<commit_before>#include <iostream>

#include <SFML/Graphics.hpp>
#include <SFML/OpenGL.hpp>

#include <DMUtils/maths.hpp>
#include <DMUtils/sfml.hpp>

#include <Lightsystem/SpotLight.hpp>


namespace DMGDVT {
namespace LS {

    SpotLight::SpotLight(bool iso) : SpotLight(sf::Vector2f(0,0),0,sf::Color(0,0,0,0)) {
	}

    SpotLight::~SpotLight() {
	}

    SpotLight::SpotLight(sf::Vector2f ctr, float r, sf::Color c, bool iso) : SpotLight(ctr,r,c,0.0f,M_PIf,1.0f,0.0f,0.0f,0.0f) {
    }

    SpotLight::SpotLight(sf::Vector2f ctr, float r, sf::Color c, float da, float sa, float i, float s, float b, float lf, bool iso) : Light(iso),
     _center(ctr), _radius(r), _color(c), _directionAngle(da), _spreadAngle(sa), _size(s), _bleed(b), _linearity(lf), _renderTexture(nullptr) {
        setSpreadAngle(sa);
        setIntensity(i);
        computeAABB();
    }

    void SpotLight::render(const sf::IntRect& screen, sf::RenderTarget& target, sf::Shader* shader, const sf::RenderStates &states) {
        if(_intensity <= 0.0f) return;

        float r = _color.r * _intensity;
        float g = _color.g * _intensity;
        float b = _color.b * _intensity;

        sf::Color c(r,g,b,1.0);

        if(_spreadAngle == M_PIf*2.0f) {
        } else {
        }
	}

    void SpotLight::preRender(sf::Shader* shader) {
    }

    //keep this as debug option, not used for now at all
    void SpotLight::debugRender(const sf::IntRect& screen, sf::RenderTarget& target) {
        if(_intensity <= 0.0f) return;

        if(_spreadAngle == M_PIf*2.0f) {
            sf::CircleShape shape(_size);<commit_msg>No longer useful attributes part 3<commit_after>#include <iostream>

#include <SFML/Graphics.hpp>
#include <SFML/OpenGL.hpp>

#include <DMUtils/maths.hpp>
#include <DMUtils/sfml.hpp>

#include <Lightsystem/SpotLight.hpp>


namespace DMGDVT {
namespace LS {

    SpotLight::SpotLight(bool iso) : SpotLight(sf::Vector2f(0,0),0,sf::Color(0,0,0,0)) {
	}

    SpotLight::~SpotLight() {
	}

    SpotLight::SpotLight(sf::Vector2f ctr, float r, sf::Color c, bool iso) : SpotLight(ctr,r,c,0.0f,M_PIf,1.0f,0.0f,0.0f,0.0f) {
    }

    SpotLight::SpotLight(sf::Vector2f ctr, float r, sf::Color c, float da, float sa, float i, float b, float lf, bool iso) : Light(iso),
     _center(ctr), _radius(r), _color(c), _directionAngle(da), _spreadAngle(sa), _bleed(b), _linearity(lf) {
        setSpreadAngle(sa);
        setIntensity(i);
        computeAABB();
    }

    void SpotLight::render(const sf::IntRect& screen, sf::RenderTarget& target, sf::Shader* shader, const sf::RenderStates &states) {
        if(_intensity <= 0.0f) return;

        float r = _color.r * _intensity;
        float g = _color.g * _intensity;
        float b = _color.b * _intensity;

        sf::Color c(r,g,b,1.0);

        if(_spreadAngle == M_PIf*2.0f) {
        } else {
        }
	}

    void SpotLight::preRender(sf::Shader* shader) {
    }

    //keep this as debug option, not used for now at all
    void SpotLight::debugRender(const sf::IntRect& screen, sf::RenderTarget& target) {
        if(_intensity <= 0.0f) return;

        if(_spreadAngle == M_PIf*2.0f) {
            sf::CircleShape shape(_size);
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{'dir': 'git-commits-cleaned', 'id': '1183420', 'n_tokens_mistral': 1225, 'n_tokens_neox': 1160, 'n_words': 240}