HTMLCanvasElement.toDataURL()
The HTMLCanvasElement.toDataURL()
method returns a data URI containing a representation of the
image in the format specified by the type
parameter (defaults to PNG). The returned
image is in a resolution of 96 dpi.
- If the height or width of the canvas is
0
or larger than the maximum canvas size, the string"data:,"
is returned. -
If the requested type is not
image/png
, but the returned value starts withdata:image/png
, then the requested type is not supported. - Chrome also supports the
image/webp
type.
Syntax
canvas.toDataURL(type, encoderOptions);
Parameters
type
Optional-
A
DOMString
indicating the image format. The default format type isimage/png
. encoderOptions
Optional-
A
Number
between0
and1
indicating the image quality to use for image formats that use lossy compression such asimage/jpeg
andimage/webp
. If this argument is anything else, the default value for image quality is used. The default value is0.92
. Other arguments are ignored.
Return value
Exceptions
SecurityError
-
The canvas's bitmap is not origin clean; at least some of its contents have or may have been loaded from a site other than the one from which the document itself was loaded.
Examples
Given this <canvas>
element:
<canvas id="canvas" width="5" height="5"></canvas>
You can get a data-URL of the canvas with the following lines:
var canvas = document.getElementById('canvas');
var dataURL = canvas.toDataURL();
console.log(dataURL);
// "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAUAAAAFCAYAAACNby
// blAAAADElEQVQImWNgoBMAAABpAAFEI8ARAAAAAElFTkSuQmCC"
Setting image quality with jpegs
var fullQuality = canvas.toDataURL('image/jpeg', 1.0);
// data:image/jpeg;base64,/9j/4AAQSkZJRgABAQ...9oADAMBAAIRAxEAPwD/AD/6AP/Z"
var mediumQuality = canvas.toDataURL('image/jpeg', 0.5);
var lowQuality = canvas.toDataURL('image/jpeg', 0.1);
Example: Dynamically change images
You can use this technique in coordination with mouse events in order to dynamically change images (gray-scale vs. color in this example):
HTML
<img class="grayscale" src="myPicture.png" alt="Description of my picture" />
JavaScript
window.addEventListener('load', removeColors);
function showColorImg() {
this.style.display = 'none';
this.nextSibling.style.display = 'inline';
}
function showGrayImg() {
this.previousSibling.style.display = 'inline';
this.style.display = 'none';
}
function removeColors() {
var aImages = document.getElementsByClassName('grayscale'),
nImgsLen = aImages.length,
oCanvas = document.createElement('canvas'),
oCtx = oCanvas.getContext('2d');
for (var nWidth, nHeight, oImgData, oGrayImg, nPixel, aPix, nPixLen, nImgId = 0; nImgId < nImgsLen; nImgId++) {
oColorImg = aImages[nImgId];
nWidth = oColorImg.offsetWidth;
nHeight = oColorImg.offsetHeight;
oCanvas.width = nWidth;
oCanvas.height = nHeight;
oCtx.drawImage(oColorImg, 0, 0);
oImgData = oCtx.getImageData(0, 0, nWidth, nHeight);
aPix = oImgData.data;
nPixLen = aPix.length;
for (nPixel = 0; nPixel < nPixLen; nPixel += 4) {
aPix[nPixel + 2] = aPix[nPixel + 1] = aPix[nPixel] = (aPix[nPixel] + aPix[nPixel + 1] + aPix[nPixel + 2]) / 3;
}
oCtx.putImageData(oImgData, 0, 0);
oGrayImg = new Image();
oGrayImg.src = oCanvas.toDataURL();
oGrayImg.onmouseover = showColorImg;
oColorImg.onmouseout = showGrayImg;
oCtx.clearRect(0, 0, nWidth, nHeight);
oColorImg.style.display = "none";
oColorImg.parentNode.insertBefore(oGrayImg, oColorImg);
}
}
Specifications
Specification |
---|
HTML Standard (HTML) # dom-canvas-todataurl-dev |
Browser compatibility
BCD tables only load in the browser
See also
- The interface defining it,
HTMLCanvasElement
. - Data URIs in the HTTP reference.