files/en-us/web/api/htmlcanvaselement/todataurl/index.md
{{APIRef("Canvas API")}}
The HTMLCanvasElement.toDataURL() method returns a data URL containing a representation of the image in the format specified by the type parameter.
The desired file format and image quality may be specified.
If the file format is not specified, or if the given format is not supported, then the data will be exported as image/png.
In other words, if the returned value starts with data:image/png for any other requested type, then that format is not supported.
Browsers are required to support image/png; many will support additional formats including image/jpeg and image/webp.
The created image data will have a resolution of 96dpi for file formats that support encoding resolution metadata.
[!WARNING]
toDataURL()encodes the whole image in an in-memory string. For larger images, this can have performance implications, and may even overflow browsers' URL length limit when assigned to {{domxref("HTMLImageElement.src")}}. You should generally prefertoBlob()instead, in combination with {{domxref("URL/createObjectURL_static", "URL.createObjectURL()")}}.
toDataURL()
toDataURL(type)
toDataURL(type, quality)
type {{optional_inline}}
image/png; this image format will be also used if the specified type is not supported.quality {{optional_inline}}
0 and 1 indicating the image quality to be used when creating images using file formats that support lossy compression (such as image/jpeg or image/webp).
A user agent will use its default quality value if this option is not specified, or if the number is outside the allowed range.A string containing the requested data URL.
If the height or width of the canvas is 0 or larger than the maximum canvas size, the string "data:," is returned.
SecurityError
Given this {{HTMLElement("canvas")}} element:
<canvas id="canvas" width="5" height="5"></canvas>
You can get a data-URL of the canvas with the following lines:
const canvas = document.getElementById("canvas");
const dataURL = canvas.toDataURL();
console.log(dataURL);
// "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAUAAAAFCAYAAACNby
// blAAAADElEQVQImWNgoBMAAABpAAFEI8ARAAAAAElFTkSuQmCC"
const fullQuality = canvas.toDataURL("image/jpeg", 1.0);
// data:image/jpeg;base64,/9j/4AAQSkZJRgABAQ…9oADAMBAAIRAxEAPwD/AD/6AP/Z"
const mediumQuality = canvas.toDataURL("image/jpeg", 0.5);
const lowQuality = canvas.toDataURL("image/jpeg", 0.1);
You can use this technique in coordination with mouse events in order to dynamically change images (gray-scale vs. color in this example):
function showColorImg() {
this.style.display = "none";
this.nextSibling.style.display = "inline";
}
function showGrayImg() {
this.previousSibling.style.display = "inline";
this.style.display = "none";
}
function removeColors() {
const images = document.getElementsByClassName("grayscale");
const canvas = document.createElement("canvas");
const ctx = canvas.getContext("2d");
for (const colorImg of images) {
const width = colorImg.offsetWidth;
const height = colorImg.offsetHeight;
canvas.width = width;
canvas.height = height;
ctx.drawImage(colorImg, 0, 0);
const imgData = ctx.getImageData(0, 0, width, height);
const pix = imgData.data;
const pixLen = pix.length;
for (let pixel = 0; pixel < pixLen; pixel += 4) {
pix[pixel + 2] =
pix[pixel + 1] =
pix[pixel] =
(pix[pixel] + pix[pixel + 1] + pix[pixel + 2]) / 3;
}
ctx.putImageData(imgData, 0, 0);
const grayImg = new Image();
grayImg.src = canvas.toDataURL();
grayImg.onmouseover = showColorImg;
colorImg.onmouseout = showGrayImg;
ctx.clearRect(0, 0, width, height);
colorImg.style.display = "none";
colorImg.parentNode.insertBefore(grayImg, colorImg);
}
}
removeColors();
{{Specifications}}
{{Compat}}