Update gitattributes
[opengl.git] / main.cpp
index 635e182dedd1ab047252afc38640c91dfb30b522..7054e7a04905a2a636da53ce115233687661c3c1 100644 (file)
--- a/main.cpp
+++ b/main.cpp
@@ -3,9 +3,9 @@
 #include <iostream>
 #include <array>
 #include <vector>
+#include <dirent.h>
 #ifdef __APPLE__
 #include <GL/glew.h>
-#include "cocoa.h"
 #else
 #include <OpenGL/glew.h>
 #endif
 #include <glm/glm.hpp>
 #include <glm/ext.hpp>
 #include <glm/gtc/type_ptr.hpp>
+#include <assimp/Importer.hpp>
+#include <assimp/scene.h>
+#include <assimp/postprocess.h>
 #include "model.hpp"
 #include "program.hpp"
 #include "skybox.hpp"
 #include "image.hpp"
+#include "util.hpp"
+#include "ik.hpp"
+#include "blendshapes.hpp"
+#include "ui.hpp"
 
 #pragma clang diagnostic ignored "-Wdeprecated-declarations"
 
 using namespace std;
 
-GLuint lightVao;
+GLuint lightVao, cursorVao;
+GLuint cursorNumIndices;
 
-Program *textureProg, *plainProg, *reflectProg, *pbrProg;
+Program *textureProg, *plainProg, *reflectProg, *pbrProg, *cursorProg;
+
+ControlWindow controlWindow;
 
 std::vector<Skybox> skyboxes;
 int activeSkybox = 0;
 
-Model *chest, *mirrorCube, *pbr;
+Assimp::Importer importer; // Need to keep this around, otherwise stuff disappears!
+Model *sceneModel;
 
-glm::vec3 camPos   = glm::vec3(0.0f, 0.0f,  -5.f);
-glm::vec3 camFront = glm::vec3(0.0f, 0.0f, 1.0f);
-glm::vec3 camUp    = glm::vec3(0.0f, 1.0f,  0.0f);
+glm::vec3 camPos = {0, 0, -5}, camFront = {0, 0, 1}, camUp = {0, 1, 0};
+float fov = glm::radians(30.f), znear = 0.01f, zfar = 10000.f;
 float yaw = 1.57, pitch = 0;
 
+Model *targetModel; // The model that the selection is happening on
+Model::VertexLookup closestVertex;
+// How close a vertex needs to be to the cursor before it is "over"
+const float closestVertexThreshold = 0.5;
+
+std::map<VertIdx, glm::vec3> manipulators;
+VertIdx curManipulator = {-1,-1};
+
+BlendshapeModel bsModel;
+bool playBlendshapeAnim = false;
+
 struct Light {
-       glm::vec3 pos;
+       glm::mat4 trans;
        glm::vec3 color;
 };
 
-std::vector<Light> lights = {
-       { glm::vec3(0, 0, 3), glm::vec3(1) },
-       { glm::vec3(0, 3, 0), glm::vec3(1) },
-       { glm::vec3(3, 0, 0), glm::vec3(1) },
-       { glm::vec3(3, 0, 0), glm::vec3(1) }
-};
+std::vector<Light> lights;
 
-int activeLight = 0;
+bool discoLights = false;
 
 int windowWidth = 800, windowHeight = 600;
 
+enum Mode {
+       Default,
+       Blendshapes
+};
+Mode curMode;
+
 float aspect() {
        return (float)windowWidth / (float)windowHeight;
 }      
 
-glm::mat4 projMat() {
-       return glm::perspective(glm::radians(45.f), aspect(), 0.01f, 10000.f);
+inline glm::mat4 projMat() {
+       return glm::perspective(fov, aspect(), znear, zfar);
 }
 
-glm::mat4 viewMat() {
+inline glm::mat4 viewMat() {
        return glm::lookAt(camPos, camPos + camFront, camUp);
 }
 
@@ -89,21 +111,65 @@ void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor
        glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
 }
 
