将鼠标位置计算为 3d Space - OpenGL

Computing Mouse Position to 3d Space - OpenGL

我正在尝试创建一个光线,将我的鼠标坐标转换为 3d 世界坐标。

Cx = Mx / screenWidth * 2 - 1
Cy = -( My / screenHeight * 2 - 1 )

vNear = InverseViewProjectionMatrix * ( Cx, Cy, -1, 1 )
VFar = InverseViewProjectionMatrix * ( Cx, Cy, 1, 1 )

vNear /= vNear.w
vFar /= vFar.w

测试射线的 vFar 后,似乎总是来自相同的大致方向

看来我需要添加相机视角,因为我希望 vFar 始终在我的相机后面。

我不完全确定应该如何添加。这是我的测试代码。

public void mouseToWorldCordinates(Window window,Camera camera, Vector2d mousePosition){
    float normalised_x = (float)((mousePosition.x / (window.getWidth()*2)) -1);
    float normalised_y = -(float)((mousePosition.y / (window.getHeight()*2)) -1);

    Vector4f mouse = new Vector4f(normalised_x,normalised_y,-1,1);

    Matrix4f projectionMatrix = new Matrix4f(transformation.getProjectionMatrix()).invert();
    Matrix4f mouse4f = new Matrix4f(mouse,new Vector4f(),new Vector4f(),new Vector4f());
    Matrix4f vNear4f = projectionMatrix.mul(mouse4f);
    Vector4f vNear = new Vector4f();
    vNear4f.getColumn(0,vNear);

    mouse.z = 1f;

    projectionMatrix = new Matrix4f(transformation.getProjectionMatrix()).invert();
    mouse4f = new Matrix4f(mouse,new Vector4f(),new Vector4f(),new Vector4f());
    Matrix4f vFar4f = projectionMatrix.mul(mouse4f);
    Vector4f vFar = new Vector4f();
    vFar4f.getColumn(0,vFar);

    vNear.div(vNear.w);
    vFar.div(vFar.w);

    lines[0] = vNear.x;
    lines[1] = vNear.y;
    lines[2] = vNear.z;

    lines[3] = vFar.x;
    lines[4] = vFar.y;
    lines[5] = vFar.z;

}

normalised_xnormalised_y计算错误。归一化设备坐标在 [-1.0, 1.0]:

范围内
float normalised_x = 2.0f * (float)mousePosition.x / (float)window.getWidth() - 1.0f;
float normalised_y = 1.0f - 2.0f * (float)mousePosition.y / (float)window.getHeight();