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pixijs-html-source

pixijs/pixijs-skills

Render live HTML/DOM elements as PixiJS v8 GPU textures via experimental HTML-in-Canvas APIs.

What is pixijs-html-source?

Converts DOM elements into TextureSource objects for use in PixiJS sprites, textures, and meshes. HTMLSource mirrors live, interactive elements; ElementImageSource wraps immutable snapshots. Requires the experimental HTML-in-Canvas browser API and familiarity with PixiJS textures.

  • Render live DOM elements as GPU textures that remain editable and clickable in the browser
  • Capture immutable snapshots of elements via ElementImageSource for static textures
  • Use HTML sources on Sprite, Texture, and Mesh display objects
  • Feature-detect HTML-in-Canvas support via canvas.requestPaint
  • Control repainting behavior with autoLayout, autoUpdate, and autoRequestPaint options
  • Handle cleanup and destroy lifecycle for texture sources

How to install pixijs-html-source

npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-html-source
Prerequisites
  • PixiJS v8 installed
  • HTML-in-Canvas browser API enabled (feature-detect with canvas.requestPaint)
  • DOM element must be a direct child of the PixiJS canvas
  • Familiarity with PixiJS textures and display objects
Claude Code
Cursor
Windsurf
Cline

How to use pixijs-html-source

  1. 1.Import HTMLSource or ElementImageSource from 'pixi.js/html-source' to register extensions
  2. 2.Feature-detect browser support by checking if canvas.requestPaint exists
  3. 3.Create an HTMLSource with a DOM element as the resource (must be direct canvas child)
  4. 4.Wrap the source in a Sprite or Texture to display it on stage
  5. 5.Call requestPaint() to trigger repaints for animations, or rely on autoRequestPaint
  6. 6.Destroy the source when done to clean up GPU resources

Use cases

Good for
  • Render interactive forms or UI components as textured sprites in a PixiJS scene
  • Create live-updating dashboards or data visualizations mapped onto 3D geometry
  • Capture static snapshots of DOM elements for performance-critical rendering
  • Build hybrid applications mixing canvas graphics with live HTML elements
  • Animate HTML content by continuously requesting paint updates each frame
Who it's for
  • PixiJS v8 developers building interactive graphics applications
  • Game developers integrating UI elements into canvas-based scenes
  • Creative technologists combining DOM and GPU rendering
  • Developers building data visualization or dashboard applications

pixijs-html-source FAQ

What's the difference between HTMLSource and ElementImageSource?

HTMLSource renders a live, interactive DOM element that repaints when it changes; ElementImageSource wraps an immutable snapshot from canvas.captureElementImage() that never updates. Use HTMLSource for dynamic content, ElementImageSource for static captures.

Why must the element be a direct child of the canvas?

The HTML-in-Canvas API requires the element to be in the canvas's layout subtree. The source infers the owning canvas from resource.parentElement, or you can pass it explicitly via the canvas option.

What happens if the browser doesn't support HTML-in-Canvas?

Feature-detect with canvas.requestPaint before relying on it. If unsupported, the texture uploader throws on first render with a message like 'texElementImage2D is not available' (WebGL) or 'copyElementImageToTexture is not available' (WebGPU).

Can I use HTMLSource in a Web Worker?

No. Web Workers have no DOM, so HTMLSource and ElementImageSource are not available in workers. Use pixijs-environments to handle this limitation.

How do I animate HTML content continuously?

Set autoRequestPaint to false, then call source.requestPaint() each frame in your render loop, or listen to the canvas paint event with autoUpdate enabled.

Full instructions (SKILL.md)

Source of truth, from pixijs/pixijs-skills.


name: pixijs-html-source description: "Use this skill when rendering live HTML/DOM elements (or frozen snapshots of them) as PixiJS v8 textures via the EXPERIMENTAL HTML-in-Canvas browser APIs. Covers the pixi.js/html-source import, feature detection with canvas.requestPaint, HTMLSource for a live, repainting, still-interactive element (autoLayout/autoUpdate/autoRequestPaint, requestPaint, isReady, HTMLSource.defaultOptions, the direct-child-of-canvas + layoutsubtree requirement), ElementImageSource for an immutable captureElementImage() snapshot (autoClose, ready immediately), using the source on a Sprite/Texture/Mesh, fallback-only auto-detection via Texture.from at priority -10, uploader error messages, and destroy/cleanup. Triggers on: HTMLSource, ElementImageSource, ElementImage, HTML in canvas, render DOM to texture, render HTML to texture, texElementImage2D, copyElementImageToTexture, HTMLSourceOptions, ElementImageSourceOptions, HTMLSourceCanvas." license: MIT

HTMLSource and ElementImageSource turn a DOM element into a TextureSource you can use anywhere a normal texture works: on a Sprite, as a Texture frame, or mapped onto a Mesh. HTMLSource mirrors a live element's pixels into the GPU (the element stays editable and clickable in the browser); ElementImageSource wraps an immutable snapshot that never repaints. Both live in pixi.js/html-source; importing from that path registers their extensions.

