WIP of modes
[opengl.git] / main.cpp
index 99312d384ed00ea36ff83640f32d5621201704fd..09ef264dc4997e53257bba328da9ef7c42f51c20 100644 (file)
--- a/main.cpp
+++ b/main.cpp
 #include <stdio.h>
 #include <stdlib.h>
 #include <iostream>
-#include <fstream>
-#include <sstream>
 #include <array>
 #include <vector>
+#include <dirent.h>
 #ifdef __APPLE__
 #include <GL/glew.h>
 #else
 #include <OpenGL/glew.h>
 #endif
 #include <GLUT/glut.h>
+#include "shapes.hpp"
 #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"
+#include "mode/animationMode.hpp"
 
 #pragma clang diagnostic ignored "-Wdeprecated-declarations"
 
 using namespace std;
 
-GLuint* vaos;
-GLuint progId;
-glm::vec3 camPos   = glm::vec3(0.0f, 0.0f,  -5.0f);
-glm::vec3 camFront = glm::vec3(0.0f, 0.0f, 1.0f);
-glm::vec3 camUp    = glm::vec3(0.0f, 1.0f,  0.0f);
+GLuint lightVao, cursorVao;
+GLuint cursorNumIndices;
+
+Program *textureProg, *plainProg, *reflectProg, *pbrProg, *cursorProg;
+
+std::vector<Skybox> skyboxes;
+int activeSkybox = 0;
+
+Assimp::Importer importer; // Need to keep this around, otherwise stuff disappears!
+/* 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;
 float yaw = 1.57, pitch = 0;
-bool doScale, doRotate, doTranslate;
 
-void display() {
-       glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
-       glUseProgram(progId);
-       glBindVertexArray(vaos[0]);
-       for (int i = 0; i < 100; i++) {
+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;
 
-               GLuint projId = glGetUniformLocation(progId, "projection");
-               glm::mat4 proj = glm::perspective(glm::radians(45.f), 1.33f, 0.01f, 10000.f);
-               glUniformMatrix4fv(projId, 1, GL_FALSE, glm::value_ptr(proj));
+std::map<VertIdx, glm::vec3> manipulators;
+VertIdx curManipulator = {-1,-1};
 
-               GLuint viewId = glGetUniformLocation(progId, "view");
-               glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp);
-               glUniformMatrix4fv(viewId, 1, GL_FALSE, glm::value_ptr(view));
+BlendshapeModel bsModel;
+bool playBlendshapeAnim = false;
 
-               GLuint modelId = glGetUniformLocation(progId, "model");
-               glm::mat4 model = glm::mat4(1.f);
+int windowWidth = 800, windowHeight = 600;
+float aspect() {
+       return (float)windowWidth / (float)windowHeight;
+}      
 
-               float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
-               model = glm::translate(model, glm::vec3(sin(i * 30) * 10, cos(i * 30) * 10, i * 2));
+inline glm::mat4 projMat() {
+       return glm::perspective(fov, aspect(), znear, zfar);
+}
 
-               if (doRotate) {
-                       model = glm::rotate(model, d * glm::radians(30.f), glm::vec3(0.f, 1.f, 0.f));
-                       model = glm::rotate(model, d * glm::radians(20.f), glm::vec3(1.f, 0.f, 0.f));
+inline glm::mat4 viewMat() {
+       return glm::lookAt(camPos, camPos + camFront, camUp);
 }
 
-               if (doScale)
-                       model = glm::scale(model, glm::vec3(1.f, 0.7f + 0.7f * (1 + sin(d + (i + 3))), 1.f));
+void setProjectionAndViewUniforms(GLuint progId) {
+       GLuint projLoc = glGetUniformLocation(progId, "projection");
+       glm::mat4 proj = projMat();
+       glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
+
+       GLuint viewLoc = glGetUniformLocation(progId, "view");
+       glm::mat4 view = viewMat();
+       glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
 
-               if (doTranslate)
-                       model = glm::translate(model, glm::vec3(sin(d + (i + 1)), cos(d + (i + -3)), sin(d + (i + 4))));
+       GLuint camPosLoc = glGetUniformLocation(progId, "camPos");
+       glUniform3fv(camPosLoc, 1, glm::value_ptr(camPos));
+}
 
