Commit Graph

10052 Commits

Author SHA1 Message Date
rdb c1fd2e46de input: more device support on macOS (incl. SpaceNavigator) 2018-02-04 11:32:59 +01:00
rdb 6ada306184 input: split out macOS implementation of device manager 2018-02-04 11:00:43 +01:00
rdb 9e6d0d91ad input: fixes for older Android API levels (thanks to pmp-p) 2018-02-04 10:58:36 +01:00
rdb 94385e865f Merge remote-tracking branch 'origin/master' into input-overhaul 2018-01-28 14:31:45 +01:00
rdb d35e6c5113 android: include android_native_app_glue in repository
These files are from the NDK, but don't seem to be included in termux.  Since they are two small files that change very rarely, it's easier to just include them in the Panda repo.

[skip ci]
2018-01-28 14:27:35 +01:00
rdb 6e476e77a3 input: support imitation SNES USB gamepad on Windows 2018-01-28 13:47:11 +01:00
rdb 04352e152d ShaderGenerator: fix TextureStage mixup when stages are disabled
This fixes a regression that caused the wrong textures/stage settings to be applied when a texture stage was being optimized out (eg. when a normal map is present while lighting is disabled).
2018-01-26 15:39:30 +01:00
rdb 6a1d717e90 dxgsg9: support texture clear, gracefully handle 0x0 textures 2018-01-26 14:33:13 +01:00
rdb f3aaa12adc tinydisplay: support texture clear, gracefully handle 0x0 textures 2018-01-26 14:31:40 +01:00
rdb d6cf575225 pgraph: fix LightAttrib.compose resulting in wrong on_light values 2018-01-26 14:30:21 +01:00
rdb 3da32b7b7c input: split out LinuxInputDeviceManager from InputDeviceManager 2018-01-25 20:15:16 +01:00
rdb 2347587077 x11: respect cursor updates when in confined/relative mouse mode 2018-01-24 19:11:48 +01:00
rdb f189b817c6 input: fix name/manufacturer/serial fetching for some evdev devices 2018-01-23 12:59:14 +01:00
rdb 712b246dd6 input: reverse rudder direction to match yaw, reverse 3D mouse roll
Although having the rudder reversed is less intuitive, this makes it match the Panda convention for "heading".
2018-01-23 12:58:40 +01:00
rdb 8bd617c4ee input: new windows input manager based on raw input
The new implementation uses a message-only window to register raw input events.

XInput is still used when possible, but raw input is being used to handle device detection.  (XInput is only enabled when an XInput device is plugged in, which also prevents us from having to load and poll the XInput library unnecessarily.)

For raw devices, the Windows HID parser library is used to parse the raw data.  Unfortunately, the Windows 7.1 SDK does not ship hid.lib (which is in the WDK 7.1.0), so I am dynamically loading hid.dll to prevent pulling in a dependency on the WDK.  (But perhaps we can ship hid.lib in the thirdparty libraries?)

Input devices other than XInput gamepads and the 3D mouse have not been tested very well yet.  Adding keyboard and mouse support is still a TODO.

This also splits out the Windows implementation of InputDeviceManager into a separate subclass; it is intended that the other implementations will follow suit.
2018-01-22 22:05:14 +01:00
rdb 3977b9c57c collide: fix multithreaded pipeline crash with CollisionVisualizer 2018-01-18 21:23:54 +01:00
rdb fe0c182830 cocoa: fix app launching regression on macOS
The regression was introduced by ef7f856c46

Fixes #227
2018-01-17 19:46:30 +01:00
rdb 4c4288f491 display: lock GraphicsEngine mutex in remove_all_windows() 2018-01-17 19:46:11 +01:00
rdb fe3dab192f gobj: slightly more efficient string handling in Shader::make() 2018-01-15 23:27:46 +01:00
rdb 1cada85e6b ShaderGenerator: fixes for combine alpha blending 2018-01-15 12:20:27 +01:00
rdb 6a323081c0 pipeline: fix regression with Thread.getCurrentTask() disappearing
This method was accidentally un-exposed by 2e20a0f16e

Fixes #226
2018-01-10 20:17:43 +01:00
rdb dee4cd6201 bam2egg: support exposed joints properly
Also, don't use structured tag unless it seems necessary to preserve the structure
2018-01-10 20:14:25 +01:00
rdb ba9ea065e4 gobj: performance improvement for CPU animation
In particular it seems that decomposition is slow, so the code to handle the transformation of the normal column now tries harder to avoid it, especially in the case of a scale of 1.

