fix(wipeout): frame draws above the mask; mask joins the draw order

The wipeout pass ran after the wire pass with no draw-order bias, so
the mask erased its own boundary frame (and everything else at its
plane regardless of draw order). The mask uniform now carries the
entity's draw-order depth (uniform grows 80 → 96 bytes) and biases its
clip-z like every other pipeline, and the frame wire rides a
+half-rank override — the later mask pass fails the depth test at the
frame's pixels, so the boundary stays visible, while entities drawn
above the wipeout are no longer erased.

Co-Authored-By: Claude Fable 5 <[email protected]>
This commit is contained in:
Hakan SevenandClaude Fable 5 committed 2026-07-23 07:23:10 +03:00
1 parent f72852e94b
commit fd2607452d
4 files changed
+27 -3

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+7
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@@ -1341,6 +1341,13 @@ pub(crate) fn tessellate_entity(
w.name = host_name.clone();
w.aci = aci;
set_wire_aabb(w, aabb);
// A wipeout's frame sits ABOVE its own mask: the mask
// draws at the entity's rank, the frame half a rank
// closer, so the later mask pass fails the depth test at
// the frame's pixels instead of erasing it.
if matches!(e, EntityType::Wipeout(_)) {
w.depth_override = Some(0.5);
}
}
bases.extend(wires);
}
+7 -1
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@@ -1032,6 +1032,7 @@ impl Scene {
// epoch boundary and never re-evaluate as the user pans. The
// pipeline's `wipeout_skip_flags` (compute_wipeout_lod) does
// the per-frame skip at draw time instead.
let depth_map = self.draw_depth_map();
let mut models = Vec::new();
for entity in self.document.entities() {
let EntityType::Wipeout(wo) = entity else {
@@ -1072,7 +1073,12 @@ impl Scene {
angle_offset: 0.0,
scale: 1.0,
world_origin: fill_origin,
draw_depth: 0.0,
// The mask erases what draws below the wipeout and loses
// to what draws above — including its own frame wire,
// which rides a +half-rank override on top of this.
draw_depth: depth_map
.get(&wo.common.handle.value())
.map_or(0.0, |d| d[0]),
});
}
}
+6 -2
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@@ -47,7 +47,7 @@ impl HatchVertex {
// ── Uniform structs ───────────────────────────────────────────────────────
/// Per-hatch parameters (binding 0). Must be 80 bytes (16-byte aligned).
/// Per-hatch parameters (binding 0). Must be 96 bytes (16-byte aligned).
///
/// `mode` encoding:
/// 0 → Pattern (families in FamilyBatchData)
@@ -75,7 +75,9 @@ pub struct HatchUniformData {
// // is small (e.g. UTM drawing + sub-mm hatch).
pub origin_low: [f32; 2], // 72: anchor low residual (double-single) so the
// // vertex clip position stays precise at UTM scale.
} // total 80 bytes
pub draw_depth: f32, // 80: signed (-1,1) draw-order bias
pub _pad: [f32; 3], // 84..96
} // total 96 bytes
/// Boundary polygon (binding 1). Matches WGSL `Boundary`.
#[repr(C)]
@@ -298,6 +300,8 @@ impl WipeoutGpu {
(origin[0] - origin[0] as f32 as f64) as f32,
(origin[1] - origin[1] as f32 as f64) as f32,
],
draw_depth: model.draw_depth,
_pad: [0.0; 3],
};
// ── BoundaryData (in snapped-local space) ────────────────────────
+7
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@@ -52,6 +52,9 @@ struct HatchUniforms {
// // catastrophically cancel when world coords
// // are large and pattern spacing is small.
origin_low: vec2<f32>, // 72: anchor low residual (double-single)
draw_depth: f32, // 80: signed (-1,1) draw-order bias; 0 = neutral
_pad0: f32, // 84
_pad1: vec2<f32>, // 88
}
@group(1) @binding(0) var<uniform> h: HatchUniforms;
@@ -111,6 +114,10 @@ struct VOut {
v.pos.y + h.origin_low.y - u.eye_low.y,
v.pos.z - u.eye_low.z);
o.clip = u.view_rot * vec4<f32>(hi + lo, 1.0);
// Draw-order bias (see wire.wgsl): the mask erases what draws BELOW its
// entity and loses to what draws above — including its own frame wire,
// which rides a +half-rank override.
o.clip.z = o.clip.z - h.draw_depth * 0.001 * o.clip.w;
o.xz = vec2<f32>(v.pos.x, v.pos.y);
return o;
}