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
A DOMString
containing the requested data URI.
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
Desktop | Mobile | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Chrome | Edge | Firefox | Internet Explorer | Opera | Safari | WebView Android | Chrome Android | Firefox for Android | Opera Android | Safari on IOS | Samsung Internet | |
toDataURL |
1 |
12 |
2 |
9 |
9 |
4 |
≤37 |
18 |
4 |
10.1 |
3 |
1.0 |
See also
- The interface defining it,
HTMLCanvasElement
. - Data URIs in the HTTP reference.
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https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toDataURL