diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index 0beb7fedd0..4461443287 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -3193,7 +3193,7 @@ void Application::displaySide(Camera& whichCamera) { // Render the world box if (!_lookingInMirror->isChecked() && _renderStatsOn->isChecked()) { renderWorldBox(); } - _ambientOcclusionEffect.render(_glWidget->width(), _glWidget->height()); + _ambientOcclusionEffect.render(); // brad's frustum for debugging if (_frustumOn->isChecked()) renderViewFrustum(_viewFrustum); diff --git a/interface/src/renderer/AmbientOcclusionEffect.cpp b/interface/src/renderer/AmbientOcclusionEffect.cpp index 74c25235d8..5aac065647 100644 --- a/interface/src/renderer/AmbientOcclusionEffect.cpp +++ b/interface/src/renderer/AmbientOcclusionEffect.cpp @@ -11,60 +11,6 @@ #include "AmbientOcclusionEffect.h" #include "ProgramObject.h" -ProgramObject* AmbientOcclusionEffect::_program = 0; - -AmbientOcclusionEffect::AmbientOcclusionEffect() : _depthTextureID(0) { -} - -void AmbientOcclusionEffect::render(int screenWidth, int screenHeight) { - // copy the z buffer into a depth texture - if (_depthTextureID == 0) { - glGenTextures(1, &_depthTextureID); - glBindTexture(GL_TEXTURE_2D, _depthTextureID); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 0, 0, screenWidth, screenHeight, 0); - - } else { - glBindTexture(GL_TEXTURE_2D, _depthTextureID); - glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, screenWidth, screenHeight); - } - - // now render a full screen quad with that texture - if (_program == 0) { - switchToResourcesParentIfRequired(); - _program = new ProgramObject(); - _program->addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/ambient_occlusion.frag"); - _program->link(); - - _program->bind(); - _program->setUniformValue("depthTexture", 0); - - } else { - _program->bind(); - } - glPushMatrix(); - glLoadIdentity(); - - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - - glBegin(GL_QUADS); - glTexCoord2f(0.0f, 0.0f); - glVertex2f(-1.0f, -1.0f); - glTexCoord2f(1.0f, 0.0f); - glVertex2f(1.0f, -1.0f); - glTexCoord2f(1.0f, 1.0f); - glVertex2f(1.0f, 1.0f); - glTexCoord2f(0.0f, 1.0f); - glVertex2f(-1.0f, 1.0f); - glEnd(); - - glPopMatrix(); - - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - - _program->release(); - glBindTexture(GL_TEXTURE_2D, 0); +void AmbientOcclusionEffect::render() { + } diff --git a/interface/src/renderer/AmbientOcclusionEffect.h b/interface/src/renderer/AmbientOcclusionEffect.h index 4c05e348e6..f8e4be4edc 100644 --- a/interface/src/renderer/AmbientOcclusionEffect.h +++ b/interface/src/renderer/AmbientOcclusionEffect.h @@ -16,15 +16,7 @@ class ProgramObject; class AmbientOcclusionEffect { public: - AmbientOcclusionEffect(); - - void render(int screenWidth, int screenHeight); - -private: - - GLuint _depthTextureID; - - static ProgramObject* _program; + void render(); }; #endif /* defined(__interface__AmbientOcclusionEffect__) */