feat: add explicit camera stack ordering
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@@ -19,6 +19,7 @@ TEST(CameraComponent_Test, DefaultValues) {
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EXPECT_FLOAT_EQ(camera.GetFarClipPlane(), 1000.0f);
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EXPECT_TRUE(camera.IsPrimary());
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EXPECT_EQ(camera.GetClearMode(), CameraClearMode::Auto);
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EXPECT_EQ(camera.GetStackType(), CameraStackType::Base);
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EXPECT_EQ(camera.GetCullingMask(), 0xFFFFFFFFu);
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EXPECT_FLOAT_EQ(camera.GetViewportRect().x, 0.0f);
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EXPECT_FLOAT_EQ(camera.GetViewportRect().y, 0.0f);
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@@ -53,6 +54,7 @@ TEST(CameraComponent_Test, ViewportRectIsClampedToNormalizedSurfaceRange) {
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TEST(CameraComponent_Test, SerializeRoundTripPreservesViewportAndClearState) {
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CameraComponent source;
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source.SetClearMode(CameraClearMode::DepthOnly);
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source.SetStackType(CameraStackType::Overlay);
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source.SetCullingMask(0x0000000Fu);
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source.SetViewportRect(XCEngine::Math::Rect(0.25f, 0.125f, 0.5f, 0.625f));
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@@ -63,6 +65,7 @@ TEST(CameraComponent_Test, SerializeRoundTripPreservesViewportAndClearState) {
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target.Deserialize(stream);
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EXPECT_EQ(target.GetClearMode(), CameraClearMode::DepthOnly);
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EXPECT_EQ(target.GetStackType(), CameraStackType::Overlay);
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EXPECT_EQ(target.GetCullingMask(), 0x0000000Fu);
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EXPECT_FLOAT_EQ(target.GetViewportRect().x, 0.25f);
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EXPECT_FLOAT_EQ(target.GetViewportRect().y, 0.125f);
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