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Messages - Dragonstorm97

Pages: [1]
1
Yeah I made this as I was going so there's a LOT of refinement to do but, to be a teenager: "Like dude thanks bro like holy crap that helped a lot!".

Calling:

        glBindBuffer(GL_ARRAY_BUFFER,0);
        glDisableVertexArrayAttribEXT(0,0);
        MainWindow.pushGLStates();
        MainWindow.draw(text);
        MainWindow.popGLStates();
 

And you were definitely right:
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
 
Is not needed 8)

Seriously thanks a lot, this should be a general tip on the wiki and I'm surprised more people haven't run into this issue.
Kudos to wintertime,eXpl0it3r, and especially to binary1248, Kudos!

2
I'm still n00bie so forgive bad practices:

Main.cpp: the code is also heavily commented because this was a hack n' slash testing  module
// Include standard headers
#include <stdio.h>
#include <stdlib.h>
#include <vector>
#include <string>

// Include GLEW
#include <GL/glew.h>


// Include GLM
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
// value_ptr
#include <glm/gtc/type_ptr.hpp>
using namespace glm;

#include "Common/shader.hpp"
#include "Common/texture.hpp"
#include "Common/controls.hpp"
#include "Common/objloader.hpp"
#include "Common/vboindexer.hpp"

#pragma comment(lib,"sfml-window-d")
#pragma comment(lib,"sfml-graphics-d")
#pragma comment(lib,"sfml-audio-d")
#pragma comment(lib,"sfml-network-d")
#pragma comment(lib,"sfml-system-d")
#pragma comment(lib,"assimp")
#pragma comment(lib,"OPENGL32")
#pragma comment(lib,"GLU32")
#pragma comment(lib,"glew64d")
#include <assimp/texture.h>
#include <assimp/scene.h>
#include <assimp/mesh.h>
#include <assimp/importer.hpp>
#include <assimp/PostProcess.h>

#include <SFML/Graphics.hpp>
#include <SFML/OpenGL.hpp>
#include <SFML/Audio.hpp>
#include <SFML/System.hpp>
#include <SFML/Network.hpp>

#include <iostream>

struct LightProperties
{
               
        //vec3 direction;

        vec3 position;
        vec3 LightColor ;
        float LightPower;
};



/*
        find some way to render all objects with the same VBO/mesh at once
       
        right now we create new VBO and bind it regardless that the VBO's are identical if the object has the same mesh.

        I prupose a mesh data member/ class that contains a vbo, when loading a mesh for an object( as this will be abstracted a LOT once the
        script engine is incorporated with this) it is done through a factory class containing strings and a vector of
        all loaded models, thusly if :

        class obj
        {
                mesh* msh;
                string meshname

        }a,b;

        mesh * MESH=MeshManager.LoadMesh(a.meshname);
        a.setMesh(MESH);

        mesh * MESH2=MeshManager.LoadMesh(b.meshname);
        b.setMesh(MESH2);

        mesh * MeshManager::loadmesh(string name)
        {
                if(name already loaded)
                        return mesh[name];
                else
                        return LoadMeshFromFile(name);
        }
       
        if and b load the same mesh no more buffers are allocated

        (we can do the same thing for Textures!
        even with the next peice!:)

        we can go further:

        class mesh :public Drawable
        {
                bool VBOBound;
                void draw()
                {
                        if(!VBOBound)
                                BindVBO();
                        glDraw(...);
                }
        };



        then we can just sort the renderers rendering list by the meshes they contain
       
        e.g of runtime:
        mesh's a,b,c used in a scene repeatedly


        Completely unsorted:

        draw:
        a binds new VBO
        b binds new VBO
        c binds new VBO
        a binds new VBO
        b binds new VBO
        c binds new VBO
        a binds new VBO
        b binds new VBO
        c binds new VBO
        a binds new VBO
        b binds new VBO
        c binds new VBO

       
        that's 12 VBO binds for 12 objects with only 3 meshes

        medium unsorted:
        draw:
        a binds new VBO
        b binds new VBO
        c binds new VBO
        c doesn't bind new VBO
        c doesn't bind new VBO
        a binds new VBO
        a doesn't binds new VBO
        b binds new VBO
        c binds new VBO
        b binds new VBO
        a binds new VBO
        b binds new VBO

        that's 9 VBO binds for 12 objects with only 3 meshes

        where as sorted:

        draw:
       
        a binds new VBO
        a doesn't binds new VBO
        a doesn't binds new VBO
        a doesn't binds new VBO
        b binds new VBO
        b doesn't binds new VBO
        b doesn't binds new VBO
        b doesn't binds new VBO
        c binds new VBO
        c doesn't bind new VBO
        c doesn't bind new VBO
        c doesn't bind new VBO

        that's 3 VBO binds for 12 objects with only 3 meshes

        that's a third less than a medium scenario

*/






struct Vertex
{
    vec3 m_pos;
    vec2 m_tex;
    vec3 m_normal; //not yet...
    vec3 m_tangent;//not yet...

    Vertex() {}

    Vertex(const vec3& pos, const vec2& tex, const vec3& normal, const vec3& Tangent):
                m_pos(pos), m_tex(tex),m_normal(normal), m_tangent(Tangent)
    {        
    }
};



struct ObjectMaterial
{
        vec3 MaterialAmbientColor;
        vec3 MaterialSpecularColor;
        Texture* MeshTexture;
        Texture* MeshNormal;
        ObjectMaterial()
        {
                MeshTexture=(MeshNormal=nullptr);
                MaterialAmbientColor=vec3(.1f);
                MaterialSpecularColor=vec3(.1f);
        }
};

struct Mesh
{
private:
        friend class MeshManager;
        GLuint vertexbuffer;
        GLuint uvbuffer;
        GLuint normalbuffer;
        GLuint tangentbuffer;
        GLuint indexbuffer;
        bool VBOBound;
        bool VBOReleased;
        ObjectMaterial ObjMat;
        std::vector<unsigned short> indices;
        std::vector<glm::vec3> indexed_vertices;
        std::vector<glm::vec2> indexed_uvs;
        std::vector<glm::vec3> indexed_normals;
        std::vector<glm::vec3> tangents;
        std::vector<glm::vec3> bitangents;
        std::string MeshName;
        GLsizei indecessize;
public:


        ObjectMaterial& GetObjMat()
        {
                return ObjMat;
        }

        void InitVBO()
        {
                //Generate a buffer for the vertices
                glGenBuffers(1, &vertexbuffer);
                glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
                glBufferData(GL_ARRAY_BUFFER, indexed_vertices.size() * sizeof(glm::vec3), indexed_vertices.data(), GL_STATIC_DRAW);

