WIP of modes
[opengl.git] / main.cpp
index 9a49d4cf1526c4c32ec419d300f4a1a1532241cf..09ef264dc4997e53257bba328da9ef7c42f51c20 100644 (file)
--- a/main.cpp
+++ b/main.cpp
@@ -3,6 +3,7 @@
 #include <iostream>
 #include <array>
 #include <vector>
+#include <dirent.h>
 #ifdef __APPLE__
 #include <GL/glew.h>
 #else
 #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 lightVao;
+GLuint lightVao, cursorVao;
+GLuint cursorNumIndices;
 
-Program *textureProg, *plainProg, *reflectProg, *pbrProg;
+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;
+/* 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;
 
-glm::vec3 selectedPos;
+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;
 
-struct Light {
-       glm::mat4 trans;
-       glm::vec3 color;
-};
-
-std::vector<Light> lights;
+std::map<VertIdx, glm::vec3> manipulators;
+VertIdx curManipulator = {-1,-1};
 
-bool discoLights = false;
+BlendshapeModel bsModel;
+bool playBlendshapeAnim = false;
 
 int windowWidth = 800, windowHeight = 600;
-
 float aspect() {
        return (float)windowWidth / (float)windowHeight;
 }      
@@ -90,24 +94,20 @@ void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor
        glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
 }
 
-void drawBox(glm::mat4 trans, glm::vec3 color) {
-       glUseProgram(plainProg->progId);
-       glBindVertexArray(lightVao);
-       setProjectionAndViewUniforms(plainProg->progId);
+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(plainProg->progId, "model");
+       GLuint modelLoc = glGetUniformLocation(p->progId, "model");
        glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
 
-       GLuint colorLoc = glGetUniformLocation(plainProg->progId, "color");
+       GLuint colorLoc = glGetUniformLocation(p->progId, "color");
        glUniform4fv(colorLoc, 1, glm::value_ptr(color));
                
        glDrawArrays(GL_TRIANGLES, 0, 36);
 }
 
-void drawLight(Light &light) {
-       drawBox(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);
@@ -136,11 +136,192 @@ glm::mat4 worldSpaceToModelSpace(aiNode *node, glm::mat4 m) {
        return res;
 }
 
-void pickVertex() {
-       auto res = sceneModel->closestVertex(sceneModel->getRoot(), camPos, selectedPos);
-       drawBox(glm::translate(glm::mat4(1), res.first), {1, 1, 0.5});
+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;
+
+// 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);
+               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(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);
@@ -154,26 +335,13 @@ void display() {
        glUseProgram(pbrProg->progId);
        setProjectionAndViewUniforms(pbrProg->progId);
 
-       size_t numLights = lights.size() + (discoLights ? 3 : 0);
+       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;
        }
 
-       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]));
@@ -193,11 +361,7 @@ void display() {
        }
 #endif
 
-       sceneModel->draw(skyboxes[activeSkybox], d * 1000);
-
-       pickVertex();
-
-       for (Light &light: lights) drawLight(light);
+       curMode->display(d);
 
        // TODO: restore
        /* if (discoLights) { */
@@ -212,9 +376,8 @@ void display() {
        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;
@@ -228,15 +391,46 @@ 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();
+}
+
 
 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/wooden_lounge_8k.hdr")));
        skyboxes.push_back(Skybox(Image("skyboxes/machine_shop_02_8k.hdr")));
@@ -245,41 +439,64 @@ void init() {
        pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl");
        glUseProgram(pbrProg->progId);
 
-       const std::string scenePath = "models/blendshapeNeutral.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; */
+
+       /*      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); 
@@ -289,22 +506,8 @@ 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;
-}
 
 /* #define ENABLE_MOVEMENT */
-
 void timer(int _) {
 #ifdef ENABLE_MOVEMENT
        float xSpeed = 0.f, ySpeed = 0.f, zSpeed = 0.f;
@@ -329,6 +532,60 @@ void timer(int _) {
        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, timer, 0);
 }
@@ -337,17 +594,28 @@ int prevMouseX, prevMouseY;
 bool firstMouse = true;
 
 void motion(int x, int y) {
-#ifdef ENABLE_MOVEMENT
        if (firstMouse) {
                prevMouseX = x;
                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;
@@ -365,15 +633,12 @@ void motion(int x, int y) {
        }
 #endif
 
-       GLint vpArr[4]; glGetIntegerv(GL_VIEWPORT, vpArr);
-       glm::vec4 viewport(vpArr[0], vpArr[1], vpArr[2], vpArr[3]);
-       selectedPos = glm::unProject(glm::vec3(x * 2, viewport[3] - y * 2, 1), // hidpi
-                                                                viewMat(), //view * model mat
-                                                                projMat(),
-                                                                viewport);
+       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;
@@ -394,13 +659,15 @@ int main(int argc, char** argv) {
 
        glewInit();
 
+       // TODO: parse argv
        init();
+       curMode = new AnimationMode("movieAssets/scene.glb");
 
        glutKeyboardFunc(keyboard);
        glutKeyboardUpFunc(keyboardUp);
        glutTimerFunc(16, timer, 0);
        glutMotionFunc(motion);
-       glutPassiveMotionFunc(motion);
+       glutPassiveMotionFunc(passiveMotion);
        glutMouseFunc(mouse);
 
        glutMainLoop();