Three.js and loading a cross-domain image
UPDATE: Deprecated method
I came across this problem and applied solution from the answer to find it not working due to the deprecated method in newer releases of the THREE.js. I'm posting this answer in case anyone get the same issue. Despite deprecation, information provided by gman in original answer are most helpful and I recommend reading it.
THREE.ImageUtils.loadTexture()
method became deprecated since the original question and answer.
Current way to load the texture:
// instantiate a loader
var loader = new THREE.TextureLoader();
//allow cross origin loading
loader.crossOrigin = '';
// load a resource
loader.load('textures/land_ocean_ice_cloud_2048.jpg',
// Function when resource is loaded
function ( texture ) {},
// Function called when download progresses
function ( xhr ) {},
// Function called when download errors
function ( xhr ) {}
);
I found a solution for images and JSON models according to the cross-domain issue. This always works, also on Localhost.
In my case, I'm loading the game from NodeJS at port 3001, to work with Socket.io. I want the 3d models from port 80.
Assume all models are in directory: game/dist/models/**/*
I created a PHP file game/dist/models/json.php:
<?php
header('Access-Control-Allow-Credentials: true');
header('Access-Control-Allow-Methods: GET');
header('Access-Control-Allow-Origin: http://localhost:3001');
if (isset($_GET['file']))
{
switch($_GET['file'])
{
case 'house1':
header('Content-Type: application/json');
$file = 'houses/house1.json';
$json = json_decode(file_get_contents($file),TRUE);
echo json_encode($json, TRUE);
die();
break;
}
}
?>
ThreeJS:
var loader = new THREE.ObjectLoader();
loader.load(distPath+"models/json.php?file=house1",function ( obj ) {
scene.add( obj );
});
Have fun!
Update
In newer versions of THREE.js cross origin images are handled by default. THREE.ImageUtils.loadTexture
is deprecated. It's common to use TextureLoader
const loader = new THREE.TextureLoader();
const mapOverlay = loader.load('http://i.imgur.com/3tU4Vig.jpg');
Original Answer
This works
THREE.ImageUtils.crossOrigin = '';
var mapOverlay = THREE.ImageUtils.loadTexture('http://i.imgur.com/3tU4Vig.jpg');
Here's a sample
var canvas = document.getElementById("c");
var renderer = new THREE.WebGLRenderer({canvas: canvas});
var camera = new THREE.PerspectiveCamera( 20, 1, 1, 10000 );
var scene = new THREE.Scene();
var sphereGeo = new THREE.SphereGeometry(40, 16, 8);
var light = new THREE.DirectionalLight(0xE0E0FF, 1);
light.position.set(200, 500, 200);
scene.add(light);
var light = new THREE.DirectionalLight(0xFFE0E0, 0.5);
light.position.set(-200, -500, -200);
scene.add(light);
camera.position.z = 300;
THREE.ImageUtils.crossOrigin = '';
var texture = THREE.ImageUtils.loadTexture('http://i.imgur.com/3tU4Vig.jpg');
var material = new THREE.MeshPhongMaterial({
map: texture,
specular: 0xFFFFFF,
shininess: 30,
shading: THREE.FlatShading,
});
var mesh = new THREE.Mesh(sphereGeo, material);
scene.add(mesh);
function resize() {
var width = canvas.clientWidth;
var height = canvas.clientHeight;
if (canvas.width != width ||
canvas.height != height) {
renderer.setSize(canvas.clientWidth, canvas.clientHeight, false); // don't update the style. Why does three.js fight CSS? It should respect CSS :(
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
}
function render(time) {
time *= 0.001; // seconds
resize();
mesh.rotation.y = time;
renderer.render(scene, camera);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
body {
margin: 0;
}
#c {
width: 100vw;
height: 100vh;
display: block;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/84/three.min.js"></script>
<canvas id="c"></canvas>
Note: You don't use new
with THREE.ImageUtils.loadTexture
In order to load an image cross-origin into WebGL the server that's sending the image has to respond with the correct headers. It's not enough for you to say you want to use the image cross-origin. All that does is tell the server you're requesting permission to use the image.
You can set img.crossOrigin
, or in THREE's case THREE.ImageUtils.crossOrigin
, to either ''
, 'anonymous'
which is the same as ''
, or you can set it to 'use-credentials'
which sends even more info to the server. The browser sees you set crossOrigin
and sends certain headers to the server. The server reads those headers, decides if your domain has permission to use the image and if you do have permission it sends certain headers back to the browser. The browser, if it sees those headers will then let you use the image.
The biggest point to take away from the above is the server has to send the headers. Most servers don't send those headers. imgur.com does apparently. I suspect bitlocker does not though I didn't test it.
Also you have to set crossOrigin
. If you don't the browser won't allow you to use the img in ways your not supposed to be able to even if the server sends the correct header.
A screencapture of the error
VM266 three.min.js:127 THREE.WebGLState: DOMException: Failed to execute 'texImage2D' on 'WebGLRenderingContext': The image element contains cross-origin data, and may not be loaded.
at Object.texImage2D (https://unpkg.com/[email protected]/build/three.min.js:127:99)
at dg.r [as setTexture2D] (https://unpkg.com/[email protected]/build/three.min.js:103:189)
Just met the same issue while working on my codepen demo: https://codepen.io/fritx/project/editor/AoLRoy
Solved by upgrading three.js from 0.86 to >=0.87
- <script src="https://unpkg.com/[email protected]/build/three.min.js"></script>
+ <script src="https://unpkg.com/[email protected]/build/three.min.js"></script><!-- >=0.87 (img.crossorigin) -->