As the title says, I am getting wrong mouse information in specific area
Here is the picture in wich are I get wrong coordinates:
Normali the coordinates should be from 0 to 64 in that arena, but not from 0 to 1. The are which shows coordinates from 0 to 1 is the same size as the white cube.
The code:
#include "SDL.h"
#include <SDL_opengl.h>
#include <GL/glu.h>
#include <sstream>
int SCREEN_WIDTH = 800;
int SCREEN_HEIGHT = 640;
const int SCREEN_BPP = 32;
const int FRAMES_PER_SECOND = 60;
SDL_Surface *surface;
SDL_Event event;
GLvoid ReSizeGLScene(GLsizei width, GLsizei height)
{
if (height==0) // Prevent A Divide By Zero By
{
height=1; // Making Height Equal One
}
glViewport( 0, 0, width, height );
glMatrixMode( GL_PROJECTION );
glLoadIdentity( );
gluPerspective( 45.0f, ( GLfloat )width / ( GLfloat )height, 0.1f, 100.0f );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity( );
}
int initGL( GLvoid )
{
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW )
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
return TRUE ;
}
void clean_up()
{
//Quit SDL
SDL_Quit();
}
void GLDRAW(GLvoid)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f,0.0f,-10.0f);
glBegin(GL_QUADS); // Draw A Quad
glVertex3f(0.0f , 0.64f, 0.0f); // Top Left
glVertex3f(0.64f ,0.64f, 0.0f); // Top Right
glVertex3f(0.64f ,0.0f , 0.0f); // Bottom Right
glVertex3f(0.0f , 0.0f , 0.0f); // Bottom Left
glEnd();
}
int Timer()
{
int startTicks = 0;
startTicks = SDL_GetTicks();
return SDL_GetTicks() - startTicks;
}
int main( int argc, char *argv[] )
{
//Quit flag
bool quit = false;
if( SDL_Init( SDL_INIT_EVERYTHING ) < 0 )
{
return false;
}
if( SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_HWSURFACE | SDL_GL_DOUBLEBUFFER | SDL_OPENGL ) == NULL )
{
return false;
}
initGL( );
ReSizeGLScene( SCREEN_WIDTH, SCREEN_HEIGHT );
int x = 0, y = 0;
float x3d,y3d,z3d;
//Wait for user exit
while( quit == false )
{
//Start the frame timer
//While there are events to handle
while( SDL_PollEvent( &event ) )
{
if( event.type == SDL_MOUSEMOTION )
{
x = event.motion.x;
y = event.motion.y;
GLdouble model_view[16];
glGetDoublev(GL_MODELVIEW_MATRIX, model_view);
GLdouble projection[16];
glGetDoublev(GL_PROJECTION_MATRIX, projection);
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
double dx; double dy; double dz;
GLfloat depth[2];
glReadPixels (x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, depth);
gluUnProject(x, y, depth[0], model_view, projection, viewport, &dx, &dy, &dz);
x3d = float(dx);
y3d = float(dy);
z3d = float(dz);
}
if( event.type == SDL_QUIT )
{
quit = true;
}
}
//Clear the screen
glClear( GL_COLOR_BUFFER_BIT );
//Show the square
GLDRAW();
//Update screen
SDL_GL_SwapBuffers();
std::stringstream time;
time << "X: " << x3d << " Y: " << y3d;
SDL_WM_SetCaption( time.str().c_str(), NULL );
}
//Clean up
clean_up();
return 0;
}