Arachnoid GLESv1.1 plugin. Compile and run (a bit glitchy and no frameskip) on the...
[mupen64plus-pandora.git] / source / mupen64plus-video-arachnoid / src / math / Matrix4.cpp
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22726e4d 1/******************************************************************************
2 * Arachnoid Graphics Plugin for Mupen64Plus
3 * http://bitbucket.org/wahrhaft/mupen64plus-video-arachnoid/
4 *
5 * Copyright (C) 2007 Kristofer Karlsson, Rickard Niklasson
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 *****************************************************************************/
21
22#include "Matrix4.h"
23
24const Matrix4 Matrix4::ZERO( 0, 0, 0, 0,
25 0, 0, 0, 0,
26 0, 0, 0, 0,
27 0, 0, 0, 0 );
28
29const Matrix4 Matrix4::IDENTITY( 1, 0, 0, 0,
30 0, 1, 0, 0,
31 0, 0, 1, 0,
32 0, 0, 0, 1 );
33
34const Matrix4 Matrix4::CLIPSPACE2DTOIMAGESPACE( 0.5, 0, 0, 0.5,
35 0, -0.5, 0, 0.5,
36 0, 0, 1, 0,
37 0, 0, 0, 1);
38
39
40//-----------------------------------------------------------------------
41//! Calclate and returns the deteminant of the matrix
42//-----------------------------------------------------------------------
43float Matrix4::determinant() const
44{
45 return (_m[0]*(_m[4]*_m[8] - _m[7]*_m[5])) - (_m[1]*(_m[3]*_m[8] - _m[6]*_m[5])) + (_m[2]*(_m[3]*_m[7] - _m[6]*_m[4]));
46}
47
48//-----------------------------------------------------------------------
49//! Inverse Matrix
50//-----------------------------------------------------------------------
51Matrix4 Matrix4::inverse() const
52{
53 float m00 = m[0][0], m01 = m[0][1], m02 = m[0][2], m03 = m[0][3];
54 float m10 = m[1][0], m11 = m[1][1], m12 = m[1][2], m13 = m[1][3];
55 float m20 = m[2][0], m21 = m[2][1], m22 = m[2][2], m23 = m[2][3];
56 float m30 = m[3][0], m31 = m[3][1], m32 = m[3][2], m33 = m[3][3];
57
58 float v0 = m20 * m31 - m21 * m30;
59 float v1 = m20 * m32 - m22 * m30;
60 float v2 = m20 * m33 - m23 * m30;
61 float v3 = m21 * m32 - m22 * m31;
62 float v4 = m21 * m33 - m23 * m31;
63 float v5 = m22 * m33 - m23 * m32;
64
65 float t00 = + (v5 * m11 - v4 * m12 + v3 * m13);
66 float t10 = - (v5 * m10 - v2 * m12 + v1 * m13);
67 float t20 = + (v4 * m10 - v2 * m11 + v0 * m13);
68 float t30 = - (v3 * m10 - v1 * m11 + v0 * m12);
69
70 float invDet = 1 / (t00 * m00 + t10 * m01 + t20 * m02 + t30 * m03);
71
72 float d00 = t00 * invDet;
73 float d10 = t10 * invDet;
74 float d20 = t20 * invDet;
75 float d30 = t30 * invDet;
76
77 float d01 = - (v5 * m01 - v4 * m02 + v3 * m03) * invDet;
78 float d11 = + (v5 * m00 - v2 * m02 + v1 * m03) * invDet;
79 float d21 = - (v4 * m00 - v2 * m01 + v0 * m03) * invDet;
80 float d31 = + (v3 * m00 - v1 * m01 + v0 * m02) * invDet;
81
82 v0 = m10 * m31 - m11 * m30;
83 v1 = m10 * m32 - m12 * m30;
84 v2 = m10 * m33 - m13 * m30;
85 v3 = m11 * m32 - m12 * m31;
86 v4 = m11 * m33 - m13 * m31;
87 v5 = m12 * m33 - m13 * m32;
88
89 float d02 = + (v5 * m01 - v4 * m02 + v3 * m03) * invDet;
90 float d12 = - (v5 * m00 - v2 * m02 + v1 * m03) * invDet;
91 float d22 = + (v4 * m00 - v2 * m01 + v0 * m03) * invDet;
92 float d32 = - (v3 * m00 - v1 * m01 + v0 * m02) * invDet;
93
94 v0 = m21 * m10 - m20 * m11;
95 v1 = m22 * m10 - m20 * m12;
96 v2 = m23 * m10 - m20 * m13;
97 v3 = m22 * m11 - m21 * m12;
98 v4 = m23 * m11 - m21 * m13;
99 v5 = m23 * m12 - m22 * m13;
100
101 float d03 = - (v5 * m01 - v4 * m02 + v3 * m03) * invDet;
102 float d13 = + (v5 * m00 - v2 * m02 + v1 * m03) * invDet;
103 float d23 = - (v4 * m00 - v2 * m01 + v0 * m03) * invDet;
104 float d33 = + (v3 * m00 - v1 * m01 + v0 * m02) * invDet;
105
106 return Matrix4(
107 d00, d01, d02, d03,
108 d10, d11, d12, d13,
109 d20, d21, d22, d23,
110 d30, d31, d32, d33);
111}