Refactor modes up into classes
authorLuke Lau <luke_lau@icloud.com>
Fri, 20 Mar 2020 23:23:35 +0000 (23:23 +0000)
committerLuke Lau <luke_lau@icloud.com>
Fri, 20 Mar 2020 23:23:35 +0000 (23:23 +0000)
main.cpp

index 7054e7a04905a2a636da53ce115233687661c3c1..82e0fff76d3259bafd8625137418c5468629565a 100644 (file)
--- a/main.cpp
+++ b/main.cpp
@@ -35,13 +35,11 @@ GLuint cursorNumIndices;
 
 Program *textureProg, *plainProg, *reflectProg, *pbrProg, *cursorProg;
 
-ControlWindow controlWindow;
-
 std::vector<Skybox> skyboxes;
 int activeSkybox = 0;
 
 Assimp::Importer importer; // Need to keep this around, otherwise stuff disappears!
-Model *sceneModel;
+/* Model *sceneModel; */
 
 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;
@@ -68,13 +66,6 @@ std::vector<Light> lights;
 bool discoLights = false;
 
 int windowWidth = 800, windowHeight = 600;
-
-enum Mode {
-       Default,
-       Blendshapes
-};
-Mode curMode;
-
 float aspect() {
        return (float)windowWidth / (float)windowHeight;
 }      
@@ -157,6 +148,136 @@ glm::mat4 worldSpaceToModelSpace(aiNode *node, glm::mat4 m) {
        return res;
 }
 
+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 == 'c')
+               discoLights = !discoLights;
+}
+
+void keyboardUp(unsigned char key, int x, int y) {
+       keyStates[key] = false;
+}
+
+int mouseX, mouseY;
+
+struct Mode {
+       virtual void display(float d) = 0;
+       virtual void timer() = 0;
+       virtual void motion(int x, int y, int dx, int dy) = 0;
+       virtual void passiveMotion(int x, int y, int dx, int dy) = 0;
+       virtual void mouse(int button, int state, int x, int y) = 0;
+};
+
+struct AnimationMode : public Mode {
+       Model *sceneModel;
+
+       AnimationMode(std::string modelPath) {
+               const aiScene *scene = importer.ReadFile(
+                               modelPath, 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);
+       }
+       
+       void display(float d) override {
+               sceneModel->draw(skyboxes[activeSkybox], d * 1000);
+       }
+
+       void timer() override {};
+       void motion(int x, int y, int dx, int dy) override {}
+       void passiveMotion(int x, int y, int dx, int dy) override {}
+       void mouse(int button, int state, int x, int y) override {}
+};
+
+
+// TODO: move these inside
+bool needToCalculateClosestVertex = false;
+bool needToInterpolateBlendshapes = false;
+struct BlendshapeMode : public Mode {
+
+       class Delegate : public ControlWindowDelegate {
+               public:
+
+                       virtual void weightChanged(int blendshape, float weight) override {
+                               bsModel.blendshapes[blendshape].weight = weight;
+                               needToInterpolateBlendshapes = true;
+                       }
+
+                       virtual void solveWeights(std::vector<float> &newWeights) override {
+                               ::solveWeights(&bsModel, manipulators);
+                               for (int i = 0; i < newWeights.size(); i++)
+                                       newWeights[i] = bsModel.blendshapes[i].weight;
+                               needToInterpolateBlendshapes = true;
+                       }
+
+                       virtual void resetManipulators() override {
+                               manipulators.clear();
+                               curManipulator = { -1, -1 };
+                       }
+
+                       virtual void playbackChanged(bool playing) override {
+                               playBlendshapeAnim = playing;
+                       }
+       };
+
+       Delegate cwDelegate;
+       ControlWindow controlWindow;
+
+       BlendshapeMode(std::string directory) {
+               loadBlendshapes(directory, *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;
+       }
+
        void drawCursor(glm::vec3 pos, glm::vec3 color, float scale = 1) {
                glUseProgram(cursorProg->progId);
                glBindVertexArray(cursorVao);
@@ -171,6 +292,112 @@ void drawCursor(glm::vec3 pos, glm::vec3 color, float scale = 1) {
                glDrawElements(GL_TRIANGLES, cursorNumIndices, GL_UNSIGNED_INT, 0);
        }
 
