Book Image

OpenGL Data Visualization Cookbook

Book Image

OpenGL Data Visualization Cookbook

Overview of this book

OpenGL is a great multi-platform, cross-language, and hardware-accelerated graphics interface for visualizing large 2D and 3D datasets. Data visualization has become increasingly challenging using conventional approaches as datasets become larger and larger, especially with the Big Data evolution. From a mobile device to a sophisticated high-performance computing cluster, OpenGL libraries provide developers with an easy-to-use interface to create stunning visuals in 3D in real time for a wide range of interactive applications. This book provides a series of easy-to-follow, hands-on tutorials to create appealing OpenGL-based visualization tools with minimal development time. We will first illustrate how to quickly set up the development environment in Windows, Mac OS X, and Linux. Next, we will demonstrate how to visualize data for a wide range of applications using OpenGL, starting from simple 2D datasets to increasingly complex 3D datasets with more advanced techniques. Each chapter addresses different visualization problems encountered in real life and introduces the relevant OpenGL features and libraries in a modular fashion. By the end of this book, you will be equipped with the essential skills to develop a wide range of impressive OpenGL-based applications for your unique data visualization needs, on platforms ranging from conventional computers to the latest mobile/wearable devices.
Table of Contents (16 chapters)
OpenGL Data Visualization Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Creating your first Android application with OpenGL ES 3.0


In this section, we will complete our implementation with native code in C/C++ to create the first Android application with OpenGL ES 3.0. As illustrated in the simplified class diagram, the Java code only provides the basic interface on the mobile device. Now, on the C/C++ side, we implement all the functionalities previously defined on the Java side and also include all the required libraries from OpenGL ES 3.0 (inside the main_simple.cpp file). The main_simple.cpp file also defines the key interface between the C/C++ and Java side by using the Java Native Interface (JNI):

Getting ready

We assume that you have installed all the prerequisite tools from the Android SDK and NDK in addition to setting up the basic framework introduced in the previous section. Also, you should review the basics of shader programming, introduced in earlier chapters, before you proceed.

How to do it...

Here, we describe the implementation of the OpenGL ES...