In this lab, we’re going to combine the past two labs to create a sphere shaded with the Blinn-Phong lighting model that uses texture maps for the material parameters.
Please download the code for the lab and go over the code.
Look though the code, paying particular attention to how the textures
are being loaded. We’ll be editing main.cpp
and the two
.glsl
files.
Start with the Blinn-Phong lighting model from the fragment lighting
lab. Rather than passing in the kd
and ks
as
uniform parameters, load them from the provided texture files. Use \(s=50\) for the exponent. You can ignore the
ambient term for this lab.
Add a moving cloud cover to the earth. Make the clouds rotate about
the earth using the keyboard or with glfwGetTime()
.