So I have some openGL code (such code for example)
/* FUNCTION: YCamera :: CalculateWorldCoordinates
ARGUMENTS: x mouse x coordinate
y mouse y coordinate
vec where to store coordinates
RETURN: n/a
DESCRIPTION: Convert mouse coordinates into world coordinates
*/
void YCamera :: CalculateWorldCoordinates(float x, float y, YVector3 *vec) { // START GLint viewport[4]; GLdouble mvmatrix[16], projmatrix[16];
GLint real_y;
GLdouble mx, my, mz;
glGetIntegerv(GL_VIEWPORT, viewport);
glGetDoublev(GL_MODELVIEW_MATRIX, mvmatrix);
glGetDoublev(GL_PROJECTION_MATRIX, projmatrix);
real_y = viewport[3] - (GLint) y - 1; // viewport[3] is height of window in pixels
gluUnProject((GLdouble) x, (GLdouble) real_y, 1.0, mvmatrix, projmatrix, viewport, &mx, &my, &mz);
/* 'mouse' is the point where mouse projection reaches FAR_PLANE.
World coordinates is intersection of line(camera->mouse) with plane(z=0) (see LaMothe 306)
Equation of line in 3D:
(x-x0)/a = (y-y0)/b = (z-z0)/c
Intersection of line with plane:
z = 0
x-x0 = a(z-z0)/c <=> x = x0+a(0-z0)/c <=> x = x0 -a*z0/c
y = y0 - b*z0/c
*/
double lx = fPosition.x - mx;
double ly = fPosition.y - my;
double lz = fPosition.z - mz;
double sum = lx*lx + ly*ly + lz*lz;
double normal = sqrt(sum);
double z0_c = fPosition.z / (lz/normal);
vec->x = (float) (fPosition.x - (lx/normal)*z0_c);
vec->y = (float) (fPosition.y - (ly/normal)*z0_c);
vec->z = 0.0f;
}
I want to run It but with out precompiling. Is there any way to do such thing