Remove (almost) all references to pRenderer (#651)
Remove all references to pRenderer, except from the DebugDraw and LyShine Gems that are still being updated.
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@@ -101,25 +101,6 @@ void CView::Update(float frameTime, bool isActive)
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const float farPlane = (m_viewParams.farplane > 0.f) ? m_viewParams.farplane : DEFAULT_FAR;
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float fov = (m_viewParams.fov < 0.001f) ? DEFAULT_FOV : m_viewParams.fov;
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// [VR] specific
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// Modify FOV based on the HMD device configuration
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bool isRenderingToHMD = gEnv->pRenderer ? gEnv->pRenderer->GetIStereoRenderer()->IsRenderingToHMD() : false;
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if (isRenderingToHMD)
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{
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const AZ::VR::HMDDeviceInfo* deviceInfo = nullptr;
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EBUS_EVENT_RESULT(deviceInfo, AZ::VR::HMDDeviceRequestBus, GetDeviceInfo);
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if (deviceInfo)
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{
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//Add 12 degrees to the FOV here used for culling.
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//It won't be used for rendering, just to make sure we don't cull
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//anything out incorrectly.
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//This value was decided based on experimentation with the HTC Vive
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//and works perfectly fine for the Oculus Rift
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const float fovCorrection = 12.0f;
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fov = deviceInfo->fovV + DEG2RAD(fovCorrection);
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}
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}
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m_camera.SetFrustum(pSysCam->GetViewSurfaceX(), pSysCam->GetViewSurfaceZ(), fov, nearPlane, farPlane, pSysCam->GetPixelAspectRatio());
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//apply shake & set the view matrix
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@@ -140,20 +121,6 @@ void CView::Update(float frameTime, bool isActive)
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Vec3 pos = m_viewParams.position;
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Vec3 p = Vec3(ZERO);
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if (isRenderingToHMD)
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{
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//This HMD tracking state is used JUST for use in the visibility system.
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//RT_SetStereoCamera in D3DRendPipeline will override this info before rendering with the absolute
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//latest tracking info.
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const AZ::VR::TrackingState* trackingState = nullptr;
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EBUS_EVENT_RESULT(trackingState, AZ::VR::HMDDeviceRequestBus, GetTrackingState);
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if (trackingState && trackingState->CheckStatusFlags(AZ::VR::HMDStatus_IsUsable))
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{
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p = q * AZVec3ToLYVec3(trackingState->pose.position);
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q = q * AZQuaternionToLYQuaternion(trackingState->pose.orientation);
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}
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}
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Matrix34 viewMtx(q);
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viewMtx.SetTranslation(pos + p);
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m_camera.SetMatrix(viewMtx);
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