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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+8 -2
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@@ -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
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@@ -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
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@@ -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;