+void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor) {
+       GLuint lightColorLoc = glGetUniformLocation(progId, "lightColor");
+       glUniform4fv(lightColorLoc, 1, glm::value_ptr(lightColor));
 
-               glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model));
+       GLuint lightPosLoc = glGetUniformLocation(progId, "vLightPos");
+       glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos));
 
-               glDrawArrays(GL_TRIANGLES, 0, 12);
+       GLuint viewPosLoc = glGetUniformLocation(progId, "vViewPos");
+       glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
 }
-       glutSwapBuffers();
+
+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(p->progId, "color");
+       glUniform4fv(colorLoc, 1, glm::value_ptr(color));
+               
+       glDrawArrays(GL_TRIANGLES, 0, 36);
 }
 
-void attachShader(GLuint progId, const char* filePath, GLenum type) {
-       GLuint shader = glCreateShader(type);
+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;
+}
 
-       if (!shader) {
-               fprintf(stderr, "error creating shader\n");
-               exit(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;
 }
 
-       ifstream file(filePath);
-       stringstream buffer;
-       buffer << file.rdbuf();
-       string str = buffer.str();
-       const char* contents = str.c_str();
+bool keyStates[256] = {false};
 
-       glShaderSource(shader, 1, (const GLchar**)&contents, NULL);
-       glCompileShader(shader);
-       GLint success;
-       glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
-       if (!success) {
-               GLchar log[1024];
-               glGetShaderInfoLog(shader, 1024, NULL, log);
-               fprintf(stderr, "error: %s\n", log);
-               exit(1);
+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; */
 }
-       glAttachShader(progId, shader);
+
+void keyboardUp(unsigned char key, int x, int y) {
+       keyStates[key] = false;
 }
 
-GLuint compileShaders(char* vertexShader, char* fragmentShader) {
-       GLuint progId = glCreateProgram();
+int mouseX, mouseY;
+
+// TODO: move these inside
+bool needToCalculateClosestVertex = false;
+bool needToInterpolateBlendshapes = false;
+struct BlendshapeMode : public Mode {
 
-       attachShader(progId, vertexShader, GL_VERTEX_SHADER);
-       attachShader(progId, fragmentShader, GL_FRAGMENT_SHADER);
+       class Delegate : public ControlWindowDelegate {
+               public:
+
+                       virtual void weightChanged(int blendshape, float weight) override {
+                               bsModel.blendshapes[blendshape].weight = weight;
+                               needToInterpolateBlendshapes = true;
+                       }
 
-       glLinkProgram(progId);
-       GLint success = 0;
-       glGetProgramiv(progId, GL_LINK_STATUS, &success);
-       if (!success) {
-               GLchar log[1024];
-               glGetProgramInfoLog(progId, sizeof(log), NULL, log);
-               fprintf(stderr, "error linking: %s\n", log);
-               exit(1);
+                       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;
                        }
 
-       return progId;
+                       virtual void resetManipulators() override {
+                               manipulators.clear();
+                               curManipulator = { -1, -1 };
                        }
 
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
+                       virtual void playbackChanged(bool playing) override {
+                               playBlendshapeAnim = playing;
+                       }
+       };
 
-GLuint setupBuffers(GLfloat* vertices, GLuint progId) {
+       Delegate cwDelegate;
+       ControlWindow controlWindow;
 
-       GLfloat colors[] = {
-               0, 1, 0, 1,
-               1, 0, 0, 1,
-               0, 0, 1, 1,
+       BlendshapeMode(std::string directory) {
+               loadBlendshapes(directory, *pbrProg, &bsModel);
+               targetModel = bsModel.model;
 
-               0, 1, 0, 1,
-               1, 0, 0, 1,
-               0, 0, 1, 1,
+               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;
                
-               0, 1, 0, 1,
-               1, 0, 0, 1,
-               0, 0, 1, 1,
+               controlWindow = createControlWindow(names, &cwDelegate);
 
-               0, 1, 0, 1,
-               1, 0, 0, 1,
-               0, 0, 1, 1
-       };
+               camPos = { 0, 18, 81 };
+               camFront = { 0, 0, -1 };
+               camUp = { 0, 1, 0 };
+               zfar = 10000;
+               znear = 0.1f;
+       }
 
