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    <title>DEV Community: Rajesh Kumar</title>
    <description>The latest articles on DEV Community by Rajesh Kumar (@rajeshkumartech).</description>
    <link>https://dev.to/rajeshkumartech</link>
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      <title>DEV Community: Rajesh Kumar</title>
      <link>https://dev.to/rajeshkumartech</link>
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    <language>en</language>
    <item>
      <title>Bun rewrite in Rust from Zig</title>
      <dc:creator>Rajesh Kumar</dc:creator>
      <pubDate>Fri, 17 Jul 2026 00:20:00 +0000</pubDate>
      <link>https://dev.to/rajeshkumartech/bun-rewrite-in-rust-from-zig-13fd</link>
      <guid>https://dev.to/rajeshkumartech/bun-rewrite-in-rust-from-zig-13fd</guid>
      <description>&lt;p&gt;In this era of AI, the technology has rapidly touching its best way of evolving and reaching to the best mode ever.&lt;/p&gt;

&lt;p&gt;Rewriting whole Bun tool which was released on May 2021 and entirely written on Zig which is a robust, effective and simpler alternative to C bit still quite powerful for developing such powerful tool Bun, which is ultimately becoming successor of Node and preferring by many now days.&lt;/p&gt;

&lt;p&gt;&lt;u&gt;&lt;strong&gt;The advantage of choosing Zig to develop Bun&lt;/strong&gt;&lt;/u&gt;&lt;/p&gt;

&lt;p&gt;The language does not have a hidden heap allocator or automatic garbage collection. Any function that needs to allocate memory must explicitly accept an allocator parameter, giving you total control over memory strategies&lt;/p&gt;

&lt;p&gt;&lt;u&gt;&lt;strong&gt;Origin and creation of Bun&lt;/strong&gt;&lt;/u&gt;&lt;/p&gt;

&lt;p&gt;It took Bun’s creator, Jarred Sumner, about 3 weeks to build the very first working prototype, and about 1 year to reach public beta. However, building a full-scale JavaScript runtime, package manager, and bundler from scratch is an incredibly massive undertaking. So, we can say that it took around 1 to 2 years to launch first successful public release of this tool. &lt;/p&gt;

&lt;p&gt;&lt;u&gt;&lt;strong&gt;Bun acquired by Anthropic&lt;/strong&gt;&lt;/u&gt;&lt;/p&gt;

&lt;p&gt;Bun was acquired by anthropic on December 2, 2025. It was acquired with purpose of something big in the vision of Anthropic. &lt;/p&gt;

&lt;p&gt;Anthropic acquired Bun because its AI coding tool, Claude Code, relies heavily on the runtime, package manager, and bundler to compile and distribute its standalone executables to millions of users and Bun is best choice to utilize in that space and game changer for them.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://www.anthropic.com/news/anthropic-acquires-bun-as-claude-code-reaches-usd1b-milestone" rel="noopener noreferrer"&gt;The full article published by Anthropic about reason behind its acqiuisiton&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;u&gt;&lt;strong&gt;A big shift and AI proved that it has crossed the humans perfection&lt;/strong&gt;&lt;/u&gt;&lt;/p&gt;

&lt;p&gt;This proves that how the software engineering become so advance and fast with launch of AI.&lt;/p&gt;

&lt;p&gt;In July 2026, Bun creator Jarred Sumner announced that Bun was entirely rewritten from Zig to Rust. The migration of the &lt;u&gt;~535,000-line codebase&lt;/u&gt; took only &lt;u&gt;11 days&lt;/u&gt; and was completed using a fleet of 64 parallel Claude agents running via Claude Code. Below is the breakdown of key information.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Code Volume:&lt;/strong&gt;    ~500,000+ lines of Zig ported to Rust.&lt;br&gt;
&lt;strong&gt;Timeframe:&lt;/strong&gt;  Completed in just 11 days.&lt;br&gt;
&lt;strong&gt;Financial Cost:   **Estimated $165,000 in Claude API usage.&lt;br&gt;
**Token Volume:&lt;/strong&gt;   5.9B uncached input tokens, 72B cached tokens, 690M output tokens.&lt;br&gt;
&lt;strong&gt;Velocity:&lt;/strong&gt;   Reached a peak translation speed of 1,300 lines of code per minute.&lt;br&gt;
&lt;strong&gt;Validation:&lt;/strong&gt; Passed 100% of Bun's comprehensive, language-agnostic TypeScript test suite.&lt;/p&gt;

