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Using OpenGL in a SFML window

Introduction
This tutorial is not about OpenGL itself, but rather how to use SFML as an
environment for OpenGL, and how to mix them together.

As you know, one of the most important features of OpenGL is portability. But
OpenGL alone won't be enough to create complete programs: you need a
window, a rendering context, user input, etc. You would have no choice but to
write OS-specific code to handle this stuff on your own. That's where the sfml-
window module comes into play. Let's see how it allows you to play with
OpenGL.

Including and linking OpenGL to your application


OpenGL headers are not the same on every OS. Therefore, SFML provides
an "abstract" header that takes care of including the right file for you.

#include <SFML/OpenGL.hpp>

This header includes OpenGL functions, and nothing else. People sometimes
think that SFML automatically includes OpenGL extension headers because
SFML loads extensions itself, but it's an implementation detail. From the
user's point of view, OpenGL extension loading must be handled like any
other external library.

You will then need to link your program to the OpenGL library. Unlike what it
does with the headers, SFML can't provide a unified way of linking OpenGL.
Therefore, you need to know which library to link to according to what
operating system you're using ("opengl32" on Windows, "GL" on Linux, etc.).

OpenGL functions start with the "gl" prefix. Remember this when you get
linker errors, it will help you find which library you forgot to link.

Creating an OpenGL window

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Since SFML is based on OpenGL, its windows are ready for OpenGL calls
without any extra effort.

sf::Window window(sf::VideoMode( 800, 600), "OpenGL");

// it works out of the box

glEnable(GL_TEXTURE_2D);

...

In case you think it is too automatic, sf::Window's constructor has an extra


argument that allows you to change the settings of the underlying OpenGL
context. This argument is an instance of the sf::ContextSettings structure, it
provides access to the following settings:

o depthBits is the number of bits per pixel to use for the depth buffer (0 to
disable it)
o stencilBits is the number of bits per pixel to use for the stencil buffer (0
to disable it)
o antialiasingLevel is the multisampling level
o majorVersion and minorVersion comprise the requested version of
OpenGL
sf::ContextSettings settings;

settings.depthBits = 24;

settings.stencilBits = 8;

settings.antialiasingLevel = 4;

settings.majorVersion = 3;

settings.minorVersion = 0;

sf::Window window(sf::VideoMode( 800, 600), "OpenGL", sf::Style::Default,

settings);

If any of these settings is not supported by the graphics card, SFML tries to
find the closest valid match. For example, if 4x anti-aliasing is too high, it tries

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2x and then falls back to 0.
In any case, you can check what settings SFML actually used with
the getSettings function:

sf::ContextSettings settings = window.getSettings();

std ::cout << "depth bits:" << settings.depthBits << std::endl;

std ::cout << "stencil bits:" << settings.stencilBits << std::endl;

std ::cout << "antialiasing level:" << settings.antialiasingLevel << std::endl;

std ::cout << "version:" << settings.majorVersion << "." <<

settings.minorVersion << std::endl;

OpenGL versions above 3.0 are supported by SFML (as long as your graphics
driver can handle them). Support for selecting the profile of 3.2+ contexts and
whether the context debug flag is set was added in SFML 2.3. The forward
compatibility flag is not supported. By default, SFML creates 3.2+ contexts
using the compatibility profile because the graphics module makes use of
legacy OpenGL functionality. If you intend on using the graphics module,
make sure to create your context without the core profile setting or the
graphics module will not function correctly. On OS X, SFML supports creating
OpenGL 3.2+ contexts using the core profile only. If you want to use the
graphics module on OS X, you are limited to using a legacy context which
implies OpenGL version 2.1.

A typical OpenGL-with-SFML program


Here is what a complete OpenGL program would look like with SFML:

#include <SFML/Window.hpp>

#include <SFML/OpenGL.hpp>

int main()

// create the window

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sf::Window window(sf::VideoMode( 800, 600), "OpenGL", sf::Style::Default,

sf::ContextSettings(32));

window.setVerticalSyncEnabled( true);

// activate the window

window.setActive( true);

// load resources, initialize the OpenGL states, ...

