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 side-effect import, feature-detection with canvas.requestPaint, HTMLSource for a live, repainting element kept interactive in the browser (autoLayout/autoUpdate/autoRequestPaint, requestPaint, isReady, 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, and destroy/cleanup. Triggers on: HTMLSource, ElementImageSource, pixi.js/html-source, requestPaint, captureElementImage, ElementImage, layoutsubtree, autoRequestPaint, autoUpdate, autoClose, HTML in canvas, render DOM to texture, HTMLSourceOptions, ElementImageSourceOptions, HTMLSourceCanvas, experimental.
---
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 side-effect import, feature-detection with canvas.requestPaint, HTMLSource for a live, repainting element kept interactive in the browser (autoLayout/autoUpdate/autoRequestPaint, requestPaint, isReady, 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, and destroy/cleanup. Triggers on: HTMLSource, ElementImageSource, pixi.js/html-source, requestPaint, captureElementImage, ElementImage, layoutsubtree, autoRequestPaint, autoUpdate, autoClose, HTML in canvas, render DOM to texture, HTMLSourceOptions, ElementImageSourceOptions, HTMLSourceCanvas, experimental."
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 require a side-effect `import 'pixi.js/html-source'` to register 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
```ts
import "pixi.js/html-source";
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):
| Option | Type | Default | Description |
| ------------------ | ------------------ | ------- | -------------------------------------------------------------------------------------------------------------------------------------------------------- |
| `resource` | `Element` | — | Required. The live DOM element to render. Must be a direct child of the owning canvas, or the constructor throws. |
| `canvas` | `HTMLSourceCanvas` | — | 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. |
| `autoLayout` | `boolean` | `true` | Set 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. |
| `autoUpdate` | `boolean` | `true` | Listen for the canvas `paint` event and re-upload when the element repaints. Set `false` for a static, captured-once texture. |
| `autoRequestPaint` | `boolean` | `true` | Request one initial paint after construction. Set `false` and call `source.requestPaint()` yourself each frame for continuous animation. |
`ElementImageSourceOptions` (immutable snapshot):
| Option | Type | Default | Description |
| ------------ | -------------- | ------- | -------------------------------------------------------------------------------------------------------------------------------------- |
| `resource` | `ElementImage` | — | Required. A snapshot from `canvas.captureElementImage(element)`. |
| `autoClose` | `boolean` | `false` | Call `snapshot.close()` when the source is destroyed. Leave `false` when the snapshot is shared with other sources, or you risk a use-after-free. |
## Core Patterns
### Setup and the side-effect import
```ts
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:
```ts
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.
### Live element with HTMLSource
```ts
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`. `resourceWidth`/`resourceHeight` report the element's real-pixel size (`offsetWidth`/`offsetHeight`).
### Continuous animation with requestPaint
```ts
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
```ts
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 `TextureSource`s. Wrap them with `Sprite.from(source)` / `Texture.from(source)`, frame or slice them into sub-textures, or map them onto a mesh:
```ts
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
```ts
// 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] Not importing pixi.js/html-source
Wrong:
```ts
import { HTMLSource } from "pixi.js/html-source";
// ...but never importing the side effect, in a build that tree-shakes it away
```
Correct:
```ts
import "pixi.js/html-source";
import { HTMLSource } from "pixi.js/html-source";
```
The `'html'` uploaders are registered by the side-effect import. Without it, the source has no uploader and the texture never renders.
### [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:
```ts
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
```ts
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
```ts
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
```ts
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
- [HTMLSource](https://pixijs.download/release/docs/rendering.HTMLSource.html.md)
- [HTMLSourceOptions](https://pixijs.download/release/docs/rendering.HTMLSourceOptions.html.md)
- [ElementImageSource](https://pixijs.download/release/docs/rendering.ElementImageSource.html.md)
- [ElementImageSourceOptions](https://pixijs.download/release/docs/rendering.ElementImageSourceOptions.html.md)
- [HTMLSourceCanvas](https://pixijs.download/release/docs/rendering.HTMLSourceCanvas.html.md)
- [ElementImage](https://pixijs.download/release/docs/rendering.ElementImage.html.md)
Creator's repository · pixijs/pixijs-skills
License: MIT