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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@@ -49,7 +49,6 @@ AZ_POP_DISABLE_WARNING
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#include "Objects/GizmoManager.h"
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#include "Objects/AxisGizmo.h"
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#include "DisplaySettings.h"
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#include "ShaderEnum.h"
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#include "KeyboardCustomizationSettings.h"
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#include "Export/ExportManager.h"
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#include "LevelIndependentFileMan.h"
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@@ -60,7 +59,6 @@ AZ_POP_DISABLE_WARNING
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#include "MainWindow.h"
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#include "Alembic/AlembicCompiler.h"
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#include "UIEnumsDatabase.h"
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#include "Util/Ruler.h"
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#include "RenderHelpers/AxisHelper.h"
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#include "Settings.h"
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#include "Include/IObjectManager.h"
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@@ -134,7 +132,6 @@ CEditorImpl::CEditorImpl()
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, m_bUpdates(true)
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, m_bTerrainAxisIgnoreObjects(false)
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, m_pDisplaySettings(nullptr)
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, m_pShaderEnum(nullptr)
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, m_pIconManager(nullptr)
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, m_bSelectionLocked(true)
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, m_pAxisGizmo(nullptr)
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@@ -149,7 +146,6 @@ CEditorImpl::CEditorImpl()
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, m_pSourceControl(nullptr)
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, m_pSelectionTreeManager(nullptr)
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, m_pUIEnumsDatabase(nullptr)
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, m_pRuler(nullptr)
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, m_pConsoleSync(nullptr)
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, m_pSettingsManager(nullptr)
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, m_pLevelIndependentFileMan(nullptr)
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@@ -185,7 +181,6 @@ CEditorImpl::CEditorImpl()
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m_pBackgroundScheduleManager.reset(new BackgroundScheduleManager::CScheduleManager);
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m_pUIEnumsDatabase = new CUIEnumsDatabase;
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m_pDisplaySettings = new CDisplaySettings;
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m_pShaderEnum = new CShaderEnum;
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m_pDisplaySettings->LoadRegistry();
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m_pPluginManager = new CPluginManager;
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@@ -202,7 +197,6 @@ CEditorImpl::CEditorImpl()
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m_pImageUtil = new CImageUtil_impl();
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m_pResourceSelectorHost.reset(CreateResourceSelectorHost());
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m_pRuler = new CRuler;
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m_selectedRegion.min = Vec3(0, 0, 0);
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m_selectedRegion.max = Vec3(0, 0, 0);
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DetectVersion();
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@@ -335,8 +329,6 @@ CEditorImpl::~CEditorImpl()
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}
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SAFE_DELETE(m_pDisplaySettings)
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SAFE_DELETE(m_pRuler)
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SAFE_DELETE(m_pShaderEnum)
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SAFE_DELETE(m_pToolBoxManager)
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SAFE_DELETE(m_pCommandManager)
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SAFE_DELETE(m_pClassFactory)
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@@ -419,7 +411,6 @@ void CEditorImpl::Update()
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m_bUpdates = false;
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FUNCTION_PROFILER(GetSystem(), PROFILE_EDITOR);
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m_pRuler->Update();
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//@FIXME: Restore this latter.
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//if (GetGameEngine() && GetGameEngine()->IsLevelLoaded())
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@@ -440,15 +431,6 @@ ISystem* CEditorImpl::GetSystem()
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return m_pSystem;
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}
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IRenderer* CEditorImpl::GetRenderer()
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{
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if (gEnv)
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{
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return gEnv->pRenderer;
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}
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return nullptr;
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}
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IEditorClassFactory* CEditorImpl::GetClassFactory()
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{
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return m_pClassFactory;
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@@ -1182,11 +1164,6 @@ void CEditorImpl::AddTemplate(const QString& templateName, XmlNodeRef& tmpl)
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m_templateRegistry.AddTemplate(templateName, tmpl);
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}
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CShaderEnum* CEditorImpl::GetShaderEnum()
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{
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return m_pShaderEnum;
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}
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bool CEditorImpl::ExecuteConsoleApp(const QString& CommandLine, QString& OutputText, [[maybe_unused]] bool bNoTimeOut, bool bShowWindow)
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{
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CLogFile::FormatLine("Executing console application '%s'", CommandLine.toUtf8().data());
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@@ -1569,7 +1546,6 @@ void CEditorImpl::ReduceMemory()
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GetIEditor()->GetUndoManager()->ClearRedoStack();
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GetIEditor()->GetUndoManager()->ClearUndoStack();
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GetIEditor()->GetObjectManager()->SendEvent(EVENT_FREE_GAME_DATA);
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gEnv->pRenderer->FreeResources(FRR_TEXTURES);
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#if defined(AZ_PLATFORM_WINDOWS)
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HANDLE hHeap = GetProcessHeap();
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