Convert very large SVG to PNG using <canvas>
I'm trying to convert a large SVG (it's data URL is about 750000 - 1000000 characters) to a PNG by passing it's data url through an image and into a canvas but the image is only loading about 1/4 of the SVG.
Creating via:
var svg_xml = (new XMLSerializer()).serializeToString(svg),
url = 'data:image/svg+xml;base64,' + btoa(svg_xml);
var img = new Image();
img.width = 730;
img.height = 300;
img.onload = function(){
var canvas = document.create('canvas');
canvas.width = 730;
canvas.height = 300;
var ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0, 730, 300);
callbackFn(canvas.toDataURL('image/png');
}
img.src = url
Edit
I've tried implementing canvg to draw the SVG but the DataURL produced results in a blank image:
var svg_xml = (new XMLSerializer()).serializeToString(svg);
var canvas = document.createElement('canvas');
canvas.width = 730;
canvas.height = 300;
var ctx = canvas.getContext('2d');
ctx.drawSvg(svg_xml, 0, 0, 730, 300);
callbackFn(canvas.toDataURL('image/png');
Is there anything wrong with the method I've used?
Further Edit
I'm now fairly convinced that it's the canvas failing to draw the whole image as I tried implementing a Blob solution to the same effect:
var svg_xml = (new XMLSerializer()).serializeToString(svg),
blob = new Blob([svg_xml], {type:'image/svg+xml;charset=utf-8'}),
url = window.URL.createObjectURL(blob);
var img = new Image();
img.width = 730;
img.height = 300;
img.onload = function(){
var canvas = document.create('canvas');
canvas.width = 730;
canvas.height = 300;
var ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0, 730, 300);
window.URL.revokeObjectURL(url);
callbackFn(canvas.toDataURL('image/png');
}
img.src = url
The image again loads fine and going to the URL (before it's revoked) displays the image fine as well.
The length of the canvas dataURL is not consistent so I don't think that's maxing out, is there a way of detecting the canvas size? The application is only supported for Chrome and FireFox.
Working fiddle.
HTML:
<div>
<svg xmlns="http://www.w3.org/2000/svg"
width="526" height="233">
<rect x="13" y="14" width="500" height="200" rx="50" ry="100"
fill="none" stroke="blue" stroke-width="10" />
</svg>
<a id='imgId'>Save</a>
</div>
<canvas></canvas>
JavaScript:
var svg = document.getElementsByTagName('svg')[0];
var svg_xml = (new XMLSerializer()).serializeToString(svg),
blob = new Blob([svg_xml], {type:'image/svg+xml;charset=utf-8'}),
url = window.URL.createObjectURL(blob);
var img = new Image();
img.width = 730;
img.height = 300;
img.onload = function(){
var canvas = document.createElement('canvas');
canvas.width = 730;
canvas.height = 300;
var ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0, 730, 300);
window.URL.revokeObjectURL(url);
var canvasdata = canvas.toDataURL('image/png');
var a = document.getElementById('imgId');
a.download = "export_" + Date.now() + ".png";
a.href=canvasdata;
}
img.src = url
Your question:
Why image is only loading about 1/4 of the SVG?
Answer:
Just follow these rules:
x
of <rect/>
+ width
of <rect/>
<= width
of <svg/>
y
of <rect/>
+ height
of <rect/>
<= height
of <svg/>
For example:
<svg xmlns="http://www.w3.org/2000/svg" width="500" height="200">
<rect x="10" y="10" width="550" height="250" rx="50" ry="100"
fill="none" stroke="blue" stroke-width="10" />
</svg>
Here, x
of <rect/>
= 10
, width of <rect/>
= 550
, width of <svg>
= 500
so, 10
+ 550
> 500
In this case image will be partially rendered.
Hope this will solve your problem.
链接地址: http://www.djcxy.com/p/50326.html上一篇: 即使在调整大小后也可以下载原始画布