Render: Update lightgroup membership in objects and world if lightgroup is renamed

As discussed, this only updates objects in and the world of the scene to which the view layer belongs, which also avoids the problem of not having a BMain available.

Differential Revision: https://developer.blender.org/D14740
This commit is contained in:
Lukas Stockner
2022-05-16 10:52:49 +02:00
committed by Lukas Stockner
parent f7d5aaa365
commit 6db059e3d7
3 changed files with 29 additions and 3 deletions

View File

@@ -39,6 +39,7 @@
#include "DNA_view3d_types.h"
#include "DNA_windowmanager_types.h"
#include "DNA_workspace_types.h"
#include "DNA_world_types.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_debug.h"
@@ -2588,12 +2589,36 @@ ViewLayer *BKE_view_layer_find_with_lightgroup(struct Scene *scene,
return NULL;
}
void BKE_view_layer_rename_lightgroup(ViewLayer *view_layer,
void BKE_view_layer_rename_lightgroup(Scene *scene,
ViewLayer *view_layer,
ViewLayerLightgroup *lightgroup,
const char *name)
{
char old_name[64];
BLI_strncpy_utf8(old_name, lightgroup->name, sizeof(old_name));
BLI_strncpy_utf8(lightgroup->name, name, sizeof(lightgroup->name));
viewlayer_lightgroup_make_name_unique(view_layer, lightgroup);
if (scene != NULL) {
/* Update objects in the scene to refer to the new name instead. */
FOREACH_SCENE_OBJECT_BEGIN (scene, ob) {
if (!ID_IS_LINKED(ob) && ob->lightgroup != NULL) {
LightgroupMembership *lgm = ob->lightgroup;
if (STREQ(lgm->name, old_name)) {
BLI_strncpy_utf8(lgm->name, lightgroup->name, sizeof(lgm->name));
}
}
}
FOREACH_SCENE_OBJECT_END;
/* Update the scene's world to refer to the new name instead. */
if (scene->world != NULL && !ID_IS_LINKED(scene->world) && scene->world->lightgroup != NULL) {
LightgroupMembership *lgm = scene->world->lightgroup;
if (STREQ(lgm->name, old_name)) {
BLI_strncpy_utf8(lgm->name, lightgroup->name, sizeof(lgm->name));
}
}
}
}
void BKE_lightgroup_membership_get(struct LightgroupMembership *lgm, char *name)