// run the main loop

bool running = true;

while (running)

// handle events

sf::Event event;

while (window.pollEvent(event))

if (event.type == sf::Event::Closed)

// end the program

running = false;

else if (event.type == sf::Event::Resized)

// adjust the viewport when the window is resized

glViewport( 0, 0, event.size.width, event.size.height);

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}

// clear the buffers

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

// draw...

// end the current frame (internally swaps the front and back buffers)

window.display();

// release resources...

return 0;

Here we don't use window.isOpen() as the condition of the main loop, because


we need the window to remain open until the program ends, so that we still
have a valid OpenGL context for the last iteration of the loop and the cleanup
code.

Don't hesitate to have a look at the "OpenGL" and "Window" examples in the
SFML SDK if you have further problems, they are more complete and most
likely contain solutions to your problems.

Managing OpenGL contexts


Every window created in SFML automatically comes with an OpenGL context.
When calling any OpenGL functions, they operate on the currently active
context. It is thus required that a context be active any time OpenGL functions
are called. If a context is not active when an OpenGL function is called, the
function call will not result in the desired effects since there is no state for it to
have an effect on.

In order to activate a window's context, use window.setActive() which is the


same as window.setActive(true). Activating a context while another is currently

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active will result in the currently active one being implicitly deactivated before
the new one is activated. In order to explicitly deactivate a window's context,
use window.setActive(false). This is required if the context is to be activated
on another thread as explained later on. Generally however, it is
recommended to simply deactivate the context every time you are done with a
batch of OpenGL operations. Following this advice, each batch of operations
would be visibly wrapped between activation and deactivation calls. A RAII
helper class can be written for this purpose.

// activate the window's context

window.setActive( true);

// set up OpenGL states

// clear framebuffers

// draw to the window

// deactivate the window's context

window.setActive( false);

When debugging issues with OpenGL in SFML, the first step is always to
make sure a context is active when OpenGL functions are called. Do not
assume that SFML will implicitly activate a context or that SFML will preserve
the currently active context when calling into the library. The only guarantee
provided is that the context active on the current thread will not change
between calls to window.setActive(true) and window.setActive(false) as long
as no other calls are made into the library in between. In all other cases, it has
to be assumed that the current context might have changed, so explicitly
reactivating the previously active context is required to guarantee the
previously active context is once again active. Also ensure that the right
context is active when an OpenGL function is called. The active context not
only provides an execution environment for OpenGL operations, it also
designates the destination framebuffer of any draw commands. Calling
OpenGL draw functions while a context without a visible framebuffer is active
will result in those draw commands not producing any visible output. Splitting
OpenGL operations among multiple contexts will also result in the state
changes being spread across the contexts. If any subsequent draw operation

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assumes that certain states are set, it will not produce the correct results in
this case.

A highly recommended practice when writing OpenGL code is to always


check if any OpenGL errors were produced after every OpenGL function call.
This is done via the glGetError() function. Checking for errors after every
function call will help to narrow down where a possible error might have
occurred and improve debugging efficiency significantly.

Depending on the version and capabilities of the context available, care has to
be taken to only call functions that are actually valid within the current context.
Doing otherwise will often result in
the GL_INVALID_OPERATION or GL_INVALID_ENUM errors being generated. To query
the actual version and capabilities of a context created with a window or
separately, use window.getSettings() or context.getSettings() respectively. Be
aware that these settings might differ from the settings passed during creation
of the context if the OpenGL implementation was not able to meet all the
requirements. It is recommended to always check if the context created
actually provides the functionality required by the OpenGL code to be
executed. This can become confusing when loading OpenGL extensions in a
more capable context and trying to use them in a less capable context or vice
versa.