                //Generate a buffer for the UV coordinates
                glGenBuffers(1, &uvbuffer);
                glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
                glBufferData(GL_ARRAY_BUFFER, indexed_uvs.size() * sizeof(glm::vec2), &indexed_uvs[0], GL_STATIC_DRAW);

                //Generate a buffer for the normals
                glGenBuffers(1, &normalbuffer);
                glBindBuffer(GL_ARRAY_BUFFER, normalbuffer);
                glBufferData(GL_ARRAY_BUFFER, indexed_normals.size() * sizeof(glm::vec3), &indexed_normals[0], GL_STATIC_DRAW);
               
                //Generate a buffer for the tangents
                //glGenBuffers(1, &tangentbuffer);
                //glBindBuffer(GL_ARRAY_BUFFER, tangentbuffer);
                //glBufferData(GL_ARRAY_BUFFER, tangents.size() * sizeof(glm::vec3), &tangents[0], GL_STATIC_DRAW);
               
                //Generate a buffer for the bitangents
                //glGenBuffers(1, &bitangentbuffer);
                //glBindBuffer(GL_ARRAY_BUFFER, bitangentbuffer);
                //glBufferData(GL_ARRAY_BUFFER, bitangents.size() * sizeof(glm::vec3), &bitangents[0], GL_STATIC_DRAW);
               

                // Generate a buffer for the indices
                glGenBuffers(1, &indexbuffer);
                glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexbuffer);
                glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned short), &indices[0] , GL_STATIC_DRAW);
               
        }

        void BindVBO()
        {
                if(!VBOBound)
                {
                        VBOBound=true;
                        glEnableVertexAttribArray(0);
                        glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
                        glVertexAttribPointer(
                                0,                  // attribute
                                3,                  // size
                                GL_FLOAT,           // type
                                GL_FALSE,           // normalized?
                                0,                  // stride
                                (void*)0            // array buffer offset
                        );
                        glEnableVertexAttribArray(1);
                        glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
                        glVertexAttribPointer(
                                1,                                // attribute
                                2,                                // size
                                GL_FLOAT,                         // type
                                GL_FALSE,                         // normalized?
                                0,                                // stride
                                (void*)0                          // array buffer offset
                        );
                       
                        // 3rd attribute buffer : normals
                        glEnableVertexAttribArray(2);
                        glBindBuffer(GL_ARRAY_BUFFER, normalbuffer);
                        glVertexAttribPointer(
                                2,                                // attribute
                                3,                                // size
                                GL_FLOAT,                         // type
                                GL_FALSE,                         // normalized?
                                0,                                // stride
                                (void*)0                          // array buffer offset
                        );
                       
                        // Index buffer
                        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexbuffer);
                       
                }
                //for now
                VBOBound=false;
        }

        void UnbindVBO()
        {//this is called once the mesh has been drawn once or more and another mesh is about to be drawn
                VBOBound=false;
        }
        void UnboundVBO()
        {
               
                glDisableVertexAttribArray(0);
                glDisableVertexAttribArray(1);
                glDisableVertexAttribArray(2);
        }

        void ReleaseVBO()
        {
                glDeleteBuffers(1, &vertexbuffer);
                glDeleteBuffers(1, &uvbuffer);
                glDeleteBuffers(1, &normalbuffer);
                glDeleteBuffers(1, &indexbuffer);
                VBOReleased=true;
        }
        bool LoadFromFile(std::string filename)
        {
                if(loadAssImp(filename, indices, indexed_vertices, indexed_uvs, indexed_normals,tangents,bitangents,&ObjMat.MeshTexture,&ObjMat.MeshNormal))
                {
                        InitVBO();
                        MeshName=filename;

                        indecessize=static_cast<GLsizei>(indices.size());
                        indices.clear();
                        indexed_vertices.clear();
                        indexed_uvs.clear();
                        indexed_normals.clear();
                        return true;
                }
                return false;
        }

        void Draw()
        {
                if(!VBOBound)
                        BindVBO();
                glDrawElements(
                        GL_TRIANGLES,      // mode
                        indecessize,    // count
                        GL_UNSIGNED_SHORT,   // type
                        (void*)0           // element array buffer offset
                        );
               
        }
        Mesh()
        {
                VBOBound=false;
        //      InitVBO();
                VBOReleased=false;
                ObjMat.MeshTexture=nullptr;
        }
       
        ~Mesh()
        {
                if(ObjMat.MeshTexture!=nullptr)
                        delete ObjMat.MeshTexture;
        }
};



class MeshManager
{
private:
        std::vector<std::pair<Mesh*,std::string>> LoadedMeshes;
public:
        //friend class Mesh;
        Mesh* LoadMeshFromFile(std::string Filename)
        {
                //was mesh loaded before?:
                for(int i=0;i<LoadedMeshes.size();i++)
                {
                       
                        if(LoadedMeshes[i].second==Filename)
                                return LoadedMeshes[i].first;

                }
                //the mesh wasn't loaded before as the filename wasn't found
                //loadAssImp(Filename.c_str(),LoadedMeshes.back().first.indices,LoadedMeshes.back().first.indexed_vertices,
                //                      LoadedMeshes.back().first.indexed_uvs,LoadedMeshes.back().first.indexed_normals);

                LoadedMeshes.push_back(std::make_pair(new Mesh(),Filename));
                LoadedMeshes.back().first->LoadFromFile(Filename);

                return LoadedMeshes.back().first;

        }
        void ReleaseAllVBOs()
        {
                Destroy();
        /*
                for(int i=0;i<LoadedMeshes.size();++i)
                {
                       
                        if(!LoadedMeshes[i].first->VBOReleased)
                                LoadedMeshes[i].first->ReleaseVBO();

                }*/

        }
        void Destroy()
        {
                for(int i=0;i<LoadedMeshes.size();++i)
                {
                       
                        if(!LoadedMeshes[i].first->VBOReleased)
                                LoadedMeshes[i].first->ReleaseVBO();
                        delete LoadedMeshes[i].first;
                }
        }
       

};
class DrawableBase
{
public:

        virtual void Draw() =0;

};

class BasicDrawable :public DrawableBase
{
private:
        Mesh* ObjectMesh;
        glm::mat4 ModelMatrix;
        ObjectMaterial ObjectMat;

public:

        glm::mat4& GetModelMatrix()
        {
                return ModelMatrix;
        }

