Save inline SVG as JPEG/PNG/SVG

Nowadays this is pretty simple.

The basic idea is:

  1. SVG to canvas
  2. canvas to dataUrl
  3. trigger download from dataUrl

it actually works outside of the Stack Overflow snippet

var btn = document.querySelector('button');
var svg = document.querySelector('svg');
var canvas = document.querySelector('canvas');

function triggerDownload (imgURI) {
  var evt = new MouseEvent('click', {
    view: window,
    bubbles: false,
    cancelable: true
  });

  var a = document.createElement('a');
  a.setAttribute('download', 'MY_COOL_IMAGE.png');
  a.setAttribute('href', imgURI);
  a.setAttribute('target', '_blank');

  a.dispatchEvent(evt);
}

btn.addEventListener('click', function () {
  var canvas = document.getElementById('canvas');
  var ctx = canvas.getContext('2d');
  var data = (new XMLSerializer()).serializeToString(svg);
  var DOMURL = window.URL || window.webkitURL || window;

  var img = new Image();
  var svgBlob = new Blob([data], {type: 'image/svg+xml;charset=utf-8'});
  var url = DOMURL.createObjectURL(svgBlob);

  img.onload = function () {
    ctx.drawImage(img, 0, 0);
    DOMURL.revokeObjectURL(url);

    var imgURI = canvas
        .toDataURL('image/png')
        .replace('image/png', 'image/octet-stream');

    triggerDownload(imgURI);
  };

  img.src = url;
});
<button>svg to png</button>

<svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" version="1.1" width="200" height="200">
  <rect x="10" y="10" width="50" height="50" />
  <text x="0" y="100">Look, i'm cool</text>
</svg>

<canvas id="canvas"></canvas>

Regarding the downloading part, you can set up a filename and etc etc (although not in this example). Some days ago I answered a question on how to download a specific portion of HTML from the given page. It might be useful regarding the downloading part: https://stackoverflow.com/a/28087280/2178180

update: now letting you specify the filename


Here's a solution that works in IE11 as well.

I just did a bunch of testing of various methods of this and while the above answer by Ciro Costa is fantastic in that it works in Firefox and Chrome it does not work in IE11. IE11 fails due to a security issue with rendering an svg to the canvas which requires a canvas implementation, canvg. Here's a solution using canvg that's pretty terse and works in the latest versions of Chrome, Firefox, Edge, and IE11.

Fiddle: https://jsfiddle.net/StefanValentin/9mudw0ts/

DOM

<svg
  id="my-svg"
  xmlns="http://www.w3.org/2000/svg"
  xmlns:xlink="http://www.w3.org/1999/xlink"
  version="1.1"
  width="200"
  height="200"
>
  <rect x="10" y="10" width="50" height="50" />
  <text x="0" y="100">Look, i'm cool</text>
</svg>

JavaScript

var svg = document.querySelector('#my-svg');
var data = (new XMLSerializer()).serializeToString(svg);
// We can just create a canvas element inline so you don't even need one on the DOM. Cool!
var canvas = document.createElement('canvas');
canvg(canvas, data, {
  renderCallback: function() {
    canvas.toBlob(function(blob) {
        download('MyImageName.png', blob);
    });
  }
});

The download function above could be whatever you want to do, as there are many ways to trigger a download via JavaScript. Here's the one we use that works in all the browsers I've tested.

// Initiate download of blob
function download(
  filename, // string
  blob // Blob
) {
  if (window.navigator.msSaveOrOpenBlob) {
    window.navigator.msSaveBlob(blob, filename);
  } else {
    const elem = window.document.createElement('a');
    elem.href = window.URL.createObjectURL(blob);
    elem.download = filename;
    document.body.appendChild(elem);
    elem.click();
    document.body.removeChild(elem);
  }
}

Working off @CiroCosta. 1 option if you are having trouble exporting an element you could just draw the image to the canvas before drawing the svg image

btn.addEventListener('click', function () {
  var canvas = document.getElementById('canvas');
  var ctx = canvas.getContext('2d');
  var data = (new XMLSerializer()).serializeToString(svg);
  var DOMURL = window.URL || window.webkitURL || window;

  // get the raw image from the DOM
  var rawImage = document.getElementById('yourimageID');
  var img = new Image();
  var svgBlob = new Blob([data], {type: 'image/svg+xml;charset=utf-8'});
  var url = DOMURL.createObjectURL(svgBlob);

  img.onload = function () {
    ctx.drawImage(rawImage, 0, 0);
    ctx.drawImage(img, 0, 0);
    DOMURL.revokeObjectURL(url);

    var imgURI = canvas
      .toDataURL('image/png')
      .replace('image/png', 'image/octet-stream');

    triggerDownload(imgURI);
  };

  img.src = url;
});

Worked for me but only for png and jpeg. SVG files still only display inline elements and not tags

EDIT: The way you create an svg like this is actually by converting the image tag into Base64 and the setting that as the xlink:href in the image attributes like this:

<image id="crop" width="725" height="1764" xlink:href="data:image/png;base64,iVBORw0KGgo ... " />

and then triggering the download on the whole svg url like this:

btn.addEventListener('click', function () {
  var canvas = document.getElementById('canvas');
  var ctx = canvas.getContext('2d');
  var data = (new XMLSerializer()).serializeToString(svg);
  var DOMURL = window.URL || window.webkitURL || window;

  var rawImage = document.getElementById('yourimageID');
  var img = new Image();
  var svgBlob = new Blob([data], {type: 'image/svg+xml;charset=utf-8'});
  var url = DOMURL.createObjectURL(svgBlob);

  img.onload = function () {
    ctx.drawImage(img, 0, 0);

    triggerDownload(url);
    DOMURL.revokeObjectURL(url);
  }
};

you can convert pngs like this here:

function getDataUri(url, callback) {
  var image = new Image();

  image.onload = function () {
    var canvas = document.createElement('canvas');
    canvas.width = this.naturalWidth; // or 'width' if you want a special/scaled size
    canvas.height = this.naturalHeight; // or 'height' if you want a special/scaled size

    canvas.getContext('2d').drawImage(this, 0, 0);

    // Get raw image data
    callback(canvas.toDataURL('image/png').replace(/^data:image\/(png|jpg);base64,/, ''));

    // ... or get as Data URI
    callback(canvas.toDataURL('image/png'));
  };

  image.src = url;
}

then setting the attribute

getDataUri('localImagepath', function (dataUri) {
  image.setAttribute('xlink:href', dataUri);
});