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How to Copy Contents of One Canvas to Another Canvas Locally

Tags:

html

canvas

People also ask

How do I turn a photo into a canvas?

function convertCanvasToImage() { let canvas = document. getElementById("canvas"); let image = new Image(); image. src = canvas. toDataURL(); return image; } let pnGImage = convertCanvasToImage(); document.

How do I get HTMLCanvasElement?

getContext() The HTMLCanvasElement. getContext() method returns a drawing context on the canvas, or null if the context identifier is not supported, or the canvas has already been set to a different context mode.


Actually you don't have to create an image at all. drawImage() will accept a Canvas as well as an Image object.

//grab the context from your destination canvas
var destCtx = destinationCanvas.getContext('2d');

//call its drawImage() function passing it the source canvas directly
destCtx.drawImage(sourceCanvas, 0, 0);

Way faster than using an ImageData object or Image element.

Note that sourceCanvas can be a HTMLImageElement, HTMLVideoElement, or a HTMLCanvasElement. As mentioned by Dave in a comment below this answer, you cannot use a canvas drawing context as your source. If you have a canvas drawing context instead of the canvas element it was created from, there is a reference to the original canvas element on the context under context.canvas.

Here is a jsPerf to demonstrate why this is the only right way to clone a canvas: http://jsperf.com/copying-a-canvas-element


@robert-hurst has a cleaner approach.

However, this solution may also be used, in places when you actually want to have a copy of Data Url after copying. For example, when you are building a website that uses lots of image/canvas operations.

    // select canvas elements
    var sourceCanvas = document.getElementById("some-unique-id");
    var destCanvas = document.getElementsByClassName("some-class-selector")[0];

    //copy canvas by DataUrl
    var sourceImageData = sourceCanvas.toDataURL("image/png");
    var destCanvasContext = destCanvas.getContext('2d');

    var destinationImage = new Image;
    destinationImage.onload = function(){
      destCanvasContext.drawImage(destinationImage,0,0);
    };
    destinationImage.src = sourceImageData;