-void drawLight(Light &light) {
-       glUseProgram(plainProg->progId);
-       glBindVertexArray(lightVao);
-       setProjectionAndViewUniforms(plainProg->progId);
-       glm::mat4 model = glm::translate(glm::mat4(1.f), light.pos);
-       model = glm::scale(model, glm::vec3(0.2));
-       GLuint modelLoc = glGetUniformLocation(plainProg->progId, "model");
+void drawPlainProg(Program *p, GLuint vao, glm::mat4 trans, glm::vec3 color) {
+       glUseProgram(p->progId);
+       glBindVertexArray(vao);
+       setProjectionAndViewUniforms(p->progId);
+       glm::mat4 model = glm::scale(trans, glm::vec3(0.3));
+       GLuint modelLoc = glGetUniformLocation(p->progId, "model");
        glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
 
-       GLuint colorLoc = glGetUniformLocation(plainProg->progId, "color");
-       glUniform4fv(colorLoc, 1, glm::value_ptr(light.color));
+       GLuint colorLoc = glGetUniformLocation(p->progId, "color");
+       glUniform4fv(colorLoc, 1, glm::value_ptr(color));
                
        glDrawArrays(GL_TRIANGLES, 0, 36);
 }
 
+void drawLight(Light &light) {
+       drawPlainProg(plainProg, lightVao, light.trans, light.color);
+}
+
+int findNodeTrans(const struct aiNode *n, const struct aiString name, glm::mat4 *dest) {
+       if (strcmp(n->mName.data, name.data) == 0) {
+               *dest = aiMatrixToMat4(n->mTransformation);
+               return 0;
+       }
+       for (int i = 0; i < n->mNumChildren; i++) {
+               if (findNodeTrans(n->mChildren[i], name, dest) == 0) {
+                       glm::mat4 t = aiMatrixToMat4(n->mTransformation);
+                       *dest = t * *dest;
+                       return 0;
+               }
+       }
+       return 1;
+}
+
+glm::mat4 worldSpaceToModelSpace(aiNode *node, glm::mat4 m) {
+       aiNode *parent = node;
+       glm::mat4 res = m;
+       std::vector<glm::mat4> trans;
+       while (parent != nullptr) {
+               /* res = res * glm::inverse(aiMatrixToMat4(parent->mTransformation)); */
+               trans.push_back(glm::inverse(aiMatrixToMat4(parent->mTransformation)));
+               parent = parent->mParent;
+       }
+       while (!trans.empty()) { res = trans.back() * res; trans.pop_back(); }
+       return res;
+}
+
+void drawCursor(glm::vec3 pos, glm::vec3 color, float scale = 1) {
+       glUseProgram(cursorProg->progId);
+       glBindVertexArray(cursorVao);
+       setProjectionAndViewUniforms(cursorProg->progId);
+       glm::mat4 model = glm::scale(glm::translate(glm::mat4(1), pos), glm::vec3(scale * 0.4));
+       GLuint modelLoc = glGetUniformLocation(cursorProg->progId, "model");
+       glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
+
+       GLuint colorLoc = glGetUniformLocation(cursorProg->progId, "color");
+       glUniform4fv(colorLoc, 1, glm::value_ptr(color));
+               
+       glDrawElements(GL_TRIANGLES, cursorNumIndices, GL_UNSIGNED_INT, 0);
+}
 
 void display() {
        glClearColor(0.5, 0.5, 0.5, 1);
@@ -112,30 +178,89 @@ void display() {
 
        float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
 
+       glUseProgram(getUtilProg()->progId);
+       setProjectionAndViewUniforms(getUtilProg()->progId);
+
        glUseProgram(pbrProg->progId);
        setProjectionAndViewUniforms(pbrProg->progId);
 
-       glm::vec3 lightPositions[4], lightColors[4];
-       for (int i = 0; i < 4; i++) {
-               lightPositions[i] = lights[i].pos;
+       size_t numLights = lights.size() + (discoLights ? 3 : 0);
+       glm::vec3 lightPositions[numLights], lightColors[numLights];
+       for (int i = 0; i < lights.size(); i++) {
+               lightPositions[i] = glm::vec3(lights[i].trans[3]);
                lightColors[i] = lights[i].color;
        }
 
