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Add the optional Radius, ShadeSelf, CastShadows and SoftFalloff of FreeSpotLight and make FalloffAngle 360 a point light
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@@ -50,6 +50,14 @@ class local_lights
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float cos_outer{-1.f}; // cosine of the half angle of the cone; not above 0: the light is not limited to a cone
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float cos_inner{-1.f}; // cosine of the half angle within which the light is at its full brightness; above cos_outer
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float range{0.f}; // distance at which the light ends, metres
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// light points: the radius of the sphere the light shines from (metres, 0: a point), and its light falling off as
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// 1 / (d^2 + r^2) (the soft falloff of blender) instead of the way the surface of the sphere gives it
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float radius{0.f};
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bool soft_falloff{false};
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// the light casts shadows (the shadow maps of the lamps, the contact shadows), and its shadows are cast also by the model
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// it comes from (the instance, owner)
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bool cast_shadows{true};
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bool shade_self{false};
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// light point of a scenery model: the instance and the submodel it comes from, which name the lamp from frame to frame
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// (opengl46_local_shadows keeps the shadow maps of scenery lamps by them). nullptr for the other lights
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void const *owner{nullptr};
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