I'm trying to save image buffers as .pngs with blender's python API (but this is mainly just a python question) I'm trying to speed things up by making a thread to save the image, and the function that creates the thread is being called from a callback-handler that is activated whenever the 3D screen is refreshed, here is the full code (its a little messy):
import base64, io, os, bgl, gpu, bpy, threading, time, sys
import numpy as np
from gpu_extras.presets import draw_texture_2d
from PIL import Image
import multiprocessing.pool as mpool
finalPath = bpy.context.scene.render.filepath + "hithere.png"
WIDTH = 1920
HEIGHT = 1080
offscreen = gpu.types.GPUOffScreen(WIDTH, HEIGHT)
def draw2():
global finalPath
global array
global WIDTH
global HEIGHT
global needsSaving
context = bpy.context
scene = context.scene
view_matrix = scene.camera.matrix_world.inverted()
projection_matrix = scene.camera.calc_matrix_camera(
context.depsgraph, x=WIDTH, y=HEIGHT)
offscreen.draw_view3d(
scene,
context.view_layer,
context.space_data,
context.region,
view_matrix,
projection_matrix)
bgl.glDisable(bgl.GL_DEPTH_TEST)
draw_texture_2d(offscreen.color_texture, (0, -125), WIDTH, HEIGHT)
buffer = bgl.Buffer(bgl.GL_BYTE, WIDTH * HEIGHT * 4)
bgl.glReadBuffer(bgl.GL_BACK)
bgl.glReadPixels(0, -125, WIDTH, HEIGHT, bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, buffer)
needle = threading.Thread(target=saveIt,args=[buffer, finalPath, WIDTH, HEIGHT])
needle.daemon = True
needle.start()
#### thread.start_new_thread(saveIt,(buffer, finalPath, WIDTH, HEIGHT))
def coby(scene):
frame = scene.frame_current
folder = scene.render.filepath
myFormat = "png"#scene.render.image_settings.renderformat.lower()
outputPath = os.path.join(folder, "%05d.%s" % (frame, myFormat))
global finalPath
finalPath = outputPath
h = bpy.types.SpaceView3D.draw_handler_add(draw2, (), 'WINDOW', 'POST_PIXEL')
bpy.app.handlers.frame_change_pre.clear()
bpy.app.handlers.frame_change_pre.append(coby)
def saveIt(buffer, path, width, height):
array = np.asarray(buffer, dtype=np.uint8)
myBytes = array.tobytes()
im = Image.frombytes("RGBA",(width, height), myBytes)
rawBytes = io.BytesIO()
im.save(rawBytes, "PNG")
rawBytes.seek(0)
base64Encoded = base64.b64encode(rawBytes.read())
txt = "data:image/png;base64," + base64Encoded.decode()
f = open(finalPath, "wb")
f.write(base64.decodebytes(base64Encoded))
f.close()
it actually does work, except when I play the timeline in blender (which calls the frame_pre callback and also the 3D view-refresh callback (not sure in which order though), most of my images are replaced, except some are not, as can be seen in this screenshot: [![enter image description here][1]][1]
I originally had all blue-planed images, then I ran the script through the thread, and it replaced almost all of them, except some of the blue-planed images still remain (seemingly at a random interval). This worked fine if I call .join() right after I make the thread, or don't use the thread at all, but seemingly the thread is the only way to make it work a lot faster.
I've been looking around for how to use threads with queues and pooling (How to use python multiprocessing Pool.map within loop, What happened to thread.start_new_thread in python 3, How can I make a background, non-blocking input loop in python?, Creating Threads in python),
SO: Why aren't all of the threads finishing? [1]: https://i.stack.imgur.com/nJCwH.png .................