        ObjectMaterial& GetObjMat()
        {
                return ObjectMesh->GetObjMat();
        }

        void SetMesh(Mesh* mesh)
        {
                ObjectMesh=mesh;
        }

        Mesh* GetMesh()
        {
                return ObjectMesh;
        }

        void Draw()
        {
                ObjectMesh->Draw();
        }

        void Translate(glm::vec3& by)
        {
                ModelMatrix=glm::translate(ModelMatrix,by);
        }
        void SetTranslation(glm::vec3& to)
        {
                ModelMatrix=glm::translate(glm::mat4(0.5f),to);
               
        }
        void Rotate(float angle,glm::vec3& vector)
        {
                ModelMatrix=glm::rotate<glm::lowp_float>(ModelMatrix,angle,vector);
        }
        void SetRotation(float angle,glm::vec3& vector)
        {
                ModelMatrix=glm::rotate<glm::lowp_float>(glm::mat4(0.5f),angle,vector);
        }

        void Scale(glm::vec3& by)
        {
                ModelMatrix=glm::scale(ModelMatrix,by);
        }
        void SetScale(glm::vec3& to)
        {
                ModelMatrix=glm::scale(glm::mat4(1.0f),to);
        }

        BasicDrawable()
        {
               
                ModelMatrix=glm::mat4(1.0f);
        }


}Bob;

std::vector<BasicDrawable*> Objects;
#define Text(notstring) std::string(#notstring)


int main( void )
{


        std::cout<<std::string(Text(hello))<<std::endl;

        sf::ContextSettings Cs;
        Cs.antialiasingLevel=0;
        Cs.depthBits=8;
        Cs.majorVersion=4;
        Cs.minorVersion=4;
        Cs.stencilBits=8;

        sf::RenderWindow MainWindow =  sf::RenderWindow(sf::VideoMode(1024,768),"test",sf::Style::Default,Cs);
       
        float FoV=45.0f;
        mat4 ProjectionMatrix = glm::perspective(FoV, 1024.0f / 768.0f, 0.001f, 100.0f);
       
        if(MainWindow.setActive(true))
                std::cout<<"What?"<<std::endl;
        // Initialize GLEW
        glewExperimental = true; // Needed for core profile
        if (glewInit() != GLEW_OK) {
                fprintf(stderr, "Failed to initialize GLEW\n");
                return -1;
        }
       
        //sf::RenderTexture RT;
        //RT.create(1024,768,true);
        //if(RT.setActive())
        //      std::cout<<"What22?"<<std::endl;


        //sf::Mouse::setPosition(sf::Vector2i(1024/2, 768/2));
       
        // Dark blue background
        glClearColor(0.0f, 0.0f, 0.4f, 0.0f);

        // Enable depth test
        glEnable(GL_DEPTH_TEST);
        // Accept fragment if it closer to the camera than the former one
        glDepthFunc(GL_LESS);

        // Cull triangles which normal is not towards the camera
        glEnable(GL_CULL_FACE);
        //GLuint VertexArrayID;
        //glGenVertexArrays(1, &VertexArrayID);
        //glBindVertexArray(VertexArrayID);

        // Create and compile our GLSL program from the shaders
        GLuint programID = LoadShaders( "StandardShading.vert", "StandardShading.frag" );
        //sf::Shader VertexShader;
        //VertexShader.loadFromFile("StandardShading.vertexshader",sf::Shader::Vertex);


        // Get a handle for our "MVP" uniform
        GLuint MatrixID = glGetUniformLocation(programID, "ProjectionMatrix");
        GLuint ViewMatrixID = glGetUniformLocation(programID, "ViewMatrix");
        GLuint ModelMatrixID = glGetUniformLocation(programID, "ModelMatrix");

        // Load the texture
        GLuint Texture = loadTexture("uvmap.DDS");
       
        // Get a handle for our "myTextureSampler" uniform
        GLuint TextureID  = glGetUniformLocation(programID, "myTextureSampler");
       
        // Read our .obj file
       
        // Load it into a VBO
        MeshManager G_MeshManager;
       
        //Bob.SetMesh(G_MeshManager.LoadMeshFromFile("suzanne.obj"));

        sf::Clock mc;

        Bob.SetMesh(G_MeshManager.LoadMeshFromFile("suzanne.obj"));

        //Bob.GetMesh()->LoadFromFile("suzanne.obj");
        Objects.push_back(&Bob);
       
        BasicDrawable Bob2;

        Bob2.SetMesh(G_MeshManager.LoadMeshFromFile("cube.obj"));
        //Bob2.SetMesh(new Mesh());
        //Bob2.GetMesh()->LoadFromFile("suzanne.obj");
        Objects.push_back(&Bob2);


        BasicDrawable Bob3;

        Bob3.SetMesh(G_MeshManager.LoadMeshFromFile("Sphere.obj"));

        Objects.push_back(&Bob3);

        BasicDrawable Bob4;

        Bob4.SetMesh(G_MeshManager.LoadMeshFromFile("Sphere.obj"));

        Objects.push_back(&Bob4);

        std::cout<<mc.restart().asSeconds()<<std::endl;

        BasicDrawable Bob5;

        Bob5.SetMesh(G_MeshManager.LoadMeshFromFile("bigbox.obj"));

        Objects.push_back(&Bob5);

        // Get a handle for our "LightPosition" uniform
        glUseProgram(programID);
        GLuint LightPositionID = glGetUniformLocation(programID, "Light.position");
        GLuint LightColorID = glGetUniformLocation(programID, "Light.Color");
        GLuint LightPowerID = glGetUniformLocation(programID, "Light.Power");

        //GLuint Bobmat2MaterialAmbientColorID = glGetUniformLocation(programID, "CurrentObjectsMaterial.MaterialAmbientColor");
        //GLuint Bobmat2MaterialSpecularColorID = glGetUniformLocation(programID, "CurrentObjectsMaterial.MaterialSpecularColor");

        GLuint BobmatMaterialAmbientColorID = glGetUniformLocation(programID, "CurrentObjectsMaterial.MaterialAmbientColor");
        GLuint BobmatMaterialSpecularColorID = glGetUniformLocation(programID, "CurrentObjectsMaterial.MaterialSpecularColor");

        Bob.GetObjMat().MaterialAmbientColor=vec3(0.1f,0.1f,0.1f);
        Bob.GetObjMat().MaterialSpecularColor=vec3(0.0f,0.0f,.0f);

       
        //ObjectMaterial Bobmat2;