-       glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), 4, glm::value_ptr(lightPositions[0]));
-       glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), 4, glm::value_ptr(lightColors[0]));
+       if (discoLights) {
+               for (int i = numLights - 3; i < numLights; i++) {
+                       auto m = glm::translate(glm::mat4(1.f), glm::vec3(-2.5, 0, 0));
+                       m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(1, 0, 0));
+                       m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(0, 1, 0));
+                       m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(0, 0, 1));
+                       lightPositions[i] = glm::vec3(m * glm::vec4(5, 0, 0, 1));
+                       lightColors[i] = glm::vec3(0.2);
+                       if (i % 3 == 0) lightColors[i].x = sin(d);
+                       if (i % 3 == 1) lightColors[i].y = cos(d * 3);
+                       if (i % 3 == 2) lightColors[i].z = cos(d);
+               }
+       }
+
+       glUniform1ui(glGetUniformLocation(pbrProg->progId, "numLights"), numLights);
+       glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), numLights, glm::value_ptr(lightPositions[0]));
+       glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), numLights, glm::value_ptr(lightColors[0]));
+
+#ifdef COWEDBOY_IK
+       { 
+               glm::vec3 targetPos(sin(d) * 2 + 3, -2, 1);
+               Light targetLight = { glm::translate(glm::mat4(1), targetPos), {0.5, 1, 1}  };
+               drawLight(targetLight);
+               inverseKinematics(*sceneModel->find("Shoulder.L"), *sceneModel->find("Finger.L"), targetPos);
+
+               targetPos = { sin(d * 2) * 2 - 5, 2.5, 0 };
+               targetLight = { glm::translate(glm::mat4(1), targetPos), {1, 1, 0.5}  };
+               drawLight(targetLight);
+               inverseKinematics(*sceneModel->find("Shoulder.R"), *sceneModel->find("Finger.R"), targetPos);
+       }
+#endif
+
+       if (curMode == Default)
+               sceneModel->draw(skyboxes[activeSkybox], d * 1000);
+
+       if (curMode == Blendshapes) {
+               if (closestVertex.distance < closestVertexThreshold)
+                       drawCursor(closestVertex.pos, {0.5,0,1}, 0.9);
+
+               for (auto v: manipulators) {
+                       glm::vec3 color = { 0.4, 1, 0 };
+                       if (closestVertex.meshIdx == v.first.first &&
+                               closestVertex.vertIdx == v.first.second)
+                               color = {1, 0, 0};
+                       drawCursor(v.second, color);
 
-       pbr->draw(skyboxes[activeSkybox], d * 1000);
+                       glm::vec3 origVertex = aiVector3DToVec3(bsModel.model->meshes[v.first.first].ai.mVertices[v.first.second]);
+                       drawCursor(origVertex, {0,0,1}, 0.7);
+               }
+
+               bsModel.model->draw(skyboxes[activeSkybox], d * 1000);
+       }
 
        for (Light &light: lights) drawLight(light);
 
+       // TODO: restore
+       /* if (discoLights) { */
+       /*      for (int i = numLights - 3; i < numLights; i++) { */
+       /*              Light l = { lightPositions[i], lightColors[i] }; */
+       /*              drawLight(l); */
+       /*      } */
+       /* } */
+
        skyboxes[activeSkybox].draw(projMat(), viewMat());
 
        glutSwapBuffers();
 }
 
-void setupLightBuffers(GLuint progId) {
-       auto vertices = cube();
-       GLuint verticesSize = 36 * 3 * sizeof(GLfloat);
+void setupPlainBuffers(GLuint progId, std::vector<glm::vec3> vertices) {
+       GLuint verticesSize = vertices.size() * sizeof(glm::vec3);
 
        glGenVertexArrays(1, &lightVao);
        GLuint vbo;
@@ -149,44 +274,174 @@ void setupLightBuffers(GLuint progId) {
        glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
 }
 
