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));
+ }
+}