&lt;p&gt;&lt;u&gt;&lt;strong&gt;Why Leave Zig for Rust?&lt;/strong&gt;&lt;/u&gt;&lt;/p&gt;

&lt;p&gt;Sumner outlined several primary catalysts for abandoning Zig in favor of Rust: &lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Memory Safety &amp;amp; Stability:&lt;/strong&gt; Bun struggled heavily with memory management bugs like use-after-free, double-free, and memory leaks. Moving to Rust provides compiler-enforced lifetime tracking and automated cleanup via RAII (Drop). &lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Contributor Accessibility:&lt;/strong&gt; The Rust ecosystem is vastly larger than Zig's, making it easier to recruit contributors, secure community maintenance, and patch bugs at scale. &lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Anthropic Infrastructure Needs:&lt;/strong&gt; Anthropic uses Bun heavily to power its terminal-based coding tool, Claude Code. Maintaining a stable, battle-hardened foundation became highly critical to corporate interests. &lt;/p&gt;

&lt;p&gt;&lt;u&gt;&lt;strong&gt;Reaction &amp;amp; Controversy&lt;/strong&gt;&lt;/u&gt;&lt;/p&gt;

&lt;p&gt;Andrew Kelley, the creator of Zig, publicly criticized the move. He attributed Bun's historical stability bugs to rushed engineering practices rather than flaws within Zig itself, asserting that translating half a million lines of code via LLMs results in unreviewed tech debt.&lt;/p&gt;

&lt;p&gt;Critics and purists express severe discomfort over a core infrastructure tool being written by AI without exhaustive human review. Early automated pull requests to drop the Zig code were even flagged by automated systems as "AI slop".&lt;/p&gt;

&lt;p&gt;A positive side of this transformation is showing that time and productivity for achieving or creating something big has become super fast and efficient in era of AI.&lt;/p&gt;

</description>
      <category>bunjs</category>
      <category>node</category>
      <category>rust</category>
      <category>claude</category>
    </item>
    <item>
      <title>HTML in Canvas API</title>
      <dc:creator>Rajesh Kumar</dc:creator>
      <pubDate>Wed, 10 Jun 2026 21:09:02 +0000</pubDate>
      <link>https://dev.to/rajeshkumartech/html-in-canvas-api-1i1o</link>
      <guid>https://dev.to/rajeshkumartech/html-in-canvas-api-1i1o</guid>
      <description>&lt;p&gt;For years, web developers have had to make a tough architectural choice when building complex, highly-interactive visual applications on the web/ Should you lean on the DOM for its rich semantic features or render directly to the canvas element for low-level graphics performance?&lt;/p&gt;

&lt;p&gt;With the new experimental HTML-in-Canvas API—available now in origin trial—you don't have to choose. This API lets you draw DOM content directly into a 2D canvas or a WebGL/WebGPU texture while keeping the UI interactable, accessible, and hooked up to your favorite browser features. By combining HTML with low-level graphics processing, you can create experiences that were previously impossible.&lt;/p&gt;

&lt;h3&gt;
  
  
  How to use the API
&lt;/h3&gt;

&lt;p&gt;Using the API happens in three phases: Setting up your canvas, rendering into the canvas, and updating the CSS transform so the browser knows where the element physically sits on the screen.&lt;/p&gt;

&lt;h3&gt;
  
  
  Prerequisites
&lt;/h3&gt;