+       void display(float d) override {
+               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);
+
+                       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);
+       }
+
+       void timer() override {
+               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;
+               }
+       }
+
+
+       void motion(int x, int y, int dx, int dy) override {
+               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, int dx, int dy) override {
+               needToCalculateClosestVertex = true;
+       }
+
+       void mouse(int button, int state, int x, int y) override {
+               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;
+                       }
+               }
+       }
+};
+
+Mode *curMode;
+
+
 void display() {
        glClearColor(0.5, 0.5, 0.5, 1);
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
@@ -223,26 +450,7 @@ void display() {
        }
 #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);
-
-                       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);
-       }
+       curMode->display(d);
 
        for (Light &light: lights) drawLight(light);
 
@@ -299,36 +507,6 @@ GLuint setupBuffersWithIndices(GLuint progId, GLuint vao,
        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();
@@ -352,64 +530,64 @@ void init() {
        pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl");
        glUseProgram(pbrProg->progId);
 
-       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 (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
+               /* 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]};
+               /*      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;
+               /*      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);
+               /*      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;
-               }
+               /*      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);
-               }
+               /* 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);
-       }
+               /* sceneModel = new Model(scene, *pbrProg); */
+       /* } */
 
-       if (curMode == Blendshapes) {
-               loadBlendshapes("models/high-res-blendshapes/", *pbrProg, &bsModel);
-               targetModel = bsModel.model;
+       /* 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);
+       /*      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;
-       }
+       /*      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); 
@@ -419,21 +597,6 @@ void init() {
        glViewport(0, 0, windowWidth * 2, windowHeight * 2);
 }
 
-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 == 'c')
-               discoLights = !discoLights;
-}
-
-void keyboardUp(unsigned char key, int x, int y) {
-       keyStates[key] = false;
-}
-
-int mouseX, mouseY;
 
 /* #define ENABLE_MOVEMENT */
 void timer(int _) {
@@ -461,56 +624,58 @@ void timer(int _) {
        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);
-               }
+       curMode->timer();
+
+       /* 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 (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 (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);
+       /*      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;
-               }
-       }
+       /*              closestVertex = targetModel->closestVertex(targetModel->getRoot(), camPos, selectedPos); */
+       /*              needToCalculateClosestVertex = false; */
+       /*      } */
+       /* } */
 
        glutPostRedisplay();
        glutTimerFunc(16, timer, 0);
@@ -527,19 +692,8 @@ void motion(int x, int y) {
        }
        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;
-       }
+       
+       curMode->motion(x, y, dx, dy);
 }
 
 void passiveMotion(int x, int y) {
@@ -549,16 +703,10 @@ void passiveMotion(int x, int y) {
                firstMouse = false;
        }
        mouseX = x; mouseY = y;
-       prevMouseX = x;
-       prevMouseY = y;
-#ifdef ENABLE_MOVEMENT
-
-
        int dx = x - prevMouseX, dy = y - prevMouseY;
-
        prevMouseX = x;
        prevMouseY = y;
-
+#ifdef ENABLE_MOVEMENT
        const float sensitivity = 0.005f;
        yaw += dx * sensitivity;
        pitch -= dy * sensitivity;
@@ -575,22 +723,12 @@ void passiveMotion(int x, int y) {
                camUp = glm::vec3(0, 1, 0);
        }
 #endif
-       if (curMode == Blendshapes)
-               needToCalculateClosestVertex = true;
+
+       curMode->passiveMotion(x, y, dx, dy);
 }
 
 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;
-               }
-       }
+       curMode->mouse(button, state, x, y);
 
 #ifdef ENABLE_MOVEMENT
        if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)
@@ -613,8 +751,8 @@ int main(int argc, char** argv) {
        glewInit();
 
        // TODO: parse argv
-       curMode = Blendshapes;
        init();
+       curMode = new AnimationMode("movieAssets/scene.glb");
 
        glutKeyboardFunc(keyboard);
        glutKeyboardUpFunc(keyboardUp);