pixijs/pixijs-skillsMIT1 file

Pixijs HTML Source

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.

Specification
Skill ID
pixijs/pixijs-skills/pixijs-html-source
Publisher
pixijs
Repository
pixijs-skills
Installs
0
Files
1
License
MIT
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

pixijs/pixijs-skills/pixijs-html-sourceInstalls these files
  • SKILL.md

What this skill tells the agent

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);

More from pixijs

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Open any RiverX project, search the Skills panel for pixijs/pixijs-skills/pixijs-html-source, and install it in one click.

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