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 <img>:</p>
</div>
See also: