Graphics/Camera: Add render order property
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@@ -125,9 +125,11 @@ namespace Nz
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}
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}
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void ForwardFramePipeline::RegisterViewer(AbstractViewer* viewerInstance)
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void ForwardFramePipeline::RegisterViewer(AbstractViewer* viewerInstance, Int32 renderOrder)
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{
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m_viewers.emplace(viewerInstance, ViewerData{});
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auto& viewerData = m_viewers.emplace(viewerInstance, ViewerData{}).first->second;
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viewerData.renderOrder = renderOrder;
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m_invalidatedViewerInstances.insert(viewerInstance);
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m_rebuildFrameGraph = true;
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}
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@@ -366,7 +368,12 @@ namespace Nz
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Recti renderRegion(0, 0, frameSize.x, frameSize.y);
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const RenderTarget& renderTarget = *renderTargetPtr;
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const auto& viewers = viewerDataVec;
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auto& viewers = viewerDataVec;
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std::sort(viewers.begin(), viewers.end(), [](const ViewerData* lhs, const ViewerData* rhs)
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{
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return lhs->renderOrder < rhs->renderOrder;
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});
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renderFrame.Execute([&](CommandBufferBuilder& builder)
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{
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