Change LOAD_LEGACY_RENDERER_FOR_EDITOR from true -> false (#315)
Change LOAD_LEGACY_RENDERER_FOR_EDITOR from true -> false, and added some null checks to protect against gEnv->pRenderer and gEnv->p3DEngine now being null in the editor as well as the launcher.
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@@ -232,7 +232,6 @@ int EditorViewportWidget::OnCreate()
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{
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m_renderer = GetIEditor()->GetRenderer();
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m_engine = GetIEditor()->Get3DEngine();
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assert(m_engine);
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CreateRenderContext();
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@@ -793,8 +792,14 @@ void EditorViewportWidget::OnRender()
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// This is necessary so that automated editor tests using the null renderer to test systems like dynamic vegetation
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// are still able to manipulate the current logical camera position, even if nothing is rendered.
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GetIEditor()->GetSystem()->SetViewCamera(m_Camera);
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GetIEditor()->GetRenderer()->SetCamera(gEnv->pSystem->GetViewCamera());
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m_engine->RenderWorld(0, SRenderingPassInfo::CreateGeneralPassRenderingInfo(m_Camera), __FUNCTION__);
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if (GetIEditor()->GetRenderer())
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{
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GetIEditor()->GetRenderer()->SetCamera(gEnv->pSystem->GetViewCamera());
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}
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if (m_engine)
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{
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m_engine->RenderWorld(0, SRenderingPassInfo::CreateGeneralPassRenderingInfo(m_Camera), __FUNCTION__);
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}
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return;
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}
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@@ -886,7 +891,7 @@ void EditorViewportWidget::OnBeginPrepareRender()
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fov = 2 * atanf((h * tan(fov / 2)) / maxTargetHeight);
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}
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}
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m_Camera.SetFrustum(w, h, fov, fNearZ, gEnv->p3DEngine->GetMaxViewDistance());
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m_Camera.SetFrustum(w, h, fov, fNearZ);
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}
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GetIEditor()->GetSystem()->SetViewCamera(m_Camera);
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@@ -2606,8 +2611,7 @@ bool EditorViewportWidget::GetActiveCameraPosition(AZ::Vector3& cameraPos)
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{
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if (GetIEditor()->IsInGameMode())
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{
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const Vec3 camPos = m_engine->GetRenderingCamera().GetPosition();
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cameraPos = LYVec3ToAZVec3(camPos);
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cameraPos = m_renderViewport->GetViewportContext()->GetCameraTransform().GetTranslation();
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}
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else
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{
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