Graphics: Add render order
Former-commit-id: 881ae69c214e024846dc0165f3476f76f5bcc0b5
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@@ -39,10 +39,10 @@ namespace Nz
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struct ShaderUniforms;
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void ChooseLights(const Spheref& object, bool includeDirectionalLights = true) const;
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void DrawBasicSprites(const SceneData& sceneData) const;
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void DrawBillboards(const SceneData& sceneData) const;
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void DrawOpaqueModels(const SceneData& sceneData) const;
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void DrawTransparentModels(const SceneData& sceneData) const;
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void DrawBasicSprites(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
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void DrawBillboards(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
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void DrawOpaqueModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
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void DrawTransparentModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
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const ShaderUniforms* GetShaderUniforms(const Shader* shader) const;
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void OnShaderInvalidated(const Shader* shader) const;
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void SendLightUniforms(const Shader* shader, const LightUniforms& uniforms, unsigned int index, unsigned int uniformOffset) const;
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