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 <noreply@anthropic.com>
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14a981dc87
commit
09e7e90aae
19 changed files with 469 additions and 36 deletions
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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,
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keep_3d_mesh_fills,
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depth_map,
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));
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}
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}
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@ -71,6 +71,9 @@ pub struct WireInstance {
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pub pattern_length: f32,
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pub pat0: [f32; 4],
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pub pat1: [f32; 4],
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/// Normalized draw-order depth in (0,1); applied as a small clip-z bias
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/// in the shader so this wire orders against other entity types.
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pub draw_depth: f32,
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}
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impl WireInstance {
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@ -124,6 +127,11 @@ impl WireInstance {
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shader_location: 8,
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format: wgpu::VertexFormat::Float32x4,
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}, // pat1
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wgpu::VertexAttribute {
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offset: 76,
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shader_location: 9,
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format: wgpu::VertexFormat::Float32,
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}, // draw_depth
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],
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}
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}
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@ -158,7 +166,7 @@ fn pack_color(color: [f32; 4]) -> [u8; 4] {
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]
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}
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fn emit_wire_instances(wire: &WireModel, color: [f32; 4]) -> Vec<WireInstance> {
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fn emit_wire_instances(wire: &WireModel, color: [f32; 4], draw_depth: f32) -> Vec<WireInstance> {
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let color_u8 = pack_color(color);
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let pat0 = [
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wire.pattern[0],
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@ -222,14 +230,27 @@ fn emit_wire_instances(wire: &WireModel, color: [f32; 4]) -> Vec<WireInstance> {
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pattern_length: wire.pattern_length,
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pat0,
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pat1,
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draw_depth,
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});
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}
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instances
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}
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/// Looks up a wire's draw-order depth from the per-entity map using the
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/// handle encoded in its `name`. Falls back to 0.0 (transient / preview
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/// wires that carry no document handle).
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fn wire_draw_depth(wire: &WireModel, depth_map: &std::collections::HashMap<u64, f32>) -> f32 {
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wire
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.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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impl WireGpu {
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pub fn new(device: &wgpu::Device, wire: &WireModel) -> Self {
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let mut g = Self::build(device, wire, wire.color);
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pub fn new(device: &wgpu::Device, wire: &WireModel, draw_depth: f32) -> Self {
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let mut g = Self::build(device, wire, wire.color, draw_depth);
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g.vp_scissor = wire.vp_scissor;
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g.is_3d_mesh_edge = !wire.fill_tris.is_empty();
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g
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@ -238,7 +259,11 @@ impl WireGpu {
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/// Merge multiple WireModels into GPU instance buffers, chunked to fit the
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/// 256 MB GPU limit. Each wire keeps its own color and pattern — they live
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/// per-instance.
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pub fn from_batch(device: &wgpu::Device, wires: &[WireModel]) -> Vec<Self> {
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pub fn from_batch(
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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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) -> Vec<Self> {
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let total_segs: usize = wires.iter().map(|w| w.points.len().saturating_sub(1)).sum();
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if total_segs == 0 {
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return vec![];
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@ -251,7 +276,7 @@ impl WireGpu {
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// across cores.
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let instances: Vec<WireInstance> = wires
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.par_iter()
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.map(|wire| emit_wire_instances(wire, wire.color))
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.map(|wire| emit_wire_instances(wire, wire.color, wire_draw_depth(wire, depth_map)))
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.reduce(Vec::new, |mut acc, mut chunk| {
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if acc.is_empty() {
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chunk
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@ -286,8 +311,8 @@ impl WireGpu {
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.collect()
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}
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fn build(device: &wgpu::Device, wire: &WireModel, color: [f32; 4]) -> Self {
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let instances = emit_wire_instances(wire, color);
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fn build(device: &wgpu::Device, wire: &WireModel, color: [f32; 4], draw_depth: f32) -> Self {
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let instances = emit_wire_instances(wire, color, draw_depth);
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let label = format!("wire.ibuf.{}", wire.name);
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let instance_buffer = instance_buffer_mapped(device, &label, &instances);
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