&lt;p&gt;The HTML-in-Canvas API is in origin trial in Chrome 148 through 150. To test it on your site, use Chrome Canary 149 or later with the chrome://flags/#canvas-draw-element flag enabled. To enable the API for other users, register for the Origin Trial.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Step 1: Basic Canvas setup&lt;/strong&gt;&lt;br&gt;
First, add the layoutsubtree attribute to your canvas tag. This makes the browser aware of the content nested inside the canvas, preparing it to be displayed inside the canvas, and exposing it to accessibility trees.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight html"&gt;&lt;code&gt;&lt;span class="nt"&gt;&amp;lt;canvas&lt;/span&gt; &lt;span class="na"&gt;id=&lt;/span&gt;&lt;span class="s"&gt;"canvas"&lt;/span&gt; &lt;span class="na"&gt;style=&lt;/span&gt;&lt;span class="s"&gt;"width: 200px; height: 200px;"&lt;/span&gt; &lt;span class="na"&gt;layoutsubtree&lt;/span&gt;&lt;span class="nt"&gt;&amp;gt;&lt;/span&gt;
  &lt;span class="nt"&gt;&amp;lt;div&lt;/span&gt; &lt;span class="na"&gt;id=&lt;/span&gt;&lt;span class="s"&gt;"form_element"&lt;/span&gt;&lt;span class="nt"&gt;&amp;gt;&lt;/span&gt;
  &lt;span class="nt"&gt;&amp;lt;div&lt;/span&gt; &lt;span class="na"&gt;id=&lt;/span&gt;&lt;span class="s"&gt;"form_element"&lt;/span&gt;&lt;span class="nt"&gt;&amp;gt;&lt;/span&gt;
  &lt;span class="nt"&gt;&amp;lt;div&lt;/span&gt; &lt;span class="na"&gt;id=&lt;/span&gt;&lt;span class="s"&gt;"form_element"&lt;/span&gt;&lt;span class="nt"&gt;&amp;gt;&lt;/span&gt;
    &lt;span class="nt"&gt;&amp;lt;label&lt;/span&gt; &lt;span class="na"&gt;for=&lt;/span&gt;&lt;span class="s"&gt;"name"&lt;/span&gt;&lt;span class="nt"&gt;&amp;gt;&lt;/span&gt;Name:&lt;span class="nt"&gt;&amp;lt;/label&amp;gt;&lt;/span&gt; &lt;span class="nt"&gt;&amp;lt;input&lt;/span&gt; &lt;span class="na"&gt;id=&lt;/span&gt;&lt;span class="s"&gt;"name"&lt;/span&gt; &lt;span class="na"&gt;type=&lt;/span&gt;&lt;span class="s"&gt;"text"&lt;/span&gt;&lt;span class="nt"&gt;&amp;gt;&lt;/span&gt;
  &lt;span class="nt"&gt;&amp;lt;/div&amp;gt;&lt;/span&gt;
&lt;span class="nt"&gt;&amp;lt;/canvas&amp;gt;&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;&lt;strong&gt;Size the canvas grid&lt;/strong&gt;&lt;br&gt;
To avoid blurriness of the rendered content, make sure to size the canvas grid to match the device scale factor.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;observer&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;ResizeObserver&lt;/span&gt;&lt;span class="p"&gt;(([&lt;/span&gt;&lt;span class="nx"&gt;entry&lt;/span&gt;&lt;span class="p"&gt;])&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;dpc&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;entry&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;devicePixelContentBoxSize&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;width&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;dpc&lt;/span&gt; &lt;span class="p"&gt;?&lt;/span&gt; &lt;span class="nx"&gt;dpc&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;].&lt;/span&gt;&lt;span class="nx"&gt;inlineSize&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;round&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;entry&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;contentRect&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;width&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nb"&gt;window&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;devicePixelRatio&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;height&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;dpc&lt;/span&gt; &lt;span class="p"&gt;?&lt;/span&gt; &lt;span class="nx"&gt;dpc&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;].&lt;/span&gt;&lt;span class="nx"&gt;blockSize&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;round&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;entry&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;contentRect&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;height&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nb"&gt;window&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;devicePixelRatio&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;});&lt;/span&gt;