+GLuint setupBuffersWithIndices(GLuint progId, GLuint vao,
+                                                        std::vector<glm::vec3> vertices,
+                                                        std::vector<GLuint> indices) {
+       GLuint vbos[2];
+       glBindVertexArray(vao);
+       glGenBuffers(2, vbos);
+
+       int verticesSize = vertices.size() * sizeof(glm::vec3);
+       // positions
+       glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
+       glBufferData(GL_ARRAY_BUFFER, verticesSize, NULL, GL_STATIC_DRAW);
+       glBufferSubData(GL_ARRAY_BUFFER, 0, verticesSize,
+                                       glm::value_ptr(vertices[0]));
+
+       GLuint posLoc = glGetAttribLocation(progId, "vPosition");
+       glEnableVertexAttribArray(posLoc);
+       glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
+
+       // indices
+       glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbos[1]);
+       glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), &indices[0], GL_STATIC_DRAW);
+
+       return indices.size();
+}
+
+bool needToCalculateClosestVertex = false;
+bool needToInterpolateBlendshapes = false;
+
+class Delegate : public ControlWindowDelegate {
+       public:
+
+       virtual void weightChanged(int blendshape, float weight) {
+               bsModel.blendshapes[blendshape].weight = weight;
+               needToInterpolateBlendshapes = true;
+       }
+
+       virtual void solveWeights(std::vector<float> &newWeights) {
+               ::solveWeights(&bsModel, manipulators);
+               for (int i = 0; i < newWeights.size(); i++)
+                       newWeights[i] = bsModel.blendshapes[i].weight;
+               needToInterpolateBlendshapes = true;
+       }
+
+       virtual void resetManipulators() {
+               manipulators.clear();
+               curManipulator = { -1, -1 };
+       }
+
+       virtual void playbackChanged(bool playing) {
+               playBlendshapeAnim = playing;
+       }
+};
+
+Delegate cwDelegate;
+
+
 void init() {
+       initUtilProg();
+
        plainProg = new Program("plainvertex.glsl", "plainfrag.glsl");
        glUseProgram(plainProg->progId);
-       setupLightBuffers(plainProg->progId);
+       setupPlainBuffers(plainProg->progId, cube());
        plainProg->validate();
 
+       cursorProg = new Program("plainvertex.glsl", "plainfrag.glsl");
+       glUseProgram(cursorProg->progId);
+       glGenVertexArrays(1, &cursorVao);
+       cursorNumIndices = setupBuffersWithIndices(cursorProg->progId, cursorVao, sphere(), sphereIndices());
+       cursorProg->validate();
+
        skyboxes.push_back(Skybox(Image("skyboxes/loft/Newport_Loft_Ref.hdr")));
-       skyboxes.push_back(Skybox(Image("skyboxes/monumentValley/Road_to_MonumentValley_Ref.hdr")));
-       skyboxes.push_back(Skybox(Image("skyboxes/factory/Factory_Catwalk_2k.hdr")));
+       skyboxes.push_back(Skybox(Image("skyboxes/wooden_lounge_8k.hdr")));
+       skyboxes.push_back(Skybox(Image("skyboxes/machine_shop_02_8k.hdr")));
+       skyboxes.push_back(Skybox(Image("skyboxes/pink_sunrise_8k.hdr")));
 
        pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl");
        glUseProgram(pbrProg->progId);
-       pbr = new Model("models/newtonsCradle.gltf", *pbrProg);
+
+       if (curMode == Default) {
+               const std::string scenePath = "models/cowedboy.glb";
+               const aiScene *scene = importer.ReadFile(
+                               scenePath, aiProcess_Triangulate | aiProcess_CalcTangentSpace |
+                               aiProcess_GenNormals | aiProcess_FlipUVs);
+               if (!scene) {
+                       std::cerr << importer.GetErrorString() << std::endl;
+                       exit(1);
+               }
+
+               if (scene->mNumCameras > 0) {
+                       aiCamera *cam = scene->mCameras[0];
+                       glm::mat4 camTrans;
+                       if (findNodeTrans(scene->mRootNode, cam->mName, &camTrans) != 0)
+                               abort(); // there must be a node with the same name as camera
+
+                       camPos = {camTrans[3][0], camTrans[3][1], camTrans[3][2]};
+
+                       glm::vec3 camLookAt =
+                               glm::vec3(cam->mLookAt.x, cam->mLookAt.y, cam->mLookAt.z);
+                       camFront = camLookAt - camPos;
+
+                       camUp = glm::vec3(cam->mUp.x, cam->mUp.y, cam->mUp.z);
+
+                       fov = cam->mHorizontalFOV;
+                       // TODO: aspectRatio = cam->mAspect;
+                       znear = cam->mClipPlaneNear;
+                       zfar = cam->mClipPlaneFar;
+               }
+
+               for (int i = 0; i < scene->mNumLights; i++) {
+                       aiLight *light = scene->mLights[i];
+                       glm::mat4 trans;
+                       findNodeTrans(scene->mRootNode, light->mName, &trans);
+                       glm::vec3 col = {light->mColorAmbient.r, light->mColorAmbient.g,
+                               light->mColorAmbient.b};
+                       Light l = {trans, col};
+                       lights.push_back(l);
+               }
+
+               sceneModel = new Model(scene, *pbrProg);
+       }
+
+       if (curMode == Blendshapes) {
+               loadBlendshapes("models/high-res-blendshapes/", *pbrProg, &bsModel);
+               targetModel = bsModel.model;
+
+               size_t numBlends = bsModel.blendshapes.size();
+               std::vector<std::string> names(numBlends);
+               for (int i = 0; i < numBlends; i++) names[i] = bsModel.blendshapes[i].name;
+               controlWindow = createControlWindow(names, &cwDelegate);
+
+               camPos = { 0, 18, 81 };
+               camFront = { 0, 0, -1 };
+               camUp = { 0, 1, 0 };
+               zfar = 10000;
+               znear = 0.1f;
+       }
 
