图片抖动 · Image Shake · ▶ 在线运行案例
案例合集: 三维可视化功能案例(threehub.cn)
开源仓库github地址: https://github.com/z2586300277/three-cesium-examples
**400个案例代码: ** 网盘链接

你将学到什么
- ShaderMaterial 自定义着色器实现核心视觉效果
- THREE.Points 粒子点渲染
- Canvas 动态纹理贴图
- BufferGeometry 自定义顶点/索引数据
requestAnimationFrame渲染循环与resize自适应
效果说明
本案例演示 图片抖动 效果:用 Canvas 2D 绘制内容并实时映射为 Three.js 纹理;核心用到 ShaderMaterial、THREE.Points、Canvas。建议先打开文首在线案例查看动态画面,再对照下方源码逐步理解。
核心概念
- Scene / Camera / WebGLRenderer 构成最小渲染闭环;大场景可开
logarithmicDepthBuffer缓解 Z-fighting。 - ShaderMaterial 通过
uniforms+ 自定义 GLSL 控制逐像素/逐点效果;透明粒子常配合depthTest: false。 - THREE.Points 将每个顶点渲染为可控大小的粒子;可用自定义 attribute(如
u_index)驱动片元/顶点动画。 - CanvasTexture 每帧或按需把 2D Canvas 内容上传 GPU,适合动态文字、图表、视频帧贴图。
实现步骤
- 搭建 Scene、PerspectiveCamera、WebGLRenderer,挂载 canvas 并处理
resize - 定义 uniforms / onBeforeCompile 或 ShaderMaterial,编写 GLSL 与材质参数
- 在
requestAnimationFrame循环中更新状态并 render(Cesium 为viewer.render或自动渲染)
代码要点
import * as THREE from 'three';
import { TrackballControls } from 'three/examples/jsm/controls/TrackballControls.js';
var container;
var camera, scene, renderer;
var controls;
var shaderUniforms, shaderAttributes;
var particles = [];
var particleSystem;
var imageWidth = 640;
var imageHeight = 400;
var imageData = null;
var animationTime = 0;
var animationDelta = 0.005;
init();
// tick();
function init() {
createScene();
createControls();
createPixelData();
window.addEventListener('resize', onWindowResize, false);
}
function createScene() {
container = document.getElementById('box');
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(20, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.z = 3000;
camera.lookAt(scene.position)
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x000000, 1);
container.appendChild(renderer.domElement);
scene.add(new THREE.AxesHelper(1000));
scene.add(new THREE.AmbientLight(0xffffff, 3));
}
function createControls() {
controls = new TrackballControls(camera, renderer.domElement);
controls.rotateSpeed = 1.0;
controls.zoomSpeed = 1.2;
controls.panSpeed = 0.8;
controls.noZoom = false;
controls.noPan = true;
controls.staticMoving = true;
controls.dynamicDampingFactor = 0.3;
}
function createPixelData() {
var image = document.createElement("img");
var canvas = document.createElement("canvas");
var context = canvas.getContext("2d");
image.crossOrigin = "Anonymous";
image.onload = function() {
canvas.width = image.width;
canvas.height = image.height;
imageWidth = image.width;
imageHeight = image.height;
context.fillStyle = context.createPattern(image, 'no-repeat');
context.fillRect(0, 0, imageWidth, imageHeight);
imageData = context.getImageData(0, 0, imageWidth, imageHeight).data;
createPaticles();
tick();
};
image.src = HOST + 'files/author/z2586300277.png'
}
function createPaticles() {
var colors = [];
var weights = [0.2126, 0.7152, 0.0722];
var c = 0;
var geometry, material;
var x, y;
var zRange = 400;
geometry = new THREE.BufferGeometry();
var positions = [];
var colors = [];
x = imageWidth * -0.5;
y = imageHeight * 0.5;
shaderUniforms = {
amplitude: {
type: "f",
value: 0.5
},
vertexColor: {
type: "c",
value: []
}
};
var shaderMaterial = new THREE.ShaderMaterial({
uniforms: shaderUniforms,
vertexShader: `
uniform float amplitude;
attribute vec3 customColor;
varying vec3 vColor;
void main() {
vColor = customColor;
vec4 pos = vec4(position, 1.0);
pos.z *= amplitude;
vec4 mvPosition = modelViewMatrix * pos;
gl_PointSize = 2.0 * ( 300.0 / -mvPosition.z );
gl_Position = projectionMatrix * mvPosition;
}
`,
fragmentShader: `
varying vec3 vColor;
void main() {
gl_FragColor = vec4( vColor, 1.0 );
}
`,
vertexColors: true
});
var positions = [];
var colors = [];
for (var i = 0; i < imageHeight; i++) {
for (var j = 0; j < imageWidth; j++) {
var color = new THREE.Color();
color.setRGB(imageData[c] / 255, imageData[c + 1] / 255, imageData[c + 2] / 255);
var weight = color.r * weights[0] +
color.g * weights[1] +
color.b * weights[2];
var vertex = new THREE.Vector3();
vertex.x = x;
vertex.y = y;
vertex.z = (zRange * -0.5) + (zRange * weight);
positions.push(vertex.x, vertex.y, vertex.z);
colors.push(color.r, color.g, color.b);
c += 4;
x++;
}
x = imageWidth * -0.5;
y--;
}
var geometry = new THREE.BufferGeometry();
geometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
geometry.setAttribute('customColor', new THREE.Float32BufferAttribute(colors, 3));
particleSystem = new THREE.Points(geometry, shaderMaterial);
scene.add(particleSystem);
}
function tick() {
requestAnimationFrame(tick);
update();
render();
}
function update() {
shaderUniforms.amplitude.value = Math.sin(animationTime);
animationTime += animationDelta;
controls.update();
}
function render() {
renderer.render(scene, camera);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
完整源码:GitHub
小结
- 本文提供 图片抖动 完整 Three.js 源码与在线 Demo,建议先运行案例再改 uniform/参数做二次实验
- 更多 Three.js 实战案例见 three-cesium-examples 合集 与 GitHub 开源仓库