Graphics/Camera: Add render order property
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@@ -16,6 +16,7 @@ namespace Nz
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m_targetRegion(0.f, 0.f, 1.f, 1.f),
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m_viewport(0, 0, 0, 0),
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m_renderMask(0xFFFFFFFF),
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m_renderOrder(0),
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m_size(-1.f, -1.f),
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m_zFar((projectionType == ProjectionType::Perspective) ? 1000.f : 1.f),
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m_zNear((projectionType == ProjectionType::Perspective) ? 1.f : -1.f)
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@@ -31,6 +32,7 @@ namespace Nz
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m_targetRegion(camera.m_targetRegion),
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m_viewport(camera.m_viewport),
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m_renderMask(camera.m_renderMask),
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m_renderOrder(camera.m_renderOrder),
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m_size(camera.m_size),
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m_aspectRatio(camera.m_aspectRatio),
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m_zFar(camera.m_zFar),
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@@ -47,6 +49,7 @@ namespace Nz
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m_targetRegion(camera.m_targetRegion),
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m_viewport(camera.m_viewport),
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m_renderMask(camera.m_renderMask),
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m_renderOrder(camera.m_renderOrder),
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m_size(camera.m_size),
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m_aspectRatio(camera.m_aspectRatio),
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m_zFar(camera.m_zFar),
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@@ -65,6 +68,11 @@ namespace Nz
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return m_fov;
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}
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inline Int32 Camera::GetRenderOrder() const
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{
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return m_renderOrder;
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}
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inline const Vector2f& Camera::GetSize() const
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{
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return m_size;
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@@ -155,6 +163,13 @@ namespace Nz
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// TODO: Signal RenderTechnique to regenerate commandbuffers
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}
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inline void Camera::UpdateRenderOrder(Int32 renderOrder)
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{
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m_renderOrder = renderOrder;
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// TODO: Signal RenderTechnique to regenerate commandbuffers
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}
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inline void Camera::UpdateTargetRegion(const Rectf& targetRegion)
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{
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m_targetRegion = targetRegion;
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