&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;supportsDevicePixelContentBox&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt;
  &lt;span class="k"&gt;typeof&lt;/span&gt; &lt;span class="nx"&gt;ResizeObserverEntry&lt;/span&gt; &lt;span class="o"&gt;!==&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;undefined&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&amp;amp;&lt;/span&gt;
  &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;devicePixelContentBoxSize&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="nx"&gt;ResizeObserverEntry&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;prototype&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;options&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;supportsDevicePixelContentBox&lt;/span&gt; &lt;span class="p"&gt;?&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;box&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;device-pixel-content-box&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;{};&lt;/span&gt;
&lt;span class="nx"&gt;observer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;observe&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;options&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;&lt;strong&gt;Step 2: Rendering&lt;/strong&gt;&lt;br&gt;
For a 2D context, use the drawElementImage method. Do this inside the paint event, which triggers whenever the element redraws—for example, during text highlighting or user input. It's crucial to update the element's CSS transform with the return value so interactivity continues to work.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;ctx&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;document&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getElementById&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;canvas&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;).&lt;/span&gt;&lt;span class="nf"&gt;getContext&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;2d&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;form_element&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;document&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getElementById&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;form_element&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;canvas&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;document&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getElementById&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;canvas&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

&lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;onpaint&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;reset&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;

  &lt;span class="c1"&gt;// Draw the form element at x:0, y:0&lt;/span&gt;
  &lt;span class="kd"&gt;let&lt;/span&gt; &lt;span class="nx"&gt;transform&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;drawElementImage&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;form_element&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

  &lt;span class="c1"&gt;// Use the transform returned later on...&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;&lt;strong&gt;Render with WebGL&lt;/strong&gt;&lt;br&gt;
For WebGL, you use texElementImage2D. It functions similar to texImage2D, but takes the DOM element as the source.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;onpaint&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;gl&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;texElementImage2D&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nx"&gt;gl&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;texElementImage2D&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;gl&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;TEXTURE_2D&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;gl&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;RGBA&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;gl&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;RGBA&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;gl&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;UNSIGNED_BYTE&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;form_element&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;&lt;strong&gt;Render with WebGPU&lt;/strong&gt;&lt;br&gt;
WebGPU uses the copyElementImageToTexture method on the device queue, analogous to copyExternalImageToTexture:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;onpaint&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nx"&gt;root&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;device&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;queue&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;copyElementImageToTexture&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
    &lt;span class="nx"&gt;valueElement&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;texture&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;targetTexture&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt;
  &lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;&lt;strong&gt;Step 3: Update the CSS transform&lt;/strong&gt;&lt;br&gt;
Now that you've rendered the element into the canvas, you have to update the browser on where it's located. This ensures spatial synchronization between the canvas and the DOM's layout. This is important so that the browser can correctly map the event zone—such where exactly the user clicks or hovers—with where the element is rendered.&lt;/p&gt;

&lt;p&gt;For the 2D context case, apply the transform returned by the rendering call to the .style.transform property:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;ctx&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;document&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getElementById&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;canvas&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;).&lt;/span&gt;&lt;span class="nf"&gt;getContext&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;2d&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;form_element&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;document&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getElementById&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;form_element&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;canvas&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;document&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getElementById&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;canvas&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

&lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;onpaint&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;reset&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
  &lt;span class="c1"&gt;// Draw the form element at x:0, y:0&lt;/span&gt;
  &lt;span class="kd"&gt;let&lt;/span&gt; &lt;span class="nx"&gt;transform&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;drawElementImage&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;form_element&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

