Reputation: 1272
I'm drawing a 2D tilemap using OpenGL and I will like to be able to know where the position of the mouse corresponds into my scene. This is what I currently have:
To draw this screen this projection is used
glm::mat4 projection = glm::perspective(
glm::radians(45.0f),
(float)screenWidth / (float)screenHeight,
1.0f,
100.0f
);
Then this camera is used to move and zoom the tilemap
glm::vec3 camera(0.0f, 0.0f, -1.00f);
Which then translates into a camera view
glm::mat4 cameraView = glm::translate(state.projection, camera);
That finally gets passed through a uniform to the vertex shader
#version 330 core
layout(location = 0) in vec2 aPosition;
uniform mat4 uCameraView;
void main() {
gl_Position = uCameraView * vec4(aPosition.x, aPosition.y, 0.0f, 1.0f);
}
This shader receives a normalized vertex, which it means that I never know how much in pixels a tile is in my screen.
Now I'm trying to somehow calculate where the mouse will be inside of my scene if it was projected like a ray into the tilemap and then hit it. If I managed to get the position of that collision I will be able to know which tile the mouse is hovering.
What will be the best approach to find this coordinate?
Upvotes: 1
Views: 211
Reputation: 1272
In the end I found this solution to map the mouse pixel coordinates to the perspective:
glm::vec4 tile = glm::translate(projection, glm::vec3(0.0f, 0.0f, camera.z)) *
glm::vec4(size.tile.regular, size.tile.regular, camera.z, 1.0f);
glm::vec3 ndcTile =
glm::vec3(tile.x / tile.w, tile.y / tile.w, tile.z / tile.w);
float pixelUnit = windowWidth * ndcTile.x;
float pixelCameraX = (camera.x / size.tile.regular) * pixelUnit;
float pixelCameraY = (camera.y / size.tile.regular) * pixelUnit;
float originX = (windowWidth / 2.0f) + pixelCameraX;
float originY = (windowHeight / 2.0f) - pixelCameraY;
float tileX = (state.input.pixelCursorX - originX) / pixelUnit;
float tileY = (state.input.pixelCursorY - originY) / pixelUnit;
selectedTileX = tileX > 0 ? tileX : tileX - 1;
selectedTileY = tileY > 0 ? tileY : tileY - 1;
Upvotes: 1