These sources rely on the experimental HTML-in-Canvas browser proposal and are marked EXPERIMENTAL in PixiJS v8. The browser API must be enabled or the texture uploader throws on first render; feature-detect with canvas.requestPaint before relying on it. The API may change between minor releases.

Assumes familiarity with pixijs-scene-sprite and textures. These are texture sources, not display objects: wrap them in a Sprite (or Texture/Mesh) to put them on screen. Not available in Web Workers; a worker has no DOM to capture.

Quick Start

import { Application, Sprite } from "pixi.js";
import { HTMLSource } from "pixi.js/html-source";

const app = new Application();
await app.init({ resizeTo: window });
document.body.appendChild(app.canvas);

// The element must be a direct child of the Pixi canvas.
const form = document.createElement("form");
form.innerHTML = '<input value="still editable" />';
app.canvas.appendChild(form);

// Render the live form as a sprite. It stays interactive in the browser.
const source = new HTMLSource({ resource: form });
const sprite = Sprite.from(source);

sprite.anchor.set(0.5);
sprite.position.set(app.screen.width / 2, app.screen.height / 2);
app.stage.addChild(sprite);

Related skills: pixijs-scene-sprite (display the texture), pixijs-scene-mesh (map onto geometry, PerspectiveMesh), pixijs-scene-dom-container (the opposite: overlay HTML above the canvas, outside the GPU pipeline), pixijs-assets (texture sources vs the loader/cache), pixijs-environments (no DOM in Web Workers).

Constructor options

Both sources extend TextureSource, so all TextureSourceOptions (resolution, scaleMode, addressMode, label, etc.) are valid. resource is required on each.

HTMLSourceOptions (live element):

OptionTypeDefaultDescription
resourceElement—Required. The live DOM element to render. Must be a direct child of the owning canvas, or the constructor throws.
canvasHTMLSourceCanvas—The canvas that owns the element's layout subtree. Inferred from resource.parentElement when the element is a direct canvas child; pass it when inference is not possible.
autoLayoutbooleantrueSet the layoutsubtree attribute on the owning canvas. The browser only lays out and paints canvas children when it is present. Set false if you write <canvas layoutsubtree> yourself.
autoUpdatebooleantrueListen for the canvas paint event and re-upload when the element repaints. Set false for a static, captured-once texture.
autoRequestPaintbooleantrueRequest one initial paint after construction. Set false and call source.requestPaint() yourself each frame for continuous animation.

ElementImageSourceOptions (immutable snapshot):

OptionTypeDefaultDescription
resourceElementImage—Required. A snapshot from canvas.captureElementImage(element).
autoClosebooleanfalseCall snapshot.close() when the source is destroyed. Leave false when the snapshot is shared with other sources, or you risk a use-after-free.

Change the defaults for every HTMLSource through the static HTMLSource.defaultOptions object, for example HTMLSource.defaultOptions.autoUpdate = false.

Core Patterns

Setup and the side-effect import

import "pixi.js/html-source";
import { HTMLSource, ElementImageSource } from "pixi.js/html-source";

pixi.js/html-source calls extensions.add(...) to register HTMLSource, ElementImageSource, and their WebGL/WebGPU uploaders. Without it, the renderer has no 'html' uploader and these sources never render. The classes are exported from pixi.js/html-source, not pixi.js.

Importing a named export from pixi.js/html-source also triggers the side effect, so a bare import 'pixi.js/html-source' is only needed when you don't import anything else from that path.

Feature detection and browser support

The HTML-in-Canvas API is gated behind a browser flag. Feature-detect before relying on it:

import type { HTMLSourceCanvas } from "pixi.js/html-source";

const canvas = app.canvas as HTMLSourceCanvas;

if (canvas.requestPaint) {
  // HTML-in-Canvas is available.
}

Cast app.canvas to HTMLSourceCanvas for the typed requestPaint and captureElementImage members. source.requestPaint() returns false when the browser lacks the API; the texture uploader throws on first render when it is disabled.

When the API is missing the first upload throws [HTMLSource] WebGLRenderingContext.texElementImage2D is not available... on WebGL or [HTMLSource] GPUQueue.copyElementImageToTexture is not available... on WebGPU.

