Mouse Cursor Position in OpenGL coordinates

Is there an easy way to get the current mouse position in OpenGL coordinates without using GLUT?

I’m using an ortho projection and everyting is drawn at -1 so the Z coordinate doesn’t really matter to me, but if I could somehow read the mouse position in opengl coordinates that would be super helpful in moving forward.

“without using GLUT” -> and using what instead ? GL alone does not handle a mouse.

You can do this by math calc or by using the glReadPixels

Vector2 ScreenToGlobal(Integer X; Integer Y);
{
var
  viewport:   array [1..4]  of Integer;
  modelview:  array [1..16] of Double;
  projection: array [1..16] of Double;
  Point:      array [0..2]  of Double;
  winZ:       Double;
  glGetDoublev(GL_MODELVIEW_MATRIX, @modelview);
  glGetDoublev(GL_PROJECTION_MATRIX, @projection);
  glGetIntegerv(GL_VIEWPORT, @viewport);

  if (Y == 0) {Y := 1};

  glReadPixels(X, -Y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, @winZ );
  gluUnProject(X, viewport[4]-Y, winZ, @modelview, @projection, @viewport, Point[0], Point[1], Point[2]);

  Result[0] = Point[0];
  Result[1] = Point[1];
}

using math, you need to know what’s your zoom value, your current camera position and your mouse position

hmmm…I for some reason thought gluUnProject was GLUT…apparently its not…I seem to have gluUnProject. I’ve found plenty of examples of gluUnproject…I guess I just need to know now how to get my mouse cursor position in screen coordinates.

Actually, I figured it out…thanks!