Also see #222
2018-01-08 21:33:32 +01:00
rdb 73b4217cad input: fix joystick button and axis mapping on macOS 2018-01-07 19:34:49 +01:00
rdb 96f6bd7fa5 input: fixes for joysticks in Linux compatibility mode 2018-01-07 17:39:44 +01:00
rdb 2523bb0326 input: fixes for 3D mouse axes on Linux 2018-01-07 17:36:52 +01:00
rdb 9fbdefe120 input: add analog trigger emulation on Linux 2018-01-07 17:26:48 +01:00
rdb 4f739e88cf input: joystick buttons, use yaw/pitch/roll for axes, more devices
Also adds format_* functions to get string from enum value.
2018-01-07 14:50:54 +01:00
rdb 27bd7ae4ac Merge branch 'master' into input-overhaul 2018-01-07 12:08:59 +01:00
rdb b5e9f23e3b glesgsg: fix compile error on Arch Linux
[skip ci]
2018-01-07 12:07:49 +01:00
rdb 36636aad81 Merge remote-tracking branch 'origin/release/1.9.x' 2018-01-05 19:48:32 +01:00
rdb eaf3983c06 ode: fix trimeshes in double-precision ODE builds
Fixes #174
2018-01-05 15:40:59 +01:00
rdb 42f8978236 pgraph: sort "off" texture stages when loading from .bam
This fixes an issue where states loaded from .bam file containing more than one "off" texture stage would not compose properly.

Fixes #179
2018-01-05 15:16:42 +01:00
rdb 428c5cbbf3 gles2gsg: fix compilation error with OpenGL ES 2 2018-01-05 14:34:15 +01:00
rdb 5980b0b9ab openal: fix warning spam every frame in newer AL implementations
This fixes error messages being generated of the form:
AL lib: (WW) alSetError: Error generated on context 0x801cf8800, code 0xa003

This is caused by alSourceUnqueueBuffers being called without first checking whether processed buffers are available using alGetSourcei.

Fixes #180
2018-01-05 13:37:00 +01:00
rdb 58623b09bd input: add missing has_vibration() method to InputDevice 2018-01-03 14:48:47 +01:00
rdb 962e6e31e4 Merge branch 'master' into input-overhaul 2018-01-03 14:46:13 +01:00
rdb 1073f5abde pgraph: sort "off" texture stages when loading from .bam
This fixes an issue where states loaded from .bam file containing more than one "off" texture stage would not compose properly.

Fixes #179
2018-01-03 14:29:03 +01:00
rdb 4bac9efffe display: fix dispatch_compute and extract_texture_data in MT pipeline
This is required to make the test suite run with pipelining enabled.

It's necessary to let the draw thread do these tasks because that's where the OpenGL context is bound to.  However, we need to let it access the data from the calling thread, so we have to temporarily change the pipeline stage of the draw thread.

I'm not really happy about this solution; it would be better to temporarily make the context current to the app thread, but we need a window for that, which we don't currently require to be passed into that method.
2018-01-03 00:13:48 +01:00
rdb 512f305c12 display: fix assertions when removing window that isn't open yet 2018-01-03 00:09:30 +01:00
rdb 7ea16fd772 putil: fix copy constructor of SimpleHashMap 2018-01-02 19:07:43 +01:00
rdb 92787264de putil: fix assertion when global clock is created on non-main thread 2018-01-02 17:11:27 +01:00
Younguk Kim 84bdce01f2 Fix crash by end iterator while closing a window 2018-01-01 18:14:48 +09:00
rdb a96b171095 glgsg: only consider texture/texgen in munger if !gl_parallel_arrays
This could possibly be used to workaround issue #218
2017-12-31 09:51:25 +01:00
rdb a6f737d4eb linmath: make raising quaternion to power more meaningful
Fixes #160
2017-12-31 09:30:32 +01:00
rdb 7ee9467f8d shadows: fix shadow buffer creation deadlock in multithreaded pipeline
Fixes #162
2017-12-30 17:47:15 +01:00
rdb 39abc66025 gobj: reduce unnecessary use of threading primitives in constructors 2017-12-28 00:20:59 +01:00
rdb e04ddbef9a pipeline: fix multithreaded render pipeline deadlock
This deadlock happens when another thread holds a cycler lock and then attempts to call Pipeline::remove_cycler() while Pipeline::cycle() is running on the main thread.

The fix for this problem is threefold:
* Allow remove_cycler (and add_cycler) to be called while a cycle is in progress, by introducing a second lock
* Let cycle() not block if a dirty cycler can't be locked, instead trying other cyclers first
* Adding a way to let remove_cycler() check whether a cycler is currently in use by the main thread, and yielding if so

More information is on https://github.com/panda3d/panda3d/issues/217

Fixes #217 (also see LP 1186880)
2017-12-27 22:59:38 +01:00
rdb 8a94a0d439 loader: fix crash getting result from async load 2017-12-27 22:56:21 +01:00
rdb 588d41ed7e Fix assorted compiler warnings 2017-12-24 15:12:58 +01:00