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?
https://stackoverflow.com/questions/65535304/how-i-can-map-the-position-in-real-pixels-of-the-mouse-to-a-normalized-one-when January 02, 2021 at 09:33AM
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