Slight difference between SVG and canvas when rendering text (Chrome) - google-