Is there a default way of drawing an SVG file onto a HTML5 canvas? Google Chrome supports loading the SVG as an image (and simply using drawImage
), but the developer console does warn that resource interpreted as image but transferred with MIME type image/svg+xml
.
I know that a possibility would be to convert the SVG to canvas commands (like in this question), but I'm hoping that's not needed. I don't care about older browsers (so if FireFox 4 and IE 9 will support something, that's good enough).
Sorry, i don't have enough reputation to comment on the @Matyas answer, but if the svg's image is also in base64, it will be drawed to the output.
var svg = document.querySelector('svg');_x000D_
var img = document.querySelector('img');_x000D_
var canvas = document.querySelector('canvas');_x000D_
_x000D_
// get svg data_x000D_
var xml = new XMLSerializer().serializeToString(svg);_x000D_
_x000D_
// make it base64_x000D_
var svg64 = btoa(xml);_x000D_
var b64Start = 'data:image/svg+xml;base64,';_x000D_
_x000D_
// prepend a "header"_x000D_
var image64 = b64Start + svg64;_x000D_
_x000D_
// set it as the source of the img element_x000D_
img.onload = function() {_x000D_
// draw the image onto the canvas_x000D_
canvas.getContext('2d').drawImage(img, 0, 0);_x000D_
}_x000D_
img.src = image64;
_x000D_
svg, img, canvas {_x000D_
display: block;_x000D_
}
_x000D_
SVG_x000D_
_x000D_
<svg height="40">_x000D_
<rect width="40" height="40" style="fill:rgb(255,0,255);" />_x000D_
<image xlink:href="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABQAAAAUCAYAAACNiR0NAAAEX0lEQVQ4jUWUyW6cVRCFv7r3/kO3u912nNgZgESAAgGBCJgFgxhW7FkgxAbxMLwBEmIRITbsQAgxCEUiSIBAYIY4g1EmYjuDp457+Lv7n+4tFjbwAHVOnVPnlLz75ht67OhhZg/M0p6d5tD9C8SNBBs5XBJhI4uNLC4SREA0UI9yJr2c4e6QO+v3WF27w+rmNrv9Pm7hxDyHFg5yYGEOYxytuRY2SYiSCIwgRgBQIxgjEAKuZWg6R9S0SCS4qKLZElY3HC5tp7QPtmlMN7HOETUTXBJjrEGsAfgPFECsQbBIbDGJZUYgGE8ugQyPm+o0STtTuGZMnKZEjRjjLIgAirEOEQEBDQFBEFFEBWLFtVJmpENRl6hUuFanTRAlbTeZarcx0R6YNZagAdD/t5N9+QgCYAw2jrAhpjM3zaSY4OJGTDrVwEYOYw2qioigoviq5MqF31m9fg1V5fCx+zn11CLNVnufRhBrsVFE1Ihpthu4KDYYwz5YQIxFBG7duMZnH31IqHL6wwnGCLFd4pez3/DaG2/x4GNPgBhEZG/GGlxkMVFkiNMYay3Inqxed4eP33uf7Y0uu90xWkGolFAru7sZn5w5w921m3u+su8vinEO02hEWLN/ANnL2rkvv2an2yd4SCKLM0JVBsCgAYZZzrnPP0eDRzXgfaCuPHXwuEYjRgmIBlQVVLl8/hKI4fRzz3L6uWe5+PMvnHz6aa4uX+D4yYe5vXaLH86eoyoLjLF476l9oKo9pi5HWONRX8E+YznOef7Vl1h86QWurlwjbc+QpikPPfoIcZLS39pmMikp8pzae6q6oqgriqrGqS+xeLScoMYSVJlfOMTl5RXW1+5w5fJVnFGWf1/mxEMnWPppiclkTLM5RdJoUBYFZVlQ5DnZMMMV167gixKLoXXsKGqnOHnqOJ/+/CfZ+XUiZ0jTmFv5mAvf/YjEliQ2vPD8Ir6qqEcZkzt38cMRo5WruFvfL9FqpyRxQhj0qLOax5I2S08+Tu/lFiGUGOPormxwuyfMnjrGrJa88uIixeYWl776lmrzNjmw8vcG8sU7ixpHMXFsCUVg9tABjEvRgzP82j7AhbyiX5Qcv2+Bvy7dYGZ1k7efeQB/Y4PBqGBtdYvb3SFzLcfqToZc/OB1zYeBSpUwLBlvjZidmWaSB1yaYOfn6LqI/r0hyU6P+cRSlhXjbEI2zvnt7y79oqQ3qeg4g6vKjCIXehtDmi6m0UnxVnCRkPUHVNt9qkLJxgXOCYNOg34v48raPaamU2o89/KKsQ9sTSpc0JK7NwdcX8s43Ek5cnSOLC/Z2R6Rj0ra0w2W1/t0xyWn51uk2Ri1QtSO6OU5d7OSi72cQeWxKG7p/Dp//JXTy6C1Pcbc6DMpPRtjTxChEznWhwVZUCKrjCrPoPDczHLmnLBdBgZlRRWUEBR3ZKrme5TlrTGlV440Y1IrXM9qQGi6mkG5V6uza7tUIeCDElTZ1L26elX+fcH/ACJBPYTJ4X8tAAAAAElFTkSuQmCC" height="20px" width="20px" x="10" y="10"></image>_x000D_
</svg>_x000D_
<hr/><br/>_x000D_
_x000D_
IMAGE_x000D_
<img/>_x000D_
<hr/><br/>_x000D_
_x000D_
CANVAS_x000D_
<canvas></canvas>_x000D_
<hr/><br/>
_x000D_
Mozilla has a simple way for drawing SVG on canvas called "Drawing DOM objects into a canvas"
You can easily draw simple svg
s onto a canvas by:
Note: The only drawback of the method is that it cannot draw images embedded in the svg
. (see demo)
(Note that the embedded image is only visible in the svg
)
var svg = document.querySelector('svg');_x000D_
var img = document.querySelector('img');_x000D_
var canvas = document.querySelector('canvas');_x000D_
_x000D_
// get svg data_x000D_
var xml = new XMLSerializer().serializeToString(svg);_x000D_
_x000D_
// make it base64_x000D_
var svg64 = btoa(xml);_x000D_
var b64Start = 'data:image/svg+xml;base64,';_x000D_
_x000D_
// prepend a "header"_x000D_
var image64 = b64Start + svg64;_x000D_
_x000D_
// set it as the source of the img element_x000D_
img.src = image64;_x000D_
_x000D_
// draw the image onto the canvas_x000D_
canvas.getContext('2d').drawImage(img, 0, 0);
_x000D_
svg, img, canvas {_x000D_
display: block;_x000D_
}
_x000D_
SVG_x000D_
_x000D_
<svg height="40">_x000D_
<rect width="40" height="40" style="fill:rgb(255,0,255);" />_x000D_
<image xlink:href="https://en.gravatar.com/userimage/16084558/1a38852cf33713b48da096c8dc72c338.png?size=20" height="20px" width="20px" x="10" y="10"></image>_x000D_
</svg>_x000D_
<hr/><br/>_x000D_
_x000D_
IMAGE_x000D_
<img/>_x000D_
<hr/><br/>_x000D_
_x000D_
CANVAS_x000D_
<canvas></canvas>_x000D_
<hr/><br/>
_x000D_
As Simon says above, using drawImage shouldn't work. But, using the canvg library and:
var c = document.getElementById('canvas');
var ctx = c.getContext('2d');
ctx.drawSvg(SVG_XML_OR_PATH_TO_SVG, dx, dy, dw, dh);
This comes from the link Simon provides above, which has a number of other suggestions and points out that you want to either link to, or download canvg.js and rgbcolor.js. These allow you to manipulate and load an SVG, either via URL or using inline SVG code between svg tags, within JavaScript functions.
Source: Stackoverflow.com