如何在不使用gluUnProject的情况下将屏幕坐标转换为现代OpenGL中的世界坐标?
答案 0 :(得分:5)
AFAIK - gluUnproject需要提供给它的所有信息(模型视图,投影等),它只执行矩阵求逆计算。因此,如果您有这些矩阵,您可以调用gluUnproject或自己执行这些计算。
以下代码取自here(复制过来,以便在链接死亡时此答案仍然存在。)
int glhProjectf(float objx, float objy, float objz, float *modelview, float *projection, int *viewport, float *windowCoordinate)
{
//Transformation vectors
float fTempo[8];
//Modelview transform
fTempo[0]=modelview[0]*objx+modelview[4]*objy+modelview[8]*objz+modelview[12]; //w is always 1
fTempo[1]=modelview[1]*objx+modelview[5]*objy+modelview[9]*objz+modelview[13];
fTempo[2]=modelview[2]*objx+modelview[6]*objy+modelview[10]*objz+modelview[14];
fTempo[3]=modelview[3]*objx+modelview[7]*objy+modelview[11]*objz+modelview[15];
//Projection transform, the final row of projection matrix is always [0 0 -1 0]
//so we optimize for that.
fTempo[4]=projection[0]*fTempo[0]+projection[4]*fTempo[1]+projection[8]*fTempo[2]+projection[12]*fTempo[3];
fTempo[5]=projection[1]*fTempo[0]+projection[5]*fTempo[1]+projection[9]*fTempo[2]+projection[13]*fTempo[3];
fTempo[6]=projection[2]*fTempo[0]+projection[6]*fTempo[1]+projection[10]*fTempo[2]+projection[14]*fTempo[3];
fTempo[7]=-fTempo[2];
//The result normalizes between -1 and 1
if(fTempo[7]==0.0) //The w value
return 0;
fTempo[7]=1.0/fTempo[7];
//Perspective division
fTempo[4]*=fTempo[7];
fTempo[5]*=fTempo[7];
fTempo[6]*=fTempo[7];
//Window coordinates
//Map x, y to range 0-1
windowCoordinate[0]=(fTempo[4]*0.5+0.5)*viewport[2]+viewport[0];
windowCoordinate[1]=(fTempo[5]*0.5+0.5)*viewport[3]+viewport[1];
//This is only correct when glDepthRange(0.0, 1.0)
windowCoordinate[2]=(1.0+fTempo[6])*0.5; //Between 0 and 1
return 1;
}