The canvas's toDataURL() method returns a Base64-encoded representation of the drawing.
We can display the canvas drawing in an HTML image object.
<!DOCTYPE html> <html lang="en"> <head> <script src="https://code.jquery.com/jquery-2.1.3.js"></script> <meta charset="UTF-8"> <title>HTML5 Canvas</title> <script type="text/javascript"> window.onload = function(){/*from w ww . j a v a 2 s . co m*/ let canvas = document.getElementById("myCanvas"); let context = canvas.getContext("2d"); // draw stuff here context.fillRect(20, 20, 160, 160); let data = canvas.toDataURL(); $("#imgCanvas").attr("src", data); }; </script> </head> <body> <canvas id="myCanvas" width="300" height="200"></canvas> <img id='imgCanvas'/> </body> </html>
A rectangle is drawn on the canvas.
Then toDataURL() is called to retrieve the Base64-encoded representation of the canvas drawing.
Then we load this Base64 data into an <img> element by setting its src attribute.
The string begins with a MIME type for the image.
You can also specify the image type yourself using a variation of toDataURL():
let data = canvas.toDataURL("mage/png");
toDataURL() now takes the MIME type for the image.
Typical values include image/png and image/jpg.
The default image MIME type is image/png.