This code will convert 3D coordinates to 2D coordinates. It is taken from around the web and put together to work with C# and OpenGL (OpenTK actually). If you use something else you will probably have to change the code somewhat, but that should not be a huge problem I think.
private Point WorldToScreen(Vector3 p)
{
Matrix4 model, proj;
int[] view = new int[4];
GL.GetFloat(GetPName.ModelviewMatrix, out model);
GL.GetFloat(GetPName.ProjectionMatrix, out proj);
GL.GetInteger(GetPName.Viewport, view);
double wx = 0, wy = 0, wz = 0;
int d = Glu.gluProject
(
p.X,
p.Y,
p.Z,
model,
proj,
view,
ref wx,
ref wy,
ref wz
);
return new Point((int)wx, (int)wy);
}
int gluProject
(
float objx,
float objy,
float objz,
Matrix4 modelMatrix,
Matrix4 projMatrix,
int[] viewport,
ref double winx,
ref double winy,
ref double winz
)
{
Vector4 _in;
Vector4 _out;
_in.X = objx;
_in.Y = objy;
_in.Z = objz;
_in.W = 1.0f;
//__gluMultMatrixVecd(modelMatrix, in, out); // Commented out by code author
//__gluMultMatrixVecd(projMatrix, out, in); // Commented out by code author
//TODO: check if multiplication is in right order
_out = Vector4.Transform(_in, modelMatrix);
_in = Vector4.Transform(_out, projMatrix);
if (_in.W == 0.0)
return (0);
_in.X /= _in.W;
_in.Y /= _in.W;
_in.Z /= _in.W;
/* Map x, y and z to range 0-1 */
_in.X = _in.X * 0.5f + 0.5f;
_in.Y = _in.Y * 0.5f + 0.5f;
_in.Z = _in.Z * 0.5f + 0.5f;
/* Map x,y to viewport */
_in.X = _in.X * viewport[2] + viewport[0];
_in.Y = _in.Y * viewport[3] + viewport[1];
winx = _in.X;
winy = _in.Y;
winz = _in.Z;
return (1);
}

