how to get the 4 corners object coordinates of my screen

#include <stdio.h>
#ifdef __cplusplus
extern “C”
#endif
FILE _iob[3] = {__iob_func()[0], __iob_func()[1], __iob_func()[2]};
#include “shared/gltools.h” // OpenGL toolkit
#include <math.h>
#include “shared\math3d.h”
#include “GL\GL.H”
#include <fstream>
#include <sstream>
GLdouble aspect ;
GLdouble d_yfov_tan ;
GLdouble d_viewDistance ;
GLdouble midx ;
GLdouble midy ;
std::fstream fs;
void RenderScene()
{
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
gluLookAt(1600.f/2.f, 900.f/2, -d_viewDistance, 1600.f/2.f, 900.f/2.f,1, 0, -1, 0);
glTranslated(755.067810058594,247.161117553711,665.0654296875);
GLdouble d_matrix[16],d_proj[16];
glGetDoublev(GL_MODELVIEW_MATRIX, d_matrix);
glGetDoublev(GL_PROJECTION_MATRIX,d_proj);
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
GLdouble obj1[3] = {0.f,0.f,0.f};
GLdouble winY = (GLdouble)viewport[3] - 0.f;
if(gluUnProject(0, winY, 0,
d_matrix,
d_proj,
viewport,
obj1, obj1+1, obj1+2) == GL_FALSE) {}
winY = (GLdouble)viewport[3] - 900.f;
GLdouble obj2[3] = {0.f,0.f,0.f};
if(gluUnProject(0, winY, 0,
d_matrix,
d_proj,
viewport,
obj2, obj2+1, obj2+2) == GL_FALSE) {}
winY = (GLdouble)viewport[3] - 900.f;
GLdouble obj3[3] = {0.f,0.f,0.f};
if(gluUnProject(1600, winY, 0,
d_matrix,
d_proj,
viewport,
obj3, obj3+1, obj3+2) == GL_FALSE) {}

GLdouble v1[3] = {399.01f,397.958f,10.f};
GLdouble v2[3] = {-1067.64f,819.34f,10.f};
GLdouble v3[3] = {-225.503f,360.178,10.f};
GLdouble winObj[3];
gluProject(v2[0],v2[1],v2[2],d_matrix,d_proj,viewport,winObj,winObj+1,winObj+2);
std::stringstream ss;
ss<<winObj[0]<<","<<winObj[1]<<","<<winObj[1]<<std::endl;
fs.write(ss.str().data(),ss.str().size());
glPointSize(5.f);
glColor3d(0.f,1.f,0.f);
glBegin(GL_POINTS);
//glVertex3dv(v1);
glVertex3dv(v2);
//glVertex3dv(v3);
glEnd();

glColor3d(0.f,0.f,1.f);
glBegin(GL_POINTS);
glVertex3dv(obj1);
glVertex3dv(obj2);
glVertex3dv(obj3);
glEnd();
glPopMatrix();
glutSwapBuffers();
}
void Keyboard (unsigned char key, int x, int y)
{
if (key==27)
{
glutLeaveGameMode(); //set the resolution how it was
fs.close();
exit(0); //quit the program
}
}
void ChangeSize(int w, int h)
{
GLfloat fAspect;
// Prevent a divide by zero, when window is too short
// (you cant make a window of zero width).
if(h == 0)
h = 1;
glViewport(0, 0, w, h);
fAspect = (GLfloat)w / (GLfloat)h;
// Reset the coordinate system before modifying
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Set the clipping volume
gluPerspective(30.0, aspect, d_viewDistance * 0.5, d_viewDistance * 2.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void SetupRC()
{
glDisable (GL_DEPTH_TEST); //enable the depth testing
glDisable (GL_LIGHTING); //enable the lighting
glShadeModel (GL_SMOOTH); //set the shader to smooth shader
glClearColor(0,0,0,0);
aspect = 1600.f/900.f;
d_yfov_tan = 0.267949192431123;
d_viewDistance = 1600/2.0f/ (aspect * d_yfov_tan);
midx = 1600.f * 0.5;
midy = 900.f * 0.5;
fs.open(“f:/test.txt”,
std::fstream::out | std::fstream::binary);
}
int main(int argc, char **argv)
{
glutInit (&argc, argv);
glutInitDisplayMode (GLUT_DOUBLE); //set the display to Double buffer, with depth
glutGameModeString(“1600x900:32@60”); //the settinswerrgsfor fullscreen mode
glutEnterGameMode(); //set glut to fullscreen using the settings in the line above
SetupRC (); //call the init function
glutDisplayFunc (RenderScene); //use the display function to draw everything
//glutIdleFunc (RenderScene); //update any variables in display,display can be changed to anyhing, as long as you move the variables to be updated, in this case, angle++;
glutReshapeFunc (ChangeSize); //reshape the window accordingly
glutKeyboardFunc (Keyboard); //check the keyboard
glutMainLoop (); //call the main loop
return 0;
}

Above is my code,but i can’t get these object coordinates,thank u

Will you please, please, obey forum rules and start putting your code into ‘[‘code’]’ ‘[’/code’]’ tags? :doh: Do you even read your other threads before starting new ones? Reading code like this is very tedious and if you want people’s help you’ll have to play by the rules.