OK, I see what you want. Replace the gluPerspective with
glOrtho(0.0, (GLdouble)SCREEN_WIDTH, (GLdouble)SCREEN_HEIGHT, 0.0, 0.0, 1.0);
That way there's no perspective calculation, the x and y are just mapped direct to screen coordinates. You might need to tinker with the near/far z values though, depending on what you're setting the z values to.
Jim