Managing multiple OpenGL windows


Managing multiple OpenGL windows is not more complicated than managing
one, there are just a few things to keep in mind.

OpenGL calls are made on the active context (thus the active window).
Therefore if you want to draw to two different windows within the same
program, you have to select which window is active before drawing
something. This can be done with the setActive function:

// activate the first window

window1.setActive( true);

// draw to the first window...

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// activate the second window

window2.setActive( true);

// draw to the second window...

Only one context (window) can be active in a thread, so you don't need to
deactivate a window before activating another one, it is deactivated
automatically. This is how OpenGL works.

Another thing to know is that all the OpenGL contexts created by SFML share
their resources. This means that you can create a texture or vertex buffer with
any context active, and use it with any other. This also means that you don't
have to reload all your OpenGL resources when you recreate your window.
Only shareable OpenGL resources can be shared among contexts. An
example of an unshareable resource is a vertex array object.

OpenGL without a window


Sometimes it might be necessary to call OpenGL functions without an active
window, and thus no OpenGL context. For example, when you load textures
from a separate thread, or before the first window is created. SFML allows you
to create window-less contexts with the sf::Context class. All you have to do is
instantiate it to get a valid context.

int main()

sf::Context context;

// load OpenGL resources...

sf::Window window(sf::VideoMode( 800, 600), "OpenGL");

...

return 0;

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}

Rendering from threads


A typical configuration for a multi-threaded program is to handle the window
and its events in one thread (the main one), and rendering in another one. If
you do so, there's an important rule to keep in mind: you can't activate a
context (window) if it's active in another thread. This means that you have to
deactivate your window before launching the rendering thread.

void renderingThread(sf::Window* window)

// activate the window's context

window->setActive( true);

// the rendering loop

while (window->isOpen())

// draw...

// end the current frame -- this is a rendering function (it requires

the context to be active)

window->display();

int main()

// create the window (remember: it's safer to create it in the main thread

due to OS limitations)

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sf::Window window(sf::VideoMode( 800, 600), "OpenGL");

// deactivate its OpenGL context

window.setActive( false);

// launch the rendering thread

sf::Thread thread(&renderingThread, &window);

thread.launch();

// the event/logic/whatever loop

while (window.isOpen())

...

return 0;

Using OpenGL together with the graphics module


This tutorial was about mixing OpenGL with sfml-window, which is fairly easy
since it's the only purpose of this module. Mixing with the graphics module is a
little more complicated: sfml-graphics uses OpenGL too, so extra care must
be taken so that SFML and user states don't conflict with each other.

If you don't know the graphics module yet, all you have to know is that
the sf::Window class is replaced with sf::RenderWindow, which inherits all its
functions and adds features to draw SFML specific entities.

The only way to avoid conflicts between SFML and your own OpenGL states,
is to save/restore them every time you switch from OpenGL to SFML.

- draw with OpenGL

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- save OpenGL states

- draw with SFML

- restore OpenGL states

- draw with OpenGL

...

The easiest solution is to let SFML do it for you, with


the pushGLStates/popGLStates functions :

glDraw...

window.pushGLStates();

window.draw(...);

window.popGLStates();

glDraw...

Since it has no knowledge about your OpenGL code, SFML can't optimize
these steps and as a result it saves/restores all available OpenGL states and
matrices. This may be acceptable for small projects, but it might also be too
slow for bigger programs that require maximum performance. In this case, you
can handle saving and restoring the OpenGL states yourself,
with glPushAttrib/glPopAttrib, glPushMatrix/glPopMatrix, etc.
If you do this, you'll still need to restore SFML's own states before drawing.
This is done with the resetGLStates function.

glDraw...

glPush...

window.resetGLStates();

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window.draw(...);

glPop...

glDraw...

By saving and restoring OpenGL states yourself, you can manage only the
ones that you really need which leads to reducing the number of unnecessary
driver calls.

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