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?