GSoC 2023: Shader editor node preview - Weekly Reports

Report week 0

Today is the “official” starting period of this Google Summer of Code project.
But, during the community bonding period, I’ve been doing some work in advance because my school will end a bit late.

Anyway, here are the things I’ve been doing for the pat two weeks :

  • Understand the task I’m working on : exchange with other developers about the different ways to uniquely identify each node for previews.
  • Browse the code to explore the systems already there : SimulationZoneID, ComputeContext, bNodeInstanceHash.
  • Decide to use the ComputeContext basis for node previews identification.
  • Read and understand the best I can of the render_preview.cc file used to generate previews for materials, collections…
  • Dealing with UI : I had discussion in the Feedback thread about the preview design. The main problem raised by users was the lack of consistency when toggling the preview (the node would change size). To have a uniform preview system across node editors, I submitted a first patch regarding the compositor nodes to fix this design in all areas. See here.

When doing all of this, I experimented many things and I pushed them in a branch. This branch will probably track the future progress, but as I mentioned in the proposal, I might restart from nothing (while keeping the main ideas in mind), to have a cleaner design (code meaning). And when rewriting, I might do it in another branch (will decide with Thomas).

That it all for those two and a half weeks, I’m looking forward to having more work done and little first demos.

PS : I’ll put here the time counted by my computer spent on XCode. (Please do not consider it too much, because some more time is spent exchanging in the forums and thinking designs on the paper)

Xcode time for the past 2.5 weeks : 30hrs.

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