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