Add SwiftShader source to repo

Oct 6 code drop from Transgaming
Review URL: https://chromereviews.googleplex.com/3846015
diff --git a/src/Renderer/Vector.cpp b/src/Renderer/Vector.cpp
new file mode 100644
index 0000000..c67a644
--- /dev/null
+++ b/src/Renderer/Vector.cpp
@@ -0,0 +1,172 @@
+// SwiftShader Software Renderer
+//
+// Copyright(c) 2005-2011 TransGaming Inc.
+//
+// All rights reserved. No part of this software may be copied, distributed, transmitted,
+// transcribed, stored in a retrieval system, translated into any human or computer
+// language by any means, or disclosed to third parties without the explicit written
+// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
+// or implied, including but not limited to any patent rights, are granted to you.
+//
+
+#include "Vector.hpp"
+
+#include "Math.hpp"
+#include "Matrix.hpp"
+
+namespace sw
+{
+	Vector Vector::operator+() const
+	{
+		return *this;
+	}
+
+	Vector Vector::operator-() const
+	{
+		return Vector(-x, -y, -z);
+	}
+
+	Vector &Vector::operator+=(const Vector &v)
+	{
+		x += v.x;
+		y += v.y;
+		z += v.z;
+
+		return *this;
+	}
+
+	Vector &Vector::operator-=(const Vector &v)
+	{
+		x -= v.x;
+		y -= v.y;
+		z -= v.z;
+
+		return *this;
+	}
+
+	Vector &Vector::operator*=(float s)
+	{
+		x *= s;
+		y *= s;
+		z *= s;
+
+		return *this;
+	}
+
+	Vector &Vector::operator/=(float s)
+	{
+		float r = 1.0f / s;
+
+		return *this *= r;
+	}
+
+	bool operator==(const Vector &U, const Vector &v)
+	{
+		if(U.x == v.x && U.y == v.y && U.z == v.z)
+			return true;
+		else
+			return false;
+	}
+
+	bool operator!=(const Vector &U, const Vector &v)
+	{
+		if(U.x != v.x || U.y != v.y || U.z != v.z)
+			return true;
+		else
+			return false;
+	}
+
+	bool operator>(const Vector &u, const Vector &v)
+	{
+		if((u^2) > (v^2))
+			return true;
+		else
+			return false;
+	}
+
+	bool operator<(const Vector &u, const Vector &v)
+	{
+		if((u^2) < (v^2))
+			return true;
+		else
+			return false;
+	}
+
+	Vector operator+(const Vector &u, const Vector &v)
+	{
+		return Vector(u.x + v.x, u.y + v.y, u.z + v.z);
+	}
+
+	Vector operator-(const Vector &u, const Vector &v)
+	{
+		return Vector(u.x - v.x, u.y - v.y, u.z - v.z);
+	}
+
+	float operator*(const Vector &u, const Vector &v)
+	{
+		return u.x * v.x + u.y * v.y + u.z * v.z;
+	}
+
+	Vector operator*(float s, const Vector &v)
+	{
+		return Vector(s * v.x, s * v.y, s * v.z);
+	}
+
+	Vector operator*(const Vector &v, float s)
+	{
+		return Vector(v.x * s, v.y * s, v.z * s);
+	}
+
+	Vector operator/(const Vector &v, float s)
+	{
+		float r = 1.0f / s;
+
+		return Vector(v.x * r, v.y * r, v.z * r);
+	}
+
+	float operator^(const Vector &u, const Vector &v)
+	{
+		return acos(u / Vector::N(u) * v / Vector::N(v));
+	}
+
+	Vector operator%(const Vector &u, const Vector &v)
+	{
+		return Vector(u.y * v.z - u.z * v.y, u.z * v.x - u.x * v.z, u.x * v.y - u.y * v.x);
+	}
+
+	Vector operator*(const Matrix &M, const Vector &v)
+	{
+		return Vector(M(1, 1) * v.x + M(1, 2) * v.y + M(1, 3) * v.z,
+		              M(2, 1) * v.x + M(2, 2) * v.y + M(2, 3) * v.z,
+		              M(3, 1) * v.x + M(3, 2) * v.y + M(3, 3) * v.z);
+	}
+
+	Vector operator*(const Vector &v, const Matrix &M)
+	{
+		return Vector(v.x * M(1, 1) + v.y * M(2, 1) + v.z * M(3, 1) + M(4, 1),
+		              v.x * M(1, 2) + v.y * M(2, 2) + v.z * M(3, 2) + M(4, 2),
+		              v.x * M(1, 3) + v.y * M(2, 3) + v.z * M(3, 3) + M(4, 3));
+	}
+
+	Vector &operator*=(Vector &v, const Matrix &M)
+	{
+		return v = v * M;
+	}
+
+	float Vector::N(const Vector &v)
+	{
+		return sqrt(v.x*v.x + v.y*v.y + v.z*v.z);
+	}
+
+	float Vector::N2(const Vector &v)
+	{
+		return v.x*v.x + v.y*v.y + v.z*v.z;
+	}
+
+	Vector lerp(const Vector &u, const Vector &v, float t)
+	{
+		return Vector(u.x + t * (v.x - u.x),
+		              u.y + t * (v.y - u.y),
+					  u.z + t * (v.z - u.x));
+	}
+}