        Bob2.GetObjMat().MaterialAmbientColor=vec3(0.1f,0.1f,0.1f);
        Bob2.GetObjMat().MaterialSpecularColor=vec3(0.0f,0.0f,.0f);
        Bob4.GetObjMat().MaterialAmbientColor=vec3(0.1f,0.1f,0.1f);
        Bob4.GetObjMat().MaterialSpecularColor=vec3(0.0f,0.0f,.0f);
       
        Bob3.GetObjMat().MaterialAmbientColor=vec3(0.0f,0.0f,.0f);
        Bob3.GetObjMat().MaterialSpecularColor=vec3(0.0f,0.0f,.0f);
        Bob5.GetObjMat().MaterialAmbientColor=vec3(0.1f,0.1f,0.1f);
        Bob5.GetObjMat().MaterialSpecularColor=vec3(0.1f,0.1f,.1f);

       
        //Bobmat

        // For speed computation
        sf::Clock clock;
        float lastTime = clock.getElapsedTime().asSeconds();
        int nbFrames = 0;
        glm::vec3 LightPos(0,0,-1);
        LightProperties LPT;
        LPT.LightColor=vec3(0.5f,0.5f,0.5f);
        LPT.LightPower=50;
        glUniform3f(LightColorID,LPT.LightColor.x,LPT.LightColor.y,LPT.LightColor.z);
        glUniform1f(LightPowerID,LPT.LightPower);
        LPT.position=LightPos;
                computeMatricesFromInputs();

                Bob3.Scale(vec3(10));
                for(int i=0;i<Objects.size();++i)
                        Objects[i]->SetTranslation(glm::vec3(i,0,-2));
                Bob4.SetTranslation(glm::vec3(1,0,-2));
                Bob5.SetTranslation(glm::vec3(0,-1,0));
                //Bob5.SetScale(glm::vec3(1.5,1.5,1.5));
                Bob5.SetTranslation(glm::vec3(0,-1,0));
                vec3 Scale(1);


                //int UseFXaa=1;
                //GLuint UseFXaaHandle=glGetUniformLocation(programID, "UseFXaa");
                //      glUniform1i(UseFXaaHandle,UseFXaa);
               
                sf::Font font;
                font.loadFromFile("font.ttf");
                sf::Text text;
                text.setString("hello bitches!");
                text.setFont(font);
                text.setCharacterSize(80);
                text.setPosition(170.f, 150.f);
                text.setColor(sf::Color::White);
       
        //sf::Sprite tex(RT.getTexture());
               
        do{
               
                // Measure speed
                float currentTime = clock.getElapsedTime().asSeconds();
                nbFrames++;
                if ( currentTime - lastTime >= 1.0 )
                { // If last prinf() was more than 1sec ago
                        // printf and reset
                        //printf("%f ms/frame\n", 1000.0/double(nbFrames));
                        std::cout<<"FPS: "<<nbFrames<<std::endl;
                        nbFrames = 0;
                        lastTime += 1.0;
                }

                // Clear the screen
                glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
                //RT.clear(sf::Color(0,0,100,255));
                //MainWindow.clear(sf::Color(0.0f, 0.0f, 0.4f, 0.0f));
                MainWindow.clear(sf::Color(0,0,100,255));
                // Use our shader
                glUseProgram(programID);

                // Compute the MVP matrix from keyboard and mouse input
        //      computeMatricesFromInputs();
                //glm::mat4 ProjectionMatrix = getProjectionMatrix();
                //glm::mat4 ViewMatrix = getViewMatrix();
                glUniformMatrix4fv(MatrixID, 1, GL_FALSE, glm::value_ptr(ProjectionMatrix));
                glUniformMatrix4fv(ViewMatrixID, 1, GL_FALSE, glm::value_ptr(getViewMatrix()));

                //light movement
                computeMatricesFromInputs();
                {
                        if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::W))
                        {
                                LPT.position.y+=0.001f;
                        }
                        if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::S))
                        {
                                LPT.position.y-=0.001f;
                        }
                        if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::A))
                        {
                                LPT.position.x-=0.001f;
                        }
                        if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::D))
                        {
                                LPT.position.x+=0.001f;
                        }
                        if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Z))
                        {
                                LPT.position.z-=0.001f;
                        }
                        if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::X))
                        {
                                LPT.position.z+=0.001f;
                        }
                        if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Q))
                        {
                                Scale-=0.001;
                        }
                        if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::E))
                        {
                                Scale+=0.001;
                        }
                        Bob3.SetTranslation(LPT.position);
                        Bob3.Scale(Scale);
                }
                {
                        vec3 cammove=vec3(0);
                        cammove*=getCamDir()*0.001f;
                        if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::I))
                        {
                                cammove+=getCamDir()*0.001f;
                        }
                        if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::K))
                        {
                                cammove-=getCamDir()*0.001f;
                        }
                        //      cammove.y=0;
                        if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::U))
                        {
                                cammove.y+=0.001f;
                        }
                        if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::O))
                        {
                                cammove.y-=0.001f;
                        }
                        if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::J))
                        {
                                cammove.x-=0.001f;
                        }
                        if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::L))
                        {
                                cammove.x+=0.001f;
                        }
                        getCamPos()+=cammove;
                }
                glUniform3f(LightPositionID,LPT.position.x,LPT.position.y,LPT.position.z);

       
                // Bind our texture in Texture Unit 0
       
                for(int i=0;i<Objects.size();++i)
                {
                        if(Objects[i]->GetObjMat().MeshTexture!=nullptr)
                                Objects[i]->GetObjMat().MeshTexture->Bind(GL_TEXTURE0);
                        else
                        {
                                glActiveTexture(GL_TEXTURE0);
                                glBindTexture(GL_TEXTURE_2D,Texture );
                        }
                        glUniform1i(TextureID, 0);
               
                        // Send our transformation to the currently bound shader,
                        // in the "MVP" uniform
                       
                        glUniform3f(BobmatMaterialAmbientColorID,Objects[i]->GetObjMat().MaterialAmbientColor.x,Objects[i]->GetObjMat().MaterialAmbientColor.y,Objects[i]->GetObjMat().MaterialAmbientColor.z);
                        glUniform3f(BobmatMaterialSpecularColorID,Objects[i]->GetObjMat().MaterialSpecularColor.x,Objects[i]->GetObjMat().MaterialSpecularColor.y,Objects[i]->GetObjMat().MaterialSpecularColor.z);
                       
                       
                        glUniformMatrix4fv(ModelMatrixID, 1, GL_FALSE,glm::value_ptr(Objects[i]->GetModelMatrix()));
                        Objects[i]->Draw();
                }
               
                //glUniform3fv(LightID,4,(float*)&LightPos);

