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pixijs-html-source — Claude Code skill: HTML into PixiJS textures

Teaches your agent to turn a live DOM element or a frozen snapshot of one into a PixiJS v8 texture via the experimental HTML-in-Canvas API.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add pixijs/pixijs-skills --skill pixijs-html-source -a claude-code
Open on GitHub

What pixijs-html-source does

The skill covers two classes from pixi.js/html-source. HTMLSource mirrors a live element's pixels to the GPU while the element stays editable and clickable in the browser; ElementImageSource wraps an immutable snapshot from captureElementImage() that never repaints. Both are texture sources, not display objects, so you wrap them in a Sprite, Texture or Mesh to get anything on screen.

It walks through the side-effect import that registers the sources and their WebGL/WebGPU uploaders, feature detection with canvas.requestPaint, constructor options (autoLayout, autoUpdate, autoRequestPaint, autoClose), the static HTMLSource.defaultOptions, fallback-only auto-detection through Texture.from at priority -10, and destroy/cleanup.

The catch is the browser proposal underneath. The API is marked experimental in PixiJS v8 and may shift between minor releases, so pin your expectations. With the browser flag off, the uploader throws on first render — check canvas.requestPaint before you build on it. The element also has to be a direct child of the Pixi canvas or the constructor throws, and none of this works in a Web Worker, which has no DOM to capture.

What it helps with

  • render a live HTML form inside a PixiJS scene and keep it interactive
  • freeze a DOM element into a texture and map it onto a Mesh
  • detect HTML-in-Canvas support before the first render
  • drive repaints manually for a continuously animating texture
  • close a snapshot and destroy the source without a use-after-free

Example prompts for the agent

  • Show me how to render a live HTML element as a texture with HTMLSource
  • Take a captureElementImage snapshot and wrap it in ElementImageSource
  • Check canvas.requestPaint and tell me what to do if the API is missing

How to install pixijs-html-source

1Skills CLI (Vercel)

npx skills add pixijs/pixijs-skills --skill pixijs-html-source -a claude-code

2Manually: put the files in place

~/.claude/skills/pixijs-html-source/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/pixijs-html-source/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about pixijs-html-source

How do I install pixijs-html-source in Claude?

Run npx skills add pixijs/pixijs-skills --skill pixijs-html-source -a claude-code. The skill lands at ~/.claude/skills/pixijs-html-source/SKILL.md.

What does pixijs-html-source do?

It shows the agent how to render DOM elements as PixiJS v8 textures: a live element with HTMLSource, or an immutable snapshot with ElementImageSource.

Why is my texture not showing up?

The browser probably lacks the HTML-in-Canvas API, and the uploader throws on first render without it. Feature-detect with canvas.requestPaint and make sure the element is a direct child of the canvas.

Source text

SKILL.md · MIT
---
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

```ts
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. |

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

```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.

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

```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`. It is `true` immediately when `autoUpdate` is `false`. `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] Importing from pixi.js instead of pixi.js/html-source

Wrong:

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

Correct:

```ts
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:

```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)

© pixijs · MIT · pixijs/pixijs-skills

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