        glEnable(GL_DEPTH_TEST); 
        glEnable(GL_CULL_FACE); 
        // prevent edge artifacts in specular cubemaps
        glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
 
-       glViewport(0, 0, windowWidth, windowHeight);
+       glViewport(0, 0, windowWidth * 2, windowHeight * 2);
 }
 
-bool* keyStates = new bool[256];
+bool keyStates[256] = {false};
 
 void keyboard(unsigned char key, int x, int y) {
        keyStates[key] = true;
        if (key == 'z')
                activeSkybox = (activeSkybox + 1) % skyboxes.size();
-       if (key == 'x')
-               activeLight = (activeLight + 1) % lights.size();
+       if (key == 'c')
+               discoLights = !discoLights;
 }
 
 void keyboardUp(unsigned char key, int x, int y) {
        keyStates[key] = false;
 }
 
+int mouseX, mouseY;
+
+/* #define ENABLE_MOVEMENT */
 void timer(int _) {
+#ifdef ENABLE_MOVEMENT
        float xSpeed = 0.f, ySpeed = 0.f, zSpeed = 0.f;
+
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wchar-subscripts"
        if (keyStates['w'])
                zSpeed = 0.1f;
        if (keyStates['s'])
@@ -199,17 +454,64 @@ void timer(int _) {
                ySpeed = 0.1f;
        if (keyStates['e'])
                ySpeed = -0.1f;
-
-       if (keyStates['j']) lights[activeLight].pos.z += 0.1f;
-       if (keyStates['k']) lights[activeLight].pos.z -= 0.1f;
-       if (keyStates['h']) lights[activeLight].pos.x -= 0.1f;
-       if (keyStates['l']) lights[activeLight].pos.x += 0.1f;
-       if (keyStates['m']) lights[activeLight].pos.y -= 0.1f;
-       if (keyStates['n']) lights[activeLight].pos.y += 0.1f;
+#pragma clang diagnostic pop
 
