#include "lights.h" #include "shader.h" void Lights::addLight(const glm::vec3 &myPosition, const glm::vec3 myColor) { if(lights.size() < MAX_LIGHTS) { Light l; l.position = myPosition; l.color = myColor; lights.push_back(l); } } void Lights::bind(GLuint lightsLocation, GLuint nbLocation, Shader* shader) { if(lights.size() > 0) shader->bindVec3Array(lightsLocation, (glm::vec3*)lights.data(), lights.size()*2); shader->bindInteger(nbLocation, (GLuint)lights.size()); }