Archive for December, 2011

How to bypass WebGL Sop restriction v2

December 5th, 2011

I’ve previously posted a trick to bypass the WebGL same origin policy restriction in a particular context. But my solution had a major drawback: it was slow due to jpeg decoding in javascript. Hopefully I’ve implemented a new solution which is way much faster thanks to John Bauman suggestion and it works like a charm!

var xhr = new XMLHttpRequest();
xhr.open("GET", JPEG_URL, true);
xhr.responseType = "arraybuffer";
xhr.onload = function() {
	var img = new Image();
	img.onload = function() {
		var tex = new THREE.Texture(this);
		//do something with this texture...
	};
	img.src = arrayBufferDataUri(xhr.response);
};
xhr.send(null);

The function “arrayBufferDataUri” at the line 10 allow to speed-up the conversion from ArrayBuffer to base64 ascii string by avoiding an extra copy needed to use window.btoa. I’ve found this function here: http://jsperf.com/encoding-xhr-image-data/5.

//From: http://jsperf.com/encoding-xhr-image-data/5
function arrayBufferDataUri(raw) {
	var base64 = '';
	var encodings = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/';
	var bytes = new Uint8Array(raw);
	var byteLength = bytes.byteLength;
	var byteRemainder = byteLength % 3;
	var mainLength = byteLength - byteRemainder;
	var a, b, c, d;
	var chunk;
	// Main loop deals with bytes in chunks of 3
	for (var i = 0; i < mainLength; i = i + 3) {
		// Combine the three bytes into a single integer
		chunk = (bytes[i] << 16) | (bytes[i + 1] << 8 ) | bytes[i + 2];
		// Use bitmasks to extract 6-bit segments from the triplet
		a = (chunk & 16515072) >> 18; // 16515072 = (2^6 - 1) << 18
		b = (chunk & 258048) >> 12;   // 258048   = (2^6 - 1) << 12
		c = (chunk & 4032) >> 6;      // 4032     = (2^6 - 1) << 6
		d = chunk & 63;               // 63       = 2^6 - 1
		// Convert the raw binary segments to the appropriate ASCII encoding
		base64 += encodings[a] + encodings[b] + encodings[c] + encodings[d]
	}
	// Deal with the remaining bytes and padding
	if (byteRemainder == 1) {
		chunk = bytes[mainLength];
		a = (chunk & 252) >> 2; // 252 = (2^6 - 1) << 2
		// Set the 4 least significant bits to zero
		b = (chunk & 3) << 4;   // 3   = 2^2 - 1
		base64 += encodings[a] + encodings[b] + '==';
	}
	else if (byteRemainder == 2) {
		chunk = (bytes[mainLength] << 8 ) | bytes[mainLength + 1];
		a = (chunk & 16128) >> 8; // 16128 = (2^6 - 1) << 8
		b = (chunk & 1008) >> 4;  // 1008  = (2^6 - 1) << 4
		// Set the 2 least significant bits to zero
		c = (chunk & 15) << 2;    // 15    = 2^4 - 1
		base64 += encodings[a] + encodings[b] + encodings[c] + '=';
	}
	return "data:image/jpeg;base64," + base64;
}

I’ve only used this code for my Google Chrome PhotoSynth WebGL extension. This is why I don’t have added extra check for other browser (line 10: xhr.mozResponseArrayBuffer || xhr.response).

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