Add metallic and roughness scalar attributes to materials.
Rename `light_radius` -> `light_bulbradius`, make the default value 0.02. PiperOrigin-RevId: 627032170 Change-Id: I1e01e2eca028c0aefc2e7dc384e8b34abac184aa
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Copybara-Service
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@@ -263,6 +263,7 @@ struct mjvLight_ { // OpenGL light
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mjtByte headlight; // headlight
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mjtByte directional; // directional light
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mjtByte castshadow; // does light cast shadows
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float bulbradius; // bulb radius for soft shadows
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};
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typedef struct mjvLight_ mjvLight;
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@@ -493,6 +494,7 @@ struct mjvSceneState_ {
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mjtByte* light_directional;
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mjtByte* light_castshadow;
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float* light_bulbradius;
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mjtByte* light_active;
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float* light_attenuation;
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float* light_cutoff;
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@@ -560,6 +562,8 @@ struct mjvSceneState_ {
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float* mat_specular;
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float* mat_shininess;
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float* mat_reflectance;
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float* mat_metallic;
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float* mat_roughness;
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float* mat_rgba;
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int* eq_type;
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