                // 1st attribute buffer : vertices
               

                // 2nd attribute buffer : UVs
                // Swap buffers
                //glPushAttrib(GL_ELEMENT_ARRAY_BUFFER);
                //glPushAttrib(GL_ARRAY_BUFFER);
                //
                glBindBuffer(GL_ARRAY_BUFFER,0);
                MainWindow.pushGLStates();
                MainWindow.resetGLStates();
                MainWindow.draw(text);
                MainWindow.popGLStates();
                //
                //glPopAttrib();
                //glPopAttrib();

                MainWindow.display();
        } // Check if the ESC key was pressed or the window was closed
        while( !sf::Keyboard::isKeyPressed( sf::Keyboard::Key::Escape )&&MainWindow.isOpen() );
        system("pause");
        MainWindow.close();

        G_MeshManager.ReleaseAllVBOs();

        glDeleteProgram(programID);
        glDeleteTextures(1, &Texture);

        return 0;
}


 

Controls.cpp (keep in mind this is mostly temporary, an in no way represents my coding style as i'm working
from a tutorial)
// Include GLFW
//#include <GL/glfw.h>

// Include GLM
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
using namespace glm;

#include "controls.hpp"
#include <SFML/Graphics.hpp>
#include <SFML/OpenGL.hpp>
#include <SFML/Audio.hpp>
#include <SFML/System.hpp>
#include <SFML/Network.hpp>

glm::mat4 ViewMatrix;
glm::vec3 position = glm::vec3( 0, 0, 5 );
glm::vec3 direction= glm::vec3( 0, 0, 5 );

glm::mat4& getViewMatrix(){
        return ViewMatrix;
}
glm::vec3& getCamPos()
{
        return position;
}
glm::vec3& getCamDir()
{
        return direction;
}

// Initial position : on +Z
// Initial horizontal angle : toward -Z
float horizontalAngle = 3.14f;
// Initial vertical angle : none
float verticalAngle = 0.0f;
// Initial Field of View

float speed = 3.0f; // 3 units / second
float mouseSpeed = 0.005f;


void computeMatricesFromInputs(){

        // glfwGetTime is called only once, the first time this function is called]

        // Get mouse position
        int xpos, ypos;
        //glfwGetMousePos(&xpos, &ypos);
        xpos=sf::Mouse::getPosition().x;
        ypos=sf::Mouse::getPosition().y;
        // Reset mouse position for next frame
        sf::Mouse::setPosition(sf::Vector2i(1024/2, 768/2));

        // Compute new orientation
        horizontalAngle += mouseSpeed * float(1024/2 - xpos );
        verticalAngle   += mouseSpeed * float( 768/2 - ypos );

        // Direction : Spherical coordinates to Cartesian coordinates conversion
         direction=vec3(
                cos(verticalAngle) * sin(horizontalAngle),
                sin(verticalAngle),
                cos(verticalAngle) * cos(horizontalAngle)
        );
       
        // Right vector
        glm::vec3 right = glm::vec3(
                sin(horizontalAngle - 3.141592f/2.0f),
                0,
                cos(horizontalAngle - 3.141592f/2.0f)
        );
       
        // Up vector
        glm::vec3 up = glm::cross( right, direction );


        // Camera matrix
        ViewMatrix       = glm::lookAt(
                                                                position,           // Camera is here
                                                                position+direction, // and looks here : at the same position, plus "direction"
                                                                up                  // Head is up (set to 0,-1,0 to look upside-down)
                                                   );

        // For the next frame, the "last time" will be "now"

}


 

Controls.hpp
#ifndef CONTROLS_HPP
#define CONTROLS_HPP

void computeMatricesFromInputs();
glm::mat4& getViewMatrix();
glm::vec3& getCamPos();
glm::vec3& getCamDir();
#endif

 

objloader.hpp ( i know, it should be in a source file  ;) )
#ifndef OBJLOADER_H
#define OBJLOADER_H

bool loadOBJ(
        const char * path,
        std::vector<glm::vec3> & out_vertices,
        std::vector<glm::vec2> & out_uvs,
        std::vector<glm::vec3> & out_normals
);

#include <vector>
#include <stdio.h>
#include <string>
#include <cstring>

#include <glm/glm.hpp>

#include "texture.hpp"

#include <assimp/Importer.hpp>      // C++ importer interface
#include <assimp/scene.h>           // Output data structure
#include <assimp/postprocess.h>     // Post processing flags
#include <iostream>
bool loadAssImp(
        std::string path,
        std::vector<unsigned short> & indices,
        std::vector<glm::vec3> & vertices,
        std::vector<glm::vec2> & uvs,
        std::vector<glm::vec3> & normals,
        std::vector<glm::vec3> & tangents,
        std::vector<glm::vec3> & bitangents,
        Texture** MeshDiffuseTexture,
        Texture** MeshNormalTexture
){
        bool Ret=false;
        Assimp::Importer importer;

        const aiScene* scene = importer.ReadFile(path.c_str(), aiProcess_Triangulate |
                aiProcess_GenSmoothNormals | aiProcess_JoinIdenticalVertices |aiProcess_OptimizeMeshes |
                aiProcess_CalcTangentSpace |aiProcess_OptimizeGraph| aiProcess_ImproveCacheLocality);

        if( !scene) {
                std::cout<<"could not load scene: "<<path<<std::endl;
                return Ret;
        }
        Ret=true;

        //
        //Meshs stuff
        //

        //for(int U=0;U<scene->mNumMeshes;U++)
        {
                aiMesh* mesh = scene->mMeshes[0];

                // Fill vertices positions
                vertices.reserve(mesh->mNumVertices);

                for(unsigned int i=0; i<mesh->mNumVertices; i++){
                        aiVector3D pos = mesh->mVertices[i];
                        vertices.push_back(glm::vec3(pos.x, pos.y, pos.z));
                }
       

                // Fill vertices texture coordinates
                uvs.reserve(mesh->mNumVertices);
                aiVector3D Zero3D(0,0,0);
       
                for(unsigned int i=0; i<mesh->mNumVertices; i++)
                {
                        aiVector3D UVW = mesh->HasTextureCoords(0) ? (mesh->mTextureCoords[0][i]) : Zero3D ; // Assume only 1 set of UV coords; AssImp supports 8 UV sets.
                        uvs.push_back(glm::vec2(UVW.x, UVW.y));

                        //Fill tangents and bitangents
                        if(mesh->HasTangentsAndBitangents())
                        {
                                tangents.push_back(glm::vec3(mesh->mTangents[i].x,mesh->mTangents[i].y,mesh->mTangents[i].z));
                                bitangents.push_back(glm::vec3(mesh->mBitangents[i].x,mesh->mBitangents[i].y,mesh->mBitangents[i].z));
                        }
                }

