Remove (almost) all references to pRenderer (#651)

Remove all references to pRenderer, except from the DebugDraw and LyShine Gems that are still being updated.
This commit is contained in:
bosnichd
2021-05-10 10:05:15 -06:00
committed by GitHub
parent 4a2e6a77b5
commit 440c40e490
191 changed files with 118 additions and 23548 deletions
-22
View File
@@ -38,7 +38,6 @@
// CryCommon
#include <CryCommon/INavigationSystem.h>
#include <CryCommon/IDeferredCollisionEvent.h>
#include <CryCommon/LyShine/ILyShine.h>
#include <CryCommon/MainThreadRenderRequestBus.h>
@@ -46,7 +45,6 @@
#include "CryEdit.h"
#include "ViewManager.h"
#include "Util/Ruler.h"
#include "AnimationContext.h"
#include "UndoViewPosition.h"
#include "UndoViewRotation.h"
@@ -386,7 +384,6 @@ void CGameEngine::SetCurrentViewRotation(const AZ::Vector3& rotation)
AZ::Outcome<void, AZStd::string> CGameEngine::Init(
bool bPreviewMode,
bool bTestMode,
bool bShaderCacheGen,
const char* sInCmdLine,
IInitializeUIInfo* logo,
HWND hwndForInputSystem)
@@ -444,10 +441,6 @@ AZ::Outcome<void, AZStd::string> CGameEngine::Init(
m_modalWindowDismisser = AZStd::make_unique<ModalWindowDismisser>();
}
if (bShaderCacheGen)
{
sip.bSkipFont = true;
}
AssetProcessConnectionStatus apConnectionStatus;
m_pISystem = pfnCreateSystemInterface(sip);
@@ -620,12 +613,6 @@ void CGameEngine::SwitchToInGame()
m_pISystem->GetIMovieSystem()->EnablePhysicsEvents(true);
m_bInGameMode = true;
CRuler* pRuler = GetIEditor()->GetRuler();
if (pRuler)
{
pRuler->SetActive(false);
}
gEnv->pSystem->GetViewCamera().SetMatrix(m_playerViewTM);
// Disable accelerators.
@@ -792,12 +779,6 @@ void CGameEngine::SetSimulationMode(bool enabled, bool bOnlyPhysics)
if (enabled)
{
CRuler* pRuler = GetIEditor()->GetRuler();
if (pRuler)
{
pRuler->SetActive(false);
}
GetIEditor()->Notify(eNotify_OnBeginSimulationMode);
}
else
@@ -923,9 +904,6 @@ void CGameEngine::Update()
// but if in game mode, 'cos is already done in the above call to game->update()
unsigned int updateFlags = ESYSUPDATE_EDITOR;
CRuler* pRuler = GetIEditor()->GetRuler();
const bool bRulerNeedsUpdate = (pRuler && pRuler->HasQueuedPaths());
if (!m_bSimulationMode)
{
updateFlags |= ESYSUPDATE_IGNORE_PHYSICS;