Live element with HTMLSource

const form = document.createElement("form");
app.canvas.appendChild(form); // direct child of the canvas

const source = new HTMLSource({ resource: form });
const sprite = Sprite.from(source);

The element must be a direct child of the renderer's <canvas>; the source infers the owning canvas from resource.parentElement (or pass canvas). With the defaults, it sets layoutsubtree on the canvas, listens for the canvas paint event, and requests one initial paint. source.isReady is false until that first paint lands, then true. It is true immediately when autoUpdate is false. resourceWidth/resourceHeight report the element's real-pixel size (offsetWidth/offsetHeight).

Continuous animation with requestPaint

const source = new HTMLSource({ resource: clock, autoRequestPaint: false });
const sprite = Sprite.from(source);

app.ticker.add(() => {
  clock.textContent = new Date().toLocaleTimeString();
  source.requestPaint(); // re-snapshot the DOM this frame
});

The browser only repaints canvas children on demand. For an element whose content changes every frame, set autoRequestPaint: false and call source.requestPaint() in your own ticker to drive repaints on your schedule.

Immutable snapshot with ElementImageSource

import { ElementImageSource } from "pixi.js/html-source";
import type { HTMLSourceCanvas } from "pixi.js/html-source";

const canvas = app.canvas as HTMLSourceCanvas;
const snapshot = canvas.captureElementImage!(element);

const source = new ElementImageSource({ resource: snapshot, autoClose: true });
const sprite = Sprite.from(source);

captureElementImage() freezes an element's current pixels into an immutable ElementImage. There is no owning canvas, no paint listener, and no repaint lifecycle, so the source is ready the moment it is constructed. Reach for it when you need a frozen copy that outlives its element or is transferred around (transitions, "shatter" or trail effects). Release the snapshot with snapshot.close() when done, or pass autoClose: true to let the source close it on destroy().

Using the source on a sprite, texture, or mesh

Both sources are normal TextureSources. Wrap them with Sprite.from(source) / Texture.from(source), frame or slice them into sub-textures, or map them onto a mesh:

import { Rectangle, Texture } from "pixi.js";

// A 64x64 slice of the rendered element.
const chunk = new Texture({
  source,
  frame: new Rectangle(0, 0, 64, 64),
});

// Mapped onto geometry (e.g. a perspective warp).
const mesh = new PerspectiveMesh({ texture: Texture.from(source) /* ... */ });

Auto-detection and priority

// Resolves to an HTMLSource (element) or ElementImageSource (snapshot) only as a last resort.
const sprite = Sprite.from(elementAlreadyInTheCanvas);

A generic HTML element or an ElementImage passed to Texture.from/Sprite.from resolves to these sources at the lowest texture-source priority (-10), so they only claim a resource no other built-in source handles. Image, video, and canvas elements are deliberately rejected; they have dedicated, faster sources. Construct the source explicitly when you need options (autoUpdate, autoClose) or non-HTML elements such as SVG.

Common Mistakes

[HIGH] Importing from pixi.js instead of pixi.js/html-source

Wrong:

import { HTMLSource } from "pixi.js"; // not exported from the core entry

Correct:

import { HTMLSource } from "pixi.js/html-source";

HTMLSource, ElementImageSource, and the 'html' uploaders live only in pixi.js/html-source. Importing anything from that path registers the extensions; the module is marked side-effectful, so bundlers keep the registration even when you only import a class.

[HIGH] Assuming the browser API is enabled

The HTML-in-Canvas proposal is not shipped by default. If the API is disabled, the uploader throws on first render. Feature-detect first:

const canvas = app.canvas as HTMLSourceCanvas;
if (!canvas.requestPaint) {
  // Fall back to a static image, DOMContainer overlay, or a message.
}

[MEDIUM] Element not a direct child of the canvas

document.body.appendChild(form); // wrong parent
const source = new HTMLSource({ resource: form }); // throws

HTMLSource requires the element to be a direct child of the owning canvas (app.canvas.appendChild(form)) and throws otherwise. Append the element to the canvas before constructing the source, or pass the canvas option.

[MEDIUM] Expecting a live element to update without requestPaint

A non-animating element updates automatically on browser paint events (autoUpdate: true). Content that changes every frame will not re-upload unless something triggers a paint; drive it with source.requestPaint() each frame (with autoRequestPaint: false).

[MEDIUM] Closing an ElementImage still in use

const source = new ElementImageSource({ resource: snapshot, autoClose: true });
const other = new ElementImageSource({ resource: snapshot }); // shares the snapshot

source.destroy(); // closes the snapshot — `other` is now a use-after-free

Only set autoClose: true when the source owns the snapshot exclusively. For a shared snapshot, leave autoClose off and call snapshot.close() once, after the last source is destroyed.

Cleanup

source.destroy();

HTMLSource.destroy() detaches the canvas paint listener and nulls its canvas reference. ElementImageSource.destroy() closes the snapshot when autoClose was set; otherwise call snapshot.close() yourself to release the memory.

API Reference