                // Fill vertices normals
                normals.reserve(mesh->mNumVertices);
                for(unsigned int i=0; i<mesh->mNumVertices; i++){
                        aiVector3D n = mesh->mNormals[i];
                        normals.push_back(glm::vec3(n.x, n.y, n.z));
                }


                // Fill face indices
                indices.reserve(3*mesh->mNumFaces);      

                for (unsigned int i=0; i<mesh->mNumFaces; i++){
                        // Assume the model has only triangles AS WE TRIANGULATE MESH AS A POST PROCESS
                        indices.push_back(mesh->mFaces[i].mIndices[0]);
                        indices.push_back(mesh->mFaces[i].mIndices[1]);
                        indices.push_back(mesh->mFaces[i].mIndices[2]);
                }

               
        }


        //
        /// Texture stuff
        //

        //MeshTexture=new Texture(GL_TEXTURE_2D,
        for (unsigned int G = 1 ; G < scene->mNumMaterials ; G++)
        {
        const aiMaterial* pMaterial = scene->mMaterials[G];
       

        if (pMaterial->GetTextureCount(aiTextureType_DIFFUSE) > 0) {
            aiString Path;
            if (pMaterial->GetTexture(aiTextureType_DIFFUSE, 0, &Path, NULL, NULL, NULL, NULL, NULL) == AI_SUCCESS) {
                std::string FullPath;// ="C:/Users/DragonStorm-Coder/Documents/Visual Studio 2012/Projects/GameModules/TestRendererStart/TestRendererStart/";
                                 FullPath =Path.data;
                                 
                *MeshDiffuseTexture = new Texture(GL_TEXTURE_2D, FullPath.c_str());
                                Texture* t= *MeshDiffuseTexture;
                                if (!t->Load()) {
                    delete *MeshDiffuseTexture;
                   *MeshDiffuseTexture = nullptr;
                    Ret = false;
                }
                else {
                   //Texture loaded
                }
            }
        }
                if (pMaterial->GetTextureCount(aiTextureType_NORMALS) > 0) {
            aiString Path;
            if (pMaterial->GetTexture(aiTextureType_NORMALS, 0, &Path, NULL, NULL, NULL, NULL, NULL) == AI_SUCCESS) {
                std::string FullPath;// ="C:/Users/DragonStorm-Coder/Documents/Visual Studio 2012/Projects/GameModules/TestRendererStart/TestRendererStart/";
                                 FullPath =Path.data;

                *MeshDiffuseTexture = new Texture(GL_TEXTURE_2D, FullPath.c_str());
                                Texture* t= *MeshDiffuseTexture;
                                if (!t->Load()) {
                    delete *MeshDiffuseTexture;
                   *MeshDiffuseTexture = nullptr;
                    Ret = false;
                }
                else {
                   //Texture loaded
                }
            }
        }
    }
        // The "scene" pointer will be deleted automatically by "importer"
        return Ret;
}


#endif

 

Shader.cpp

#include <stdio.h>
#include <string>
#include <vector>
#include <iostream>
#include <fstream>
#include <algorithm>
using namespace std;

#include <stdlib.h>
#include <string.h>

#include <GL/glew.h>

#include "shader.hpp"

GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path){

        // Create the shaders
        GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
        GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);

        // Read the Vertex Shader code from the file
        std::string VertexShaderCode;
        std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
        if(VertexShaderStream.is_open()){
                std::string Line = "";
                while(getline(VertexShaderStream, Line))
                        VertexShaderCode += "\n" + Line;
                VertexShaderStream.close();
        }else{
                //printf("Impossible to open %s. Are you in the right directory ? Don't forget to read the FAQ !\n", vertex_file_path);
                //getchar();
                std::cout<<"couldn't open: "<<vertex_file_path<<std::endl;
                return 0;
        }

        // Read the Fragment Shader code from the file
        std::string FragmentShaderCode;
        std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
        if(FragmentShaderStream.is_open()){
                std::string Line = "";
                while(getline(FragmentShaderStream, Line))
                        FragmentShaderCode += "\n" + Line;
                FragmentShaderStream.close();
        }



        GLint Result = GL_FALSE;
        int InfoLogLength;



        // Compile Vertex Shader
        printf("Compiling shader : %s\n", vertex_file_path);
        char const * VertexSourcePointer = VertexShaderCode.c_str();
        glShaderSourceARB(VertexShaderID, 1, &VertexSourcePointer , NULL);
        glCompileShaderARB(VertexShaderID);

        // Check Vertex Shader
        glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
        glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
        if ( InfoLogLength > 0 ){
                std::vector<char> VertexShaderErrorMessage(InfoLogLength+1);
                glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
                printf("%s\n", &VertexShaderErrorMessage[0]);
        }



        // Compile Fragment Shader
        printf("Compiling shader : %s\n", fragment_file_path);
        char const * FragmentSourcePointer = FragmentShaderCode.c_str();
        glShaderSourceARB(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
        glCompileShaderARB(FragmentShaderID);
        // Check Fragment Shader
        glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
        glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
        if ( InfoLogLength > 0 ){
                std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
                glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
                printf("%s\n", &FragmentShaderErrorMessage[0]);
        }



        // Link the program
        printf("Linking program\n");
        GLuint ProgramID = glCreateProgram();
        glAttachShader(ProgramID, VertexShaderID);
        glAttachShader(ProgramID, FragmentShaderID);
        glLinkProgram(ProgramID);

        // Check the program
        glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
        glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
        if ( InfoLogLength > 0 ){
                std::vector<char> ProgramErrorMessage(InfoLogLength+1);
                glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
                printf("%s\n", &ProgramErrorMessage[0]);
        }

        glDeleteShader(VertexShaderID);
        glDeleteShader(FragmentShaderID);

        return ProgramID;
}


 
Shader.hpp

#ifndef SHADER_HPP
#define SHADER_HPP
#include <glm/glm.hpp>
GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path);

#endif


 

Texture.hpp

#ifndef TEXTURE_HPP
#define TEXTURE_HPP
#include <GL/glew.h>
#include <SFML/Graphics.hpp>

GLuint loadTexture(const std::string imagepath);

GLuint loadDDS(const std::string imagepath);

class Texture
{
private:
    std::string m_fileName;
    GLenum m_textureTarget;
    GLuint m_textureObj;
    sf::Image Image;
       
public:
       