-       GLuint numVerts = 12;
+       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 vbo;
-       glGenBuffers(1, &vbo);
+               GLuint colorLoc = glGetUniformLocation(cursorProg->progId, "color");
+               glUniform4fv(colorLoc, 1, glm::value_ptr(color));
 
-       GLuint vao;
-       glGenVertexArrays(1, &vao);
+               glDrawElements(GL_TRIANGLES, cursorNumIndices, GL_UNSIGNED_INT, 0);
+       }
 
-       GLuint posId = glGetAttribLocation(progId, "vPosition");
-       GLuint colorId = glGetAttribLocation(progId, "vColor");
+       void display(float d) override {
+               if (closestVertex.distance < closestVertexThreshold)
+                       drawCursor(closestVertex.pos, {0.5,0,1}, 0.9);
 
-       GLuint vertsLen = numVerts * 3 * sizeof(GLfloat);
-       GLuint colorsLen = numVerts * 4 * sizeof(GLfloat);
+               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);
 
-       glBindBuffer(GL_ARRAY_BUFFER, vbo);
-       glBufferData(GL_ARRAY_BUFFER, vertsLen + colorsLen, NULL, GL_STATIC_DRAW);
+                       glm::vec3 origVertex = aiVector3DToVec3(bsModel.model->meshes[v.first.first].ai.mVertices[v.first.second]);
+                       drawCursor(origVertex, {0,0,1}, 0.7);
+               }
 
-       glBufferSubData(GL_ARRAY_BUFFER, 0, vertsLen, vertices);
-       glBufferSubData(GL_ARRAY_BUFFER, vertsLen, colorsLen, colors);
+               bsModel.model->draw(skyboxes[activeSkybox], d * 1000);
+       }
 
-       glBindVertexArray(vao);
-       glEnableVertexAttribArray(posId);
-       glVertexAttribPointer(posId, 3, GL_FLOAT, GL_FALSE, 0, 0);
+       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);
+               }
 
-       glEnableVertexAttribArray(colorId);
-       glVertexAttribPointer(colorId, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(numVerts * 3 * sizeof(GLfloat)));
+               if (curManipulator.first != -1 && curManipulator.second != -1) {
+                       manipulators[curManipulator].x += xSpeed;
+                       manipulators[curManipulator].y += ySpeed;
+                       manipulators[curManipulator].z += zSpeed;
+               }
 
-       return vao;
+               if (needToInterpolateBlendshapes) {
+                       interpolateBlendshapes(&bsModel);
+                       needToInterpolateBlendshapes = false;
                }
 
-void validateProgram(GLuint progId) {
-       glValidateProgram(progId);
+               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);
 
-       GLint success;
-       glGetProgramiv(progId, GL_VALIDATE_STATUS, &success);
-       if (!success) {
-               GLchar log[1024];
-               glGetProgramInfoLog(progId, sizeof(log), NULL, log);
-               fprintf(stderr, "error: %s\n", log);
-               exit(1);
+                       closestVertex = targetModel->closestVertex(targetModel->getRoot(), camPos, selectedPos);
+                       needToCalculateClosestVertex = false;
                }
        }
 
-void init() {
-       GLfloat vertices[9*4] = {
-               -1.0f, -1.0f, -1.0f,
-               1.0f, -1.0f, -1.0f,
-               0.0f, 1.0f, 0.0f,
 
-               -1.0f, -1.0f, 1.0f,
-               1.0f, -1.0f, 1.0f,
-               0.0f, 1.0f, 0.0f,
+       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;
+       }
 
-               -1.0f, -1.0f, -1.0f,
-               -1.0f, -1.0f, 1.0f,
-               0.0f, 1.0f, 0.0f,
+       void passiveMotion(int x, int y, int dx, int dy) override {
+               needToCalculateClosestVertex = true;
+       }
 
-               1.0f, -1.0f, -1.0f,
-               1.0f, -1.0f, 1.0f,
-               0.0f, 1.0f, 0.0f
+       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;
+                       }
+               }
+       }
 };
 
-       vaos = new GLuint[2];
+Mode *curMode;
 
-       progId = compileShaders((char*)"vertex.glsl", (char*)"fragment.glsl");
-       glUseProgram(progId);
-       vaos[0] = setupBuffers(vertices, progId);
-       validateProgram(progId);
 