  &lt;span class="c1"&gt;// Sync the DOM location with the drawn location&lt;/span&gt;
  &lt;span class="nx"&gt;form_element&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;style&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;transform&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;toString&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;With WebGL or WebGPU, the on-screen location of an element depends on how the output texture is used by shader code, and can't be deduced from the canvas rendering context. However, if your shader program uses a typical model view projection to draw the texture, then you can use the new convenience function element.getElementTransform() to compute a transform that can be used in the same way as the return value from drawElementImage(). To facilitate this, you need to do the following:&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Convert WebGL MVP Matrix to DOM Matrix.&lt;/strong&gt;&lt;br&gt;
Normalize the HTML element. HTML elements are sized in pixels (for example, 200px wide). WebGL, however, usually treats objects as "unit squares", for example, ranging from 0 to 1. If you don't normalize, your 200px button will look 200 times larger.&lt;br&gt;
Map to the canvas viewport. This step is the "rescaling" phase. It stretches that unit-space math back out to match the actual pixel dimensions of your canvas element on the screen. It also flips the Y-axis, because in WebGL, up is positive, but in CSS, down is positive.&lt;/p&gt;

&lt;p&gt;Calculate the final transform. Multiply the matrices in order: Viewport * MVP * Normalization. Combining them into one final transform produces a "map" that tells the browser exactly where that HTML element layer should sit to align with the 3D drawing.&lt;/p&gt;

&lt;p&gt;Apply the transform to the HTML element. This moves the HTML element layer to sit directly on top of its rendered pixels. This ensures that when a user clicks a button or selects text, they're hitting the real HTML element.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;getElementTransform&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="c1"&gt;// 1. Convert WebGL MVP Matrix to DOM Matrix&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;mvpDOM&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;DOMMatrix&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nb"&gt;Array&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="k"&gt;from&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;htmlElementMVP&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;

  &lt;span class="c1"&gt;// 2. Normalize the HTML element (pixels -&amp;gt; 1x1 unit square)&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;width&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;targetHTMLElement&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;offsetWidth&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;height&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;targetHTMLElement&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;offsetHeight&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;cssToUnitSpace&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;DOMMatrix&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;scale&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="nx"&gt;width&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="nx"&gt;height&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="c1"&gt;// Shrink to unit size and flip Y&lt;/span&gt;
    &lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;translate&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="nx"&gt;width&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="nx"&gt;height&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt; &lt;span class="c1"&gt;// Center the element&lt;/span&gt;

  &lt;span class="c1"&gt;// 3. Map to the canvas viewport&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;clipToCanvasViewport&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;DOMMatrix&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;translate&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;width&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;height&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="c1"&gt;// Move origin to center&lt;/span&gt;
    &lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;scale&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;width&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;height&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt; &lt;span class="c1"&gt;// Stretch to canvas dimensions&lt;/span&gt;

  &lt;span class="c1"&gt;// 4. Multiply: (Clip -&amp;gt; Pixels) * (MVP) * (pixels -&amp;gt; unit square)&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;screenSpaceTransform&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;clipToCanvasViewport&lt;/span&gt;
      &lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;multiply&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;mvpDOM&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
      &lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;multiply&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;cssToUnitSpace&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

  &lt;span class="c1"&gt;// 5. Apply to the transform&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;computedTransform&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getElementTransform&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;targetHTMLElement&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;screenSpaceTransform&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;computedTransform&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nx"&gt;targetHTMLElement&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;style&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;transform&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;computedTransform&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;toString&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h2&gt;
  
  
  Resources
&lt;/h2&gt;

&lt;p&gt;Demo - &lt;a href="https://codepen.io/rajeshkumartech/full/ogBxaYm" rel="noopener noreferrer"&gt;https://codepen.io/rajeshkumartech/full/ogBxaYm&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Github - &lt;a href="https://github.com/rajeshkrtech/lab/tree/main/web/canvas-in-html" rel="noopener noreferrer"&gt;https://github.com/rajeshkrtech/lab/tree/main/web/canvas-in-html&lt;/a&gt;&lt;/p&gt;

</description>
      <category>html</category>
      <category>javascript</category>
      <category>web</category>
    </item>
  </channel>
</rss>
