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

Rendering 2D images with texture mapping


Now that we have introduced the basics of GLSL using a simple example, we will incorporate further complexity to provide a complete framework that enables users to modify any part of the rendering pipeline in the future.

The code in this framework is divided into smaller modules to handle the shader programs (shader.cpp and shader.hpp), texture mapping (texture.cpp and texture.hpp), and user inputs (controls.hpp and controls.hpp). First, we will reuse the mechanism to load shader programs in OpenGL introduced previously and incorporate new shader programs for our purpose. Next, we will introduce the steps required for texture mapping. Finally, we will describe the main program, which integrates all the logical pieces and prepares the final demo. In this section, we will show how we can load an image and convert it into a texture object to be rendered in OpenGL. With this framework in mind, we will further demonstrate how to render a video in the next...