        Texture(GLenum TextureTarget, const std::string& FileName)
        {
                m_textureTarget = TextureTarget;
                m_fileName      = FileName;
        }

    bool Load()
        {
               
                sf::Image Image;
                if (!Image.loadFromFile(m_fileName))
                        return false;
                glGenTextures(1, &m_textureObj);
                glBindTexture(m_textureTarget, m_textureObj);

                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Image.getSize().x, Image.getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, Image.getPixelsPtr());

                // Nice trilinear filtering.
                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
                glGenerateMipmap(GL_TEXTURE_2D);
               
                return true;
        }

    void Bind(GLenum TextureUnit)
        {
                glActiveTexture(TextureUnit);
                glBindTexture(GL_TEXTURE_2D, m_textureObj);
        }


};


#endif

 

Texture.cpp
#include <stdio.h>
#include <stdlib.h>
#include <string.h>

#include <GL/glew.h>

#include <SFML/Graphics.hpp>
#include <SFML/OpenGL.hpp>
#include <SFML/Audio.hpp>
//#include <SFML/System.hpp>
#include <SFML/Network.hpp>
#include <iostream>
#include <fstream>

#ifdef LoadImage
#undef LoadImage
#endif

/*
GLuint loadBMP_custom(const char * imagepath){

        printf("Reading image %s\n", imagepath);

        // Data read from the header of the BMP file
        unsigned char header[54];
        unsigned int dataPos;
        unsigned int imageSize;
        unsigned int width, height;
        // Actual RGB data
        unsigned char * data;

        // Open the file
        FILE * file = fopen(imagepath,"rb");
        if (!file)                                                          {printf("%s could not be opened. Are you in the right directory ? Don't forget to read the FAQ !\n", imagepath); getchar(); return 0;}

        // Read the header, i.e. the 54 first bytes

        // If less than 54 bytes are read, problem
        if ( fread(header, 1, 54, file)!=54 ){
                printf("Not a correct BMP file\n");
                return 0;
        }
        // A BMP files always begins with "BM"
        if ( header[0]!='B' || header[1]!='M' ){
                printf("Not a correct BMP file\n");
                return 0;
        }
        // Make sure this is a 24bpp file
        if ( *(int*)&(header[0x1E])!=0  )         {printf("Not a correct BMP file\n");    return 0;}
        if ( *(int*)&(header[0x1C])!=24 )         {printf("Not a correct BMP file\n");    return 0;}

        // Read the information about the image
        dataPos    = *(int*)&(header[0x0A]);
        imageSize  = *(int*)&(header[0x22]);
        width      = *(int*)&(header[0x12]);
        height     = *(int*)&(header[0x16]);

        // Some BMP files are misformatted, guess missing information
        if (imageSize==0)    imageSize=width*height*3; // 3 : one byte for each Red, Green and Blue component
        if (dataPos==0)      dataPos=54; // The BMP header is done that way

        // Create a buffer
        data = new unsigned char [imageSize];

        // Read the actual data from the file into the buffer
        fread(data,1,imageSize,file);

        // Everything is in memory now, the file wan be closed
        fclose (file);

        // Create one OpenGL texture
        GLuint textureID;
        glGenTextures(1, &textureID);
       
        // "Bind" the newly created texture : all future texture functions will modify this texture
        glBindTexture(GL_TEXTURE_2D, textureID);

        // Give the image to OpenGL
        glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, width, height, 0, GL_BGR, GL_UNSIGNED_BYTE, data);

        // OpenGL has now copied the data. Free our own version
        delete [] data;

        // Poor filtering, or ...
        //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

        // ... nice trilinear filtering.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glGenerateMipmap(GL_TEXTURE_2D);

        // Return the ID of the texture we just created
        return textureID;
}
*/

#define FOURCC_DXT1 0x31545844 // Equivalent to "DXT1" in ASCII
#define FOURCC_DXT3 0x33545844 // Equivalent to "DXT3" in ASCII
#define FOURCC_DXT5 0x35545844 // Equivalent to "DXT5" in ASCII

GLuint loadDDS(std::string imagepath){


        unsigned char header[128];
        //std::fstream in(imagepath,std::ios::in |std::ios::binary);
        std::basic_fstream<unsigned char> in(imagepath,std::ios::in |std::ios::binary);
        //std::string header;
        if (!in.is_open()){
                //printf("%s could not be opened. Are you in the right directory ? Don't forget to read the FAQ !\n", imagepath); getchar();
                std::cout<<"couldn't load DDS file: "<<imagepath<<std::endl;
                return 0;
        }
   
        for(int i=0;i<128;++i)
        {
                in.get(header[i]);
        }

        char filecode[4];
        std::fstream in2(imagepath,std::ios::in |std::ios::binary);
        in2.get(&filecode[0],4);
        in2.close();
        if (std::string(filecode).find("DDS")==std::string::npos) {
                std::cout<<"Not a Valid DDS"<<imagepath<<std::endl;
                return 0;
        }
       

        unsigned int height      = *(unsigned int*)&(header[12]);
        unsigned int width           = *(unsigned int*)&(header[16]);
        unsigned int linearSize  = *(unsigned int*)&(header[20]);
        unsigned int mipMapCount = *(unsigned int*)&(header[28]);
        unsigned int fourCC      = *(unsigned int*)&(header[84]);

 
        unsigned char * buffer;
        unsigned int bufsize;
        bufsize = mipMapCount > 1 ? linearSize * 2 : linearSize;
        buffer = new unsigned char[bufsize];
        for(int i=0;i<bufsize;++i)
                in.get(buffer[i]);

        in.close();
        //fread(buffer, 1, bufsize, fp);
       
        //fclose(fp);

        unsigned int components  = (fourCC == FOURCC_DXT1) ? 3 : 4;
        unsigned int format;
        switch(fourCC)
        {
        case FOURCC_DXT1:
                format = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
                break;
        case FOURCC_DXT3:
                format = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
                break;
        case FOURCC_DXT5:
                format = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
                break;
        default:
                delete[] buffer;
                return 0;
        }

        // Create one OpenGL texture
        GLuint textureID;
        glGenTextures(1, &textureID);

        // "Bind" the newly created texture : all future texture functions will modify this texture
        glBindTexture(GL_TEXTURE_2D, textureID);
        glPixelStorei(GL_UNPACK_ALIGNMENT,1);  
       
        unsigned int blockSize = (format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) ? 8 : 16;
        unsigned int offset = 0;

        for (unsigned int level = 0; level < mipMapCount && (width || height); ++level)
        {
                unsigned int size = ((width+3)/4)*((height+3)/4)*blockSize;
                glCompressedTexImage2D(GL_TEXTURE_2D, level, format, width, height,  
                        0, size, buffer + offset);
       
                offset += size;
                width  /= 2;
                height /= 2;