-       glEnable(GL_DEPTH_TEST); 
+void display() {
+       glClearColor(0.5, 0.5, 0.5, 1);
+       glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+       glViewport(0, 0, windowWidth * 2, windowHeight * 2);
+
+       float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
+
+       glUseProgram(getUtilProg()->progId);
+       setProjectionAndViewUniforms(getUtilProg()->progId);
+
+       glUseProgram(pbrProg->progId);
+       setProjectionAndViewUniforms(pbrProg->progId);
+
+       std::vector<Light> lights = curMode->getLights(d);
+       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;
        }
 
-bool* keyStates = new bool[256];
 
-void keyboard(unsigned char key, int x, int y) {
-       keyStates[key] = true;
-       if (key == 'z')
-               doScale = !doScale;
-       if (key == 'x')
-               doRotate = !doRotate;
-       if (key == 'c')
-               doTranslate = !doTranslate;
+       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
 
-void keyboardUp(unsigned char key, int x, int y) {
-       keyStates[key] = false;
+       curMode->display(d);
+
+       // 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 setupPlainBuffers(GLuint progId, std::vector<glm::vec3> vertices) {
+       GLuint verticesSize = vertices.size() * sizeof(glm::vec3);
+
+       glGenVertexArrays(1, &lightVao);
+       GLuint vbo;
+       glBindVertexArray(lightVao);
+       glGenBuffers(1, &vbo);
+       glBindBuffer(GL_ARRAY_BUFFER, vbo);
+       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);
+}
+
+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();
+}
+
+
+void init() {
+       initUtilProg();
+
+       plainProg = new Program("plainvertex.glsl", "plainfrag.glsl");
+       glUseProgram(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/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);
+
+       /* 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 * 2, windowHeight * 2);
 }
 
+
+/* #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'])
@@ -237,12 +526,68 @@ void timer(int _) {
                ySpeed = 0.1f;
        if (keyStates['e'])
                ySpeed = -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
+
+       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 (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, idle, 0);
+       glutTimerFunc(16, timer, 0);
 }
 
 int prevMouseX, prevMouseY;
@@ -254,11 +599,23 @@ void motion(int x, int y) {
                prevMouseY = y;
                firstMouse = false;
        }
-       int dx = x - prevMouseX, dy = y - prevMouseY;
+       float dx = x - prevMouseX, dy = y - prevMouseY;
+       prevMouseX = x; prevMouseY = y;
+       
+       curMode->motion(x, y, dx, dy);
+}
 
+void passiveMotion(int x, int y) {
+       if (firstMouse) {
                prevMouseX = x;
                prevMouseY = y;
-
+               firstMouse = false;
+       }
+       mouseX = x; mouseY = y;
+       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;
@@ -268,28 +625,49 @@ void motion(int x, int y) {
        front.y = sin(pitch);
        front.z = cos(pitch) * sin(yaw);
        camFront = glm::normalize(front);
+
+       if (pitch < -1.57079632679 || pitch >= 1.57079632679) {
+               camUp = glm::vec3(0, -1, 0);
+       } else {
+               camUp = glm::vec3(0, 1, 0);
+       }
+#endif
+
+       curMode->passiveMotion(x, y, dx, dy);
 }
 
 void mouse(int button, int state, int x, int y) {
+       curMode->mouse(button, state, x, y);
+
+#ifdef ENABLE_MOVEMENT
        if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)
                firstMouse = true;
+#endif
+}
+
+void reshape(int newWidth, int newHeight) {
+       windowWidth = newWidth, windowHeight = newHeight;
 }
 
 int main(int argc, char** argv) {
        glutInit(&argc, argv);
        glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGB|GLUT_3_2_CORE_PROFILE);
-       glutInitWindowSize(800, 600);
-       int win = glutCreateWindow("Hello Triangle");
+       glutInitWindowSize(windowWidth, windowHeight);
+       glutCreateWindow("Physically Based Rendering");
        glutDisplayFunc(display);
+       glutReshapeFunc(reshape);
 
        glewInit();
 
+       // TODO: parse argv
        init();
+       curMode = new AnimationMode("movieAssets/scene.glb");
 
        glutKeyboardFunc(keyboard);
        glutKeyboardUpFunc(keyboardUp);
        glutTimerFunc(16, timer, 0);
        glutMotionFunc(motion);
+       glutPassiveMotionFunc(passiveMotion);
        glutMouseFunc(mouse);
 
        glutMainLoop();