub _pad0: u32, // 108 (pad to 112 = 16-byte stride)
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}
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const _: () = assert!(std::mem::size_of::<HatchInstance>() == 112);
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@@ -274,7 +277,8 @@ impl HatchBatchedGpu {
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boundary_count,
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family_offset,
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family_count,
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_pad0: [0; 2],
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draw_depth: h.draw_depth,
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_pad0: 0,
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});
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continue;
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}
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@@ -312,7 +316,8 @@ impl HatchBatchedGpu {
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boundary_count,
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family_offset,
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family_count,
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_pad0: [0; 2],
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draw_depth: h.draw_depth,
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_pad0: 0,
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});
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}
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@@ -45,7 +45,10 @@ impl ImageVertex {
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct ImageParams {
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opacity: f32,
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_pad: [f32; 3],
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/// Signed draw-order depth (-1,1); applied as a clip-z bias in the shader
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/// so the raster orders against other entity types. 0.0 = neutral.
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draw_depth: f32,
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_pad: [f32; 2],
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} // 16 bytes
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// ── Per-image GPU handle ──────────────────────────────────────────────────
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@@ -118,7 +121,8 @@ impl ImageGpu {
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// ── Opacity uniform ───────────────────────────────────────────────
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let params = ImageParams {
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opacity: model.opacity.clamp(0.0, 1.0),
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_pad: [0.0; 3],
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draw_depth: model.draw_depth,
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_pad: [0.0; 2],
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};
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let _params_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("image.params"),
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@@ -646,10 +646,11 @@ impl Pipeline {
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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// binding 2: ImageParams uniform
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// binding 2: ImageParams uniform (read in vertex for the
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// draw-order z bias and in fragment for opacity).
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::FRAGMENT,
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visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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@@ -886,15 +887,30 @@ impl Pipeline {
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}
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}
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pub fn upload_wires(&mut self, device: &wgpu::Device, wires: &[WireModel]) {
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self.gpu_wires = wires.iter().map(|w| WireGpu::new(device, w)).collect();
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pub fn upload_wires(
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&mut self,
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device: &wgpu::Device,
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wires: &[WireModel],
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depth_map: &std::collections::HashMap<u64, f32>,
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) {
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let depth_of = |w: &WireModel| -> f32 {
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w.name
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.parse::<u64>()
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.ok()
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.and_then(|h| depth_map.get(&h).copied())
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.unwrap_or(0.0)
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};
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self.gpu_wires = wires
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.iter()
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.map(|w| WireGpu::new(device, w, depth_of(w)))
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.collect();
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// Full-brightness copies of selected wires, drawn on top of everything
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// in the selection overlay pass so they're always visible.
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self.gpu_selected_wires = wires
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.iter()
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.filter(|w| w.selected)
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.map(|w| WireGpu::new(device, w))
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.map(|w| WireGpu::new(device, w, depth_of(w)))
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.collect();
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}
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@@ -971,10 +987,11 @@ impl Pipeline {
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face3d_wires: &[WireModel],
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all_wires: &[WireModel],
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wireframe_only: bool,
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depth_map: &std::collections::HashMap<u64, f32>,
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) {
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// Edge buffer is always built from `face3d_wires`, so 3DFACE
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// outlines stay on the screen regardless of mode.
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self.gpu_face3d_edges = WireGpu::from_batch(device, face3d_wires);
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self.gpu_face3d_edges = WireGpu::from_batch(device, face3d_wires, depth_map);
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// Fill buffer split: 3D quads + PolyfaceMesh / PolygonMesh face
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// tris go to `vertex_buffer_3d` (gated by `keep_3d_mesh_fills`);
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// 2D fills (text-LOD greek, MultiLeader background) go to
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@@ -996,6 +1013,7 @@ impl Pipeline {
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face3d_wires,
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||||
all_wires,
|
||||
keep_3d_mesh_fills,
|
||||
depth_map,
|
||||
));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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
@@ -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(),
|
||||
|
||||
@@ -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>,
|
||||
|
||||
Reference in new issue
Block a user