Here is a small (just one header) C++ vector math library (geared towards 3D programming). If you use it, keep in mind that layout of its matrices in memory is inverted comparing to what OpenGL expects, I had fun time figuring it out...
I 'rolled up' the MESA implementation (also wrote a couple of unit tests to ensure it actually works).
Here:
float invf(int i,int j,const float* m){
int o = 2+(j-i);
i += 4+o;
j += 4-o;
#define e(a,b) m[ ((j+b)%4)*4 + ((i+a)%4) ]
float inv =
+ e(+1,-1)*e(+0,+0)*e(-1,+1)
+ e(+1,+1)*e(+0,-1)*e(-1,+0)
+ e(-1,-1)*e(+1,+0)*e(+0,+1)
- e(-1,-1)*e(+0,+0)*e(+1,+1)
- e(-1,+1)*e(+0,-1)*e(+1,+0)
- e(+1,-1)*e(-1,+0)*e(+0,+1);
return (o%2)?inv : -inv;
#undef e
}
bool inverseMatrix4x4(const float *m, float *out)
{
float inv[16];
for(int i=0;i<4;i++)
for(int j=0;j<4;j++)
inv[j*4+i] = invf(i,j,m);
double D = 0;
for(int k=0;k<4;k++) D += m[k] * inv[k*4];
if (D == 0) return false;
D = 1.0 / D;
for (int i = 0; i < 16; i++)
out[i] = inv[i] * D;
return true;
}
I wrote a little about this and display the pattern of positive/negative factors on my blog.
As suggested by @LiraNuna, on many platforms hardware accelerated versions of such routines are available so I'm happy to have a 'backup version' that's readable and concise.
Note: this may run 3.5 times slower or worse than the MESA implementation. You can shift the pattern of factors to remove some additions etc... but it would lose in readability and still won't be very fast.
This is not a complete implementation because P may not be invertible, but you can combine this code with MESA implementation to get a better performance.
EDIT: The matrix layout is row-by-row (meaning m01 is in the first row and second column). Also the language is C#, but should be easy to convert into C.
Inspired by @shoosh to check out MESA implementations, I found that matrix inversion looks quite different in more recent mesa releases. I suppose those are good improvements. Here's the matrix inversion code from Mesa-17.3.9:
/* Returns true for success, false for failure (singular matrix) */
bool DirectVolumeRenderer::_mesa_invert_matrix_general( GLfloat out[16], const GLfloat in[16] )
{
/**
* References an element of 4x4 matrix.
* Calculate the linear storage index of the element and references it.
*/
#define MAT(m,r,c) (m)[(c)*4+(r)]
/**
* Swaps the values of two floating point variables.
*/
#define SWAP_ROWS(a, b) { GLfloat *_tmp = a; (a)=(b); (b)=_tmp; }
const GLfloat *m = in;
GLfloat wtmp[4][8];
GLfloat m0, m1, m2, m3, s;
GLfloat *r0, *r1, *r2, *r3;
r0 = wtmp[0], r1 = wtmp[1], r2 = wtmp[2], r3 = wtmp[3];
r0[0] = MAT(m,0,0), r0[1] = MAT(m,0,1),
r0[2] = MAT(m,0,2), r0[3] = MAT(m,0,3),
r0[4] = 1.0, r0[5] = r0[6] = r0[7] = 0.0,
r1[0] = MAT(m,1,0), r1[1] = MAT(m,1,1),
r1[2] = MAT(m,1,2), r1[3] = MAT(m,1,3),
r1[5] = 1.0, r1[4] = r1[6] = r1[7] = 0.0,
r2[0] = MAT(m,2,0), r2[1] = MAT(m,2,1),
r2[2] = MAT(m,2,2), r2[3] = MAT(m,2,3),
r2[6] = 1.0, r2[4] = r2[5] = r2[7] = 0.0,
r3[0] = MAT(m,3,0), r3[1] = MAT(m,3,1),
r3[2] = MAT(m,3,2), r3[3] = MAT(m,3,3),
r3[7] = 1.0, r3[4] = r3[5] = r3[6] = 0.0;
/* choose pivot - or die */
