Can I get image from canvas element and use it in img src tag?

Is there possibility to convert the image present in a canvas element into an image representing by img src?

I need that to crop an image after some transformation and save it. There are a view functions that I found on the internet like: FileReader() or ToBlop(), toDataURL(), getImageData(), but I have no idea how to implement and use them properly in JavaScript.

This is my html:

<img src="http://picture.jpg" id="picture" style="display:none"/>
<tr>
    <td>
        <canvas id="transform_image"></canvas>
    </td>
</tr>
<tr>
    <td>
        <div id="image_for_crop">image from canvas</div>
    </td>
</tr>

In JavaScript it should look something like this:

$(document).ready(function() {
    img = document.getElementById('picture');
    canvas = document.getElementById('transform_image');

    if(!canvas || !canvas.getContext){
        canvas.parentNode.removeChild(canvas);
    } else {
        img.style.position = 'absolute';
    }
    transformImg(90);
    ShowImg(imgFile);
}

function transformImg(degree) {
    if (document.getElementById('transform_image')) {
        var Context = canvas.getContext('2d');
        var cx = 0, cy = 0;
        var picture = $('#picture');
        var displayedImg = {
            width: picture.width(),
            height: picture.height()
        };   
        var cw = displayedImg.width, ch = displayedImg.height
        Context.rotate(degree * Math.PI / 180);
        Context.drawImage(img, cx, cy, cw, ch);
    }
}

function showImg(imgFile) {
    if (!imgFile.type.match(/image.*/))
    return;

    var img = document.createElement("img"); // creat img object
    img.id = "pic"; //I need set some id
    img.src = imgFile; // my picture representing by src
    document.getElementById('image_for_crop').appendChild(img); //my image for crop
}

How can I change the canvas element into an img src image in this script? (There may be some bugs in this script.)


Solution 1:

canvas.toDataURL() will provide you a data url which can be used as source:

var image = new Image();
image.id = "pic";
image.src = canvas.toDataURL();
document.getElementById('image_for_crop').appendChild(image);

Complete example

Here's a complete example with some random lines. The black-bordered image is generated on a <canvas>, whereas the blue-bordered image is a copy in a <img>, filled with the <canvas>'s data url.

// This is just image generation, skip to DATAURL: below
var canvas = document.getElementById("canvas")
var ctx = canvas.getContext("2d");

// Just some example drawings
var gradient = ctx.createLinearGradient(0, 0, 200, 100);
gradient.addColorStop("0", "#ff0000");
gradient.addColorStop("0.5" ,"#00a0ff");
gradient.addColorStop("1.0", "#f0bf00");

ctx.beginPath();
ctx.moveTo(0, 0);
for (let i = 0; i < 30; ++i) {
  ctx.lineTo(Math.random() * 200, Math.random() * 100);
}
ctx.strokeStyle = gradient;
ctx.stroke();

// DATAURL: Actual image generation via data url
var target = new Image();
target.src = canvas.toDataURL();

document.getElementById('result').appendChild(target);
canvas { border: 1px solid black; }
img    { border: 1px solid blue;  }
body   { display: flex; }
div + div {margin-left: 1ex; }
<div>
  <p>Original:</p>
  <canvas id="canvas" width=200 height=100></canvas>
</div>
<div id="result">
  <p>Result via &lt;img&gt;:</p>
</div>

See also:

  • MDN: canvas.toDataURL() documentation

Solution 2:

Do this. Add this to the bottom of your doc just before you close the body tag.

<script>
    function canvasToImg() {
      var canvas = document.getElementById("yourCanvasID");
      var ctx=canvas.getContext("2d");
      //draw a red box
      ctx.fillStyle="#FF0000";
      ctx.fillRect(10,10,30,30);

      var url = canvas.toDataURL();

      var newImg = document.createElement("img"); // create img tag
      newImg.src = url;
      document.body.appendChild(newImg); // add to end of your document
    }

    canvasToImg(); //execute the function
</script>

Of course somewhere in your doc you need the canvas tag that it will grab.

<canvas id="yourCanvasID" />

Solution 3:

I´ve found two problems with your Fiddle, one of the problems is first in Zeta´s answer.

the method is not toDataUrl(); is toDataURL(); and you forgot to store the canvas in your variable.

So the Fiddle now works fine http://jsfiddle.net/gfyWK/12/

I hope this helps!