Welcome, Guest. Please login or register. Did you miss your activation email?

Author Topic: Sfml2.1 drawables won't draw if I call opengl's gl*Buffer* functions (Solved)  (Read 6148 times)

0 Members and 1 Guest are viewing this topic.

Dragonstorm97

  • Newbie
  • *
  • Posts: 7
    • View Profile
    • Email
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)
« Last Edit: March 10, 2014, 09:35:41 pm by Dragonstorm97 »

eXpl0it3r

  • SFML Team
  • Hero Member
  • *****
  • Posts: 11030
    • View Profile
    • development blog
    • Email
AW: Sfml2.1 drawables won't draw if I call opengl's gl*Buffer* functions
« Reply #1 on: March 08, 2014, 10:47:39 pm »
If you use OpenGL > 2.x, you need to handle the newer GL states on your own, because SFML doesn't know them.
Official FAQ: https://www.sfml-dev.org/faq.php
Official Discord Server: https://discord.gg/nr4X7Fh
——————————————————————
Dev Blog: https://duerrenberger.dev/blog/

Dragonstorm97

  • Newbie
  • *
  • Posts: 7
    • View Profile
    • Email
Re: Sfml2.1 drawables won't draw if I call opengl's gl*Buffer* functions
« Reply #2 on: March 08, 2014, 11:05:39 pm »
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

Dragonstorm97

  • Newbie
  • *
  • Posts: 7
    • View Profile
    • Email
Re: Sfml2.1 drawables won't draw if I call opengl's gl*Buffer* functions
« Reply #3 on: March 09, 2014, 12:08:33 am »
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?

wintertime

  • Sr. Member
  • ****
  • Posts: 255
    • View Profile
Re: Sfml2.1 drawables won't draw if I call opengl's gl*Buffer* functions
« Reply #4 on: March 09, 2014, 03:42:36 pm »
If you bind a buffer you need to unbind it when you are done by binding 0.
http://www.opengl.org/wiki/GLAPI/glBindBuffer

Dragonstorm97

  • Newbie
  • *
  • Posts: 7
    • View Profile
    • Email
Re: Sfml2.1 drawables won't draw if I call opengl's gl*Buffer* functions
« Reply #5 on: March 09, 2014, 08:24:07 pm »
Thanks.
Even with unbinding the buffer the Text cannot be seen.

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

binary1248

  • SFML Team
  • Hero Member
  • *****
  • Posts: 1405
  • I am awesome.
    • View Profile
    • The server that really shouldn't be running
Re: Sfml2.1 drawables won't draw if I call opengl's gl*Buffer* functions
« Reply #6 on: March 09, 2014, 08:46:12 pm »
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.
If this one function is what causes the problem, why not post it here? Unless it is a monster of a function it will help people to figure out what the problem could be...
SFGUI # SFNUL # GLS # Wyrm <- Why do I waste my time on such a useless project? Because I am awesome (first meaning).

Dragonstorm97

  • Newbie
  • *
  • Posts: 7
    • View Profile
    • Email
Re: Sfml2.1 drawables won't draw if I call opengl's gl*Buffer* functions
« Reply #7 on: March 09, 2014, 10:17:33 pm »
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

binary1248

  • SFML Team
  • Hero Member
  • *****
  • Posts: 1405
  • I am awesome.
    • View Profile
    • The server that really shouldn't be running
Re: Sfml2.1 drawables won't draw if I call opengl's gl*Buffer* functions
« Reply #8 on: March 09, 2014, 10:21:28 pm »
Just paste the 2k lines then... 99.99% the problem is in there. Maybe not everyone will read it, but given the problem it is still better than wildly guessing.
SFGUI # SFNUL # GLS # Wyrm <- Why do I waste my time on such a useless project? Because I am awesome (first meaning).

Dragonstorm97

  • Newbie
  • *
  • Posts: 7
    • View Profile
    • Email
Re: Sfml2.1 drawables won't draw if I call opengl's gl*Buffer* functions
« Reply #9 on: March 09, 2014, 10:42:25 pm »
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 ::)

binary1248

  • SFML Team
  • Hero Member
  • *****
  • Posts: 1405
  • I am awesome.
    • View Profile
    • The server that really shouldn't be running
Re: Sfml2.1 drawables won't draw if I call opengl's gl*Buffer* functions
« Reply #10 on: March 09, 2014, 11:16:24 pm »
On first glance, it seems like you defined UnbindVBO() and UnboundVBO() but never call them (their naming also seems to have been swapped). I've never tried leaving vertex attributes enabled and letting SFML do its work but maybe calling them will fix the problem? Also, you might want to unbind GL_ELEMENT_ARRAY_BUFFER as well for consistency (unbinding GL_ARRAY_BUFFER is indeed required, however GL_ELEMENT_ARRAY_BUFFER is not since SFML doesn't draw using indices).
SFGUI # SFNUL # GLS # Wyrm <- Why do I waste my time on such a useless project? Because I am awesome (first meaning).

Dragonstorm97

  • Newbie
  • *
  • Posts: 7
    • View Profile
    • Email
Re: Sfml2.1 drawables won't draw if I call opengl's gl*Buffer* functions
« Reply #11 on: March 10, 2014, 09:09:15 pm »
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!
« Last Edit: March 10, 2014, 09:11:16 pm by Dragonstorm97 »

 

anything