if (fabsf(r3[0])>fabsf(r2[0])) SWAP_ROWS(r3, r2);
if (fabsf(r2[0])>fabsf(r1[0])) SWAP_ROWS(r2, r1);
if (fabsf(r1[0])>fabsf(r0[0])) SWAP_ROWS(r1, r0);
if (0.0F == r0[0])
return false;
/* eliminate first variable */
m1 = r1[0]/r0[0]; m2 = r2[0]/r0[0]; m3 = r3[0]/r0[0];
s = r0[1]; r1[1] -= m1 * s; r2[1] -= m2 * s; r3[1] -= m3 * s;
s = r0[2]; r1[2] -= m1 * s; r2[2] -= m2 * s; r3[2] -= m3 * s;
s = r0[3]; r1[3] -= m1 * s; r2[3] -= m2 * s; r3[3] -= m3 * s;
s = r0[4];
if (s != 0.0F) { r1[4] -= m1 * s; r2[4] -= m2 * s; r3[4] -= m3 * s; }
s = r0[5];
if (s != 0.0F) { r1[5] -= m1 * s; r2[5] -= m2 * s; r3[5] -= m3 * s; }
s = r0[6];
if (s != 0.0F) { r1[6] -= m1 * s; r2[6] -= m2 * s; r3[6] -= m3 * s; }
s = r0[7];
if (s != 0.0F) { r1[7] -= m1 * s; r2[7] -= m2 * s; r3[7] -= m3 * s; }
/* choose pivot - or die */
if (fabsf(r3[1])>fabsf(r2[1])) SWAP_ROWS(r3, r2);
if (fabsf(r2[1])>fabsf(r1[1])) SWAP_ROWS(r2, r1);
if (0.0F == r1[1])
return false;
/* eliminate second variable */
m2 = r2[1]/r1[1]; m3 = r3[1]/r1[1];
r2[2] -= m2 * r1[2]; r3[2] -= m3 * r1[2];
r2[3] -= m2 * r1[3]; r3[3] -= m3 * r1[3];
s = r1[4]; if (0.0F != s) { r2[4] -= m2 * s; r3[4] -= m3 * s; }
s = r1[5]; if (0.0F != s) { r2[5] -= m2 * s; r3[5] -= m3 * s; }
s = r1[6]; if (0.0F != s) { r2[6] -= m2 * s; r3[6] -= m3 * s; }
s = r1[7]; if (0.0F != s) { r2[7] -= m2 * s; r3[7] -= m3 * s; }
/* choose pivot - or die */
if (fabsf(r3[2])>fabsf(r2[2])) SWAP_ROWS(r3, r2);
if (0.0F == r2[2])
return false;
/* eliminate third variable */
m3 = r3[2]/r2[2];
r3[3] -= m3 * r2[3], r3[4] -= m3 * r2[4],
r3[5] -= m3 * r2[5], r3[6] -= m3 * r2[6],
r3[7] -= m3 * r2[7];
/* last check */
if (0.0F == r3[3])
return false;
s = 1.0F/r3[3]; /* now back substitute row 3 */
r3[4] *= s; r3[5] *= s; r3[6] *= s; r3[7] *= s;
m2 = r2[3]; /* now back substitute row 2 */
s = 1.0F/r2[2];
r2[4] = s * (r2[4] - r3[4] * m2), r2[5] = s * (r2[5] - r3[5] * m2),
r2[6] = s * (r2[6] - r3[6] * m2), r2[7] = s * (r2[7] - r3[7] * m2);
m1 = r1[3];
r1[4] -= r3[4] * m1, r1[5] -= r3[5] * m1,
r1[6] -= r3[6] * m1, r1[7] -= r3[7] * m1;
m0 = r0[3];
r0[4] -= r3[4] * m0, r0[5] -= r3[5] * m0,
r0[6] -= r3[6] * m0, r0[7] -= r3[7] * m0;
m1 = r1[2]; /* now back substitute row 1 */
s = 1.0F/r1[1];
r1[4] = s * (r1[4] - r2[4] * m1), r1[5] = s * (r1[5] - r2[5] * m1),
r1[6] = s * (r1[6] - r2[6] * m1), r1[7] = s * (r1[7] - r2[7] * m1);
m0 = r0[2];
r0[4] -= r2[4] * m0, r0[5] -= r2[5] * m0,
r0[6] -= r2[6] * m0, r0[7] -= r2[7] * m0;
m0 = r0[1]; /* now back substitute row 0 */
s = 1.0F/r0[0];
r0[4] = s * (r0[4] - r1[4] * m0), r0[5] = s * (r0[5] - r1[5] * m0),
r0[6] = s * (r0[6] - r1[6] * m0), r0[7] = s * (r0[7] - r1[7] * m0);
MAT(out,0,0) = r0[4]; MAT(out,0,1) = r0[5],
MAT(out,0,2) = r0[6]; MAT(out,0,3) = r0[7],
MAT(out,1,0) = r1[4]; MAT(out,1,1) = r1[5],
MAT(out,1,2) = r1[6]; MAT(out,1,3) = r1[7],
MAT(out,2,0) = r2[4]; MAT(out,2,1) = r2[5],
MAT(out,2,2) = r2[6]; MAT(out,2,3) = r2[7],
MAT(out,3,0) = r3[4]; MAT(out,3,1) = r3[5],
MAT(out,3,2) = r3[6]; MAT(out,3,3) = r3[7];
#undef SWAP_ROWS
#undef MAT
return true;
}
Note: you can find this piece of code in the mesa code base: mesa-17.3.9/src/mesa/math/m_matrix.c.