I'm trying to create a ray from my mouse location out into 3D space, and apparently in order to do that I need to "UnProject()" it.
Doing so will give me a value between 0 & 1 for each axis.
This can't be right for drawing a "Ray" or a line from the viewport, can it? All this is, is a percentage essentially of my mouse to viewport size.
If this is actually right, then I don't understand the following:
- I draw triangles that have vertices that are not constrained from 0-1, rather they are coordinates like (0,100,0), (100,100,0), (100,0,0), And these draw perfectly fine
- But also, drawing the vertices that are unprojected from my mouse coordinates as lines/points also draw perfectly fine.
- How the heck would I then compare my mouse coordinates to the coordinates of my objects?
If this is actually wrong, then what can cause such an error? I tried unprojecting my own object's vertices, and those aren't constrained from 0-1. I don't know whether or not the way I handle my "projections" when rendering is even compatible with gluUnproject. I've been just doing it the way these tutorials here show it (near bottom): http://qt-project.org/wiki/Developer-Guides#28810c65dd0f273a567b83a48839d275
This is the way I try to get my mouse coordinates:
GLdouble modelViewMatrix[16];
GLdouble projectionMatrix[16];
GLint viewport[4];
GLfloat winX, winY, winZ;
glGetDoublev(GL_MODELVIEW_MATRIX, modelViewMatrix);
glGetDoublev(GL_PROJECTION_MATRIX, projectionMatrix);
glGetIntegerv(GL_VIEWPORT, viewport);
winX = (float)x;
winY = (float)viewport[3] - (float)y;
glReadPixels( winX, winY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ );
GLdouble nearPlaneLocation[3];
gluUnProject(winX, winY, 0, modelViewMatrix, projectionMatrix,
viewport, &nearPlaneLocation[0], &nearPlaneLocation[1],
&nearPlaneLocation[2]);
GLdouble farPlaneLocation[3];
gluUnProject(winX, winY, 1, modelViewMatrix, projectionMatrix,
viewport, &farPlaneLocation[0], &farPlaneLocation[1],
&farPlaneLocation[2]);
QVector3D nearP = QVector3D(nearPlaneLocation[0], nearPlaneLocation[1],
nearPlaneLocation[2]);
QVector3D farP = QVector3D(farPlaneLocation[0], farPlaneLocation[1],
farPlaneLocation[2]);
Perhaps my actual projections are off?
void oglWidget::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
QMatrix4x4 mMatrix;
QMatrix4x4 vMatrix;
QMatrix4x4 cameraTransformation;
cameraTransformation.rotate(alpha, 0, 1, 0);
cameraTransformation.rotate(beta, 1, 0, 0);
QVector3D cameraPosition = cameraTransformation * QVector3D(camX, camY, distance);
QVector3D cameraUpDirection = cameraTransformation * QVector3D(0, 1, 0);
vMatrix.lookAt(cameraPosition, QVector3D(camX, camY, 0), cameraUpDirection);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(cameraPosition.x(), cameraPosition.y(), cameraPosition.z(), camX, camY, 0, cameraUpDirection.x(), cameraUpDirection.y(), cameraUpDirection.z());
shaderProgram.bind();
shaderProgram.setUniformValue("mvpMatrix", pMatrix * vMatrix * mMatrix);
shaderProgram.setUniformValue("texture", 0);
for (int x = 0; x < tileCount; x++)
{
shaderProgram.setAttributeArray("vertex", tiles[x]->vertices.constData());
shaderProgram.enableAttributeArray("vertex");
shaderProgram.setAttributeArray("textureCoordinate", textureCoordinates.constData());
shaderProgram.enableAttributeArray("textureCoordinate");
//Triangle Drawing
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, tiles[x]->image.width(), tiles[x]->image.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, tiles[x]->image.bits());
glDrawArrays(GL_TRIANGLES, 0, tiles[x]->vertices.size());
}
shaderProgram.release();
}
Where as, pMatrix is a 4x4 matrix, controlled during resize events like:
pMatrix.setToIdentity();
pMatrix.perspective(fov, (float) width / (float) height, 0.001, 10000);
glViewport(0, 0, width, height);
and my vertex shader is set up like this:
uniform mat4 mvpMatrix;
in vec4 vertex;
in vec2 textureCoordinate;
out vec2 varyingTextureCoordinate;
void main(void)
{
varyingTextureCoordinate = textureCoordinate;
gl_Position = mvpMatrix * vertex;
}