Simple, just create an image object in JavaScript, set the src
, and wait for the load event before drawing.
Working Example:
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
var img = new Image();
img.onload = function() {
ctx.drawImage(img, 0, 0);
};
img.src="https://cdn.sstatic.net/stackexchange/img/logos/so/so-icon.png";
<canvas id="myCanvas"></canvas>