                // Deal with Non-Power-Of-Two textures. This code is not included in the webpage to reduce clutter.
                if(width < 1) width = 1;
                if(height < 1) height = 1;
               
        }
       
        delete [] buffer;

        return textureID;


}

GLuint LoadImage(const std::string imagepath)
{

        sf::Image Image;
        if (!Image.loadFromFile(imagepath))// if the file can't be opened by sfml try and open it as a DDS
        {
                std::cout<<"Image is not in DDS format or one that is supported by SFML"<<std::endl;
                return 0;
        }
        // Create one OpenGL texture
        GLuint textureID;
        glGenTextures(1, &textureID);

        // "Bind" the newly created texture : all future texture functions will modify this texture
        glBindTexture(GL_TEXTURE_2D, textureID);
       
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Image.getSize().x, Image.getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, Image.getPixelsPtr());


        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

        //None:BiLin Near(off),far(off)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

        //None:BiLin Near(off),far(on)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
       
        //None:BiLin Near(on),far(off)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

        //None:BiLin Near(on),far(on)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);


        //standard:BiLin Near(off),far(off)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);

        //standard:BiLin Near(off),far(on)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);

        //standard:BiLin Near(on),far(off)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);

        //standard:BiLin Near(on),far(on)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);


        //Trilinear:BiLin Near(off),far(off)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
       
        //Trilinear:BiLin Near(off),far(on)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
       
        //Trilinear:BiLin Near(on),far(on)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);

        //Trilinear:BiLin Near(on),far(off)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);

        //Anisotropic full:
        GLfloat fLargest;
    glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &fLargest);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargest);

        //Anisotropic off
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);

        glGenerateMipmap(GL_TEXTURE_2D);

        // Return the ID of the texture we just created
        return textureID;
}

GLuint loadTexture(const std::string imagepath){


        // Read the file
       
        std::string temp=imagepath.substr(imagepath.find(".")+1);
        if(temp=="DDS"||temp=="dds")
                return loadDDS(imagepath);

        return LoadImage(imagepath);

}





 
Then all that's left is my shader code, and that's clearly not responsible :-\

Thanks to anyone willing to help, I chose SFML for the purpose of OGL integration, but I probably should of first done this example/test program before writing most of my framework ::)

3
Sorry my internet connection was giving me grief, But the function calls what I previously posted
(Here's the function:)



void InitVBO()
        {
                //Generate a buffer for the vertices
                glGenBuffers(1, &vertexbuffer);
                glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
                glBufferData(GL_ARRAY_BUFFER, indexed_vertices.size() * sizeof(glm::vec3), indexed_vertices.data(), GL_STATIC_DRAW);

                //Generate a buffer for the UV coordinates
                glGenBuffers(1, &uvbuffer);
                glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
                glBufferData(GL_ARRAY_BUFFER, indexed_uvs.size() * sizeof(glm::vec2), &indexed_uvs[0], GL_STATIC_DRAW);

                //Generate a buffer for the normals
                glGenBuffers(1, &normalbuffer);
                glBindBuffer(GL_ARRAY_BUFFER, normalbuffer);
                glBufferData(GL_ARRAY_BUFFER, indexed_normals.size() * sizeof(glm::vec3), &indexed_normals[0], GL_STATIC_DRAW);

               

                // Generate a buffer for the indices
                glGenBuffers(1, &indexbuffer);
                glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexbuffer);
                glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned short), &indices[0] , GL_STATIC_DRAW);
               
        }
 

I could post all my code but it includes mesh loading with assimp and also a DDS texture loader,etc so it's about 2k lines of code  :o

4
Thanks.
Even with unbinding the buffer the Text cannot be seen.

My OGL scene is shown correctly but the text is not overlaid :o

5
Apparently glPopAttrib() takes no args so I tried:

glPushAttrib(GL_ELEMENT_ARRAY_BUFFER);
glPushAttrib(GL_ARRAY_BUFFER);
      
MainWindow.draw(text);
      
glPopAttrib();
glPopAttrib();

But that did not work either.
Here is the code that causes the problem when called:

//Generate a buffer for the vertices
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, indexed_vertices.size() * sizeof(glm::vec3), indexed_vertices.data(), GL_STATIC_DRAW);

//Generate a buffer for the UV coordinates
glGenBuffers(1, &uvbuffer);
glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
glBufferData(GL_ARRAY_BUFFER, indexed_uvs.size() * sizeof(glm::vec2), &indexed_uvs[0], GL_STATIC_DRAW);

//Generate a buffer for the normals
glGenBuffers(1, &normalbuffer);
glBindBuffer(GL_ARRAY_BUFFER, normalbuffer);
glBufferData(GL_ARRAY_BUFFER, indexed_normals.size() * sizeof(glm::vec3), &indexed_normals[0], GL_STATIC_DRAW);
   
// Generate a buffer for the indices
glGenBuffers(1, &indexbuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexbuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned short), &indices[0] , GL_STATIC_DRAW);
      
I have no idea how to combat this,any clues?

6
Thanks for the quick reply.
I'm not the most experienced with opengl, but would I have to call
glPushAttrib (GL_ARRAY_BUFFER);
glPushAttrib (GL_ELEMENT_ARRAY_BUFFER);
sf::RenderWindow : : resetGLStates ();
sf::RenderWindow : : draw ( text );
glPopAttrib (GL_ARRAY_BUFFER);
glPopAttrib (GL_ELEMENT_ARRAY_BUFFER);
sf::RenderWindow : : display ( );

Thanks

7
Hello everyone.

I'm trying to mix SFML and opengl, sfml for text overlay, etc and opengl for 3d.

I call all of  my opengl drawing code, then before calling
 sf::RenderWindow::display ();
I call the necessary
sf::RenderWindow::PushGLStates ();
then I call sf::RenderWindow::draw(text);
and then
sf::RenderWindow::PopGLStates ();
 however the text does not display.

through commenting and uncommenting lines I discovered that when I call my mesh class' member function that calls:
glGenBuffers ();
glBindBuffer ();
glBufferData ();
it stops sfml drawables from showing.
when I comment the function call out then it shows my sfml call to draw text but obviously not my meshes.

I've tried rendering to a sf::Rendertexture and then try to draw that but that too doesn't work.

What can I do to mix my opengl and sfml calls?
Basically how can I get this to work? :o

(sorry that I couldn't post code my Internet connection is down so I'm posting from my phone, hopefully I can later)

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