        camPos.x += xSpeed * sin(yaw) + zSpeed * cos(yaw);
        camPos.y += ySpeed;
        camPos.z += zSpeed * sin(yaw) - xSpeed * cos(yaw);
+#endif
+
+       if (curMode == Blendshapes) {
+               float xSpeed = 0, ySpeed = 0, zSpeed = 0;
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wchar-subscripts"
+               if (keyStates['w'])
+                       zSpeed = 0.1f;
+               if (keyStates['s'])
+                       zSpeed = -0.1f;
+               if (keyStates['a'])
+                       xSpeed = 0.1f;
+               if (keyStates['d'])
+                       xSpeed = -0.1f;
+               if (keyStates['q'])
+                       ySpeed = 0.1f;
+               if (keyStates['e'])
+                       ySpeed = -0.1f;
+#pragma clang diagnostic pop
+
+               if (playBlendshapeAnim) {
+                       stepBlendshapeAnim(&bsModel);
+                       needToInterpolateBlendshapes = true;
+                       std::vector<float> newWeights(bsModel.blendshapes.size());
+                       for (int i = 0; i < bsModel.blendshapes.size(); i++)
+                               newWeights[i] = bsModel.blendshapes[i].weight;
+                       updateWeights(&controlWindow, newWeights);
+               }
+
+               if (curManipulator.first != -1 && curManipulator.second != -1) {
+                       manipulators[curManipulator].x += xSpeed;
+                       manipulators[curManipulator].y += ySpeed;
+                       manipulators[curManipulator].z += zSpeed;
+               }
+
+               if (needToInterpolateBlendshapes) {
+                       interpolateBlendshapes(&bsModel);
+                       needToInterpolateBlendshapes = false;
+               }
+
+               if (needToCalculateClosestVertex) {
+                       GLint vpArr[4]; glGetIntegerv(GL_VIEWPORT, vpArr);
+                       glm::vec4 viewport(vpArr[0], vpArr[1], vpArr[2], vpArr[3]);
+                       glm::vec3 selectedPos = glm::unProject(glm::vec3(mouseX * 2, viewport[3] - mouseY * 2, 1), // hidpi
+                                       viewMat(),
+                                       projMat(),
+                                       viewport);
+
+                       closestVertex = targetModel->closestVertex(targetModel->getRoot(), camPos, selectedPos);
+                       needToCalculateClosestVertex = false;
+               }
+       }
+
        glutPostRedisplay();
        glutTimerFunc(16, timer, 0);
 }
@@ -223,6 +525,35 @@ void motion(int x, int y) {
                prevMouseY = y;
                firstMouse = false;
        }
+       float dx = x - prevMouseX, dy = y - prevMouseY;
+       prevMouseX = x; prevMouseY = y;
+       if (curMode == Blendshapes) {
+               if (closestVertex.distance > closestVertexThreshold) {
+                       const glm::vec3 origin(0,18,0);
+                       const float sensitivity = 0.003f;
+                       auto camMat = glm::translate(glm::mat4(1), origin + camPos);
+                       auto rotation = glm::rotate(glm::rotate(glm::mat4(1), -dx * sensitivity, {0, 1, 0}),
+                                       -dy * sensitivity, {1, 0, 0});
+                       auto rotAroundOrig = camMat * rotation * glm::translate(glm::mat4(1), origin - camPos);
+                       camPos = rotAroundOrig * glm::vec4(camPos, 0);
+                       camFront = origin - camPos; // face center
+               }
+               needToCalculateClosestVertex = true;
+       }
+}
+
+void passiveMotion(int x, int y) {
+       if (firstMouse) {
+               prevMouseX = x;
+               prevMouseY = y;
+               firstMouse = false;
+       }
+       mouseX = x; mouseY = y;
+       prevMouseX = x;
+       prevMouseY = y;
+#ifdef ENABLE_MOVEMENT
+
+
        int dx = x - prevMouseX, dy = y - prevMouseY;
 
        prevMouseX = x;
@@ -243,11 +574,28 @@ void motion(int x, int y) {
        } else {
                camUp = glm::vec3(0, 1, 0);
        }
+#endif
+       if (curMode == Blendshapes)
+               needToCalculateClosestVertex = true;
 }
 
 void mouse(int button, int state, int x, int y) {
+       if (isPanelFocused(controlWindow))
+               return;
+
+       if (button == GLUT_LEFT_BUTTON && state == GLUT_UP) {
+               if (closestVertex.distance < closestVertexThreshold) {
+                       VertIdx idx = { closestVertex.meshIdx, closestVertex.vertIdx };
+                       if (manipulators.count(idx) <= 0)
+                               manipulators[idx] = closestVertex.pos;
+                       curManipulator = idx;
+               }
+       }
+
+#ifdef ENABLE_MOVEMENT
        if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)
                firstMouse = true;
+#endif
 }
 
 void reshape(int newWidth, int newHeight) {
@@ -258,19 +606,21 @@ int main(int argc, char** argv) {
        glutInit(&argc, argv);
        glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGB|GLUT_3_2_CORE_PROFILE);
        glutInitWindowSize(windowWidth, windowHeight);
-       int win = glutCreateWindow("Physically Based Rendering");
-       makeRetina();
+       glutCreateWindow("Physically Based Rendering");
        glutDisplayFunc(display);
        glutReshapeFunc(reshape);
 
        glewInit();
 
+       // TODO: parse argv
+       curMode = Blendshapes;
        init();
 
        glutKeyboardFunc(keyboard);
        glutKeyboardUpFunc(keyboardUp);
        glutTimerFunc(16, timer, 0);
        glutMotionFunc(motion);
+       glutPassiveMotionFunc(passiveMotion);
        glutMouseFunc(mouse);
 
        glutMainLoop();