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I have a scene with many objects and I'd like to be able to pick them out using ray tracing. I used to have just model transformations happening in the vertex shader and I was able to pick out the objects by doing

        Vector4f p_screen(xpos,height-1-ypos,0,1);
        Vector4f p_canonical((p_screen[0]/width)*2-1,(p_screen[1]/height)*2-1,0,1);
        p_world = model.inverse() * p_canonical;
        // Convert screen position to world coordinates
        float xworld = p_world[0]; 
        float yworld = p_world[1]; 

        Vector4f ray_origin = Vector4f(xworld, yworld, 1, 1);
        Vector4f ray_direction = Vector4f(0, 0, -1, 0);

That all worked perfectly.

However, I've just implemented a projection and view transformation into the vertex shader like such

    "#version 150 core\n"
            "in vec3 position;"
            "in vec3 normals;"

            "out vec3 FragPos;"
            "out vec3 Normal;"

            "uniform mat4 model;"
            "uniform mat4 view;"
            "uniform mat4 proj;"

            "void main()"
            "{"
            "    FragPos = vec3(model * vec4(position, 1.0));"
            "    Normal = mat3(transpose(inverse(model))) * normals;"
            "    gl_Position = proj * view * vec4(FragPos, 1.0);"
            "}";

I tried to update my ray tracer to include the inverses of the view and projection matrices to be

 p_world = model.inverse() * view.inverse() * projection.inverse() * p_canonical;

but it's totally broken now and I'm not quite sure what I'm doing wrong. I know the view and projection matrices are working as it shows up on the window projected with perspective projection.

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  • \$\begingroup\$ Order of multiplication matters. Multiply your matrices in reverse first, then inverse resulting matrix, then transform your point. \$\endgroup\$ – O c e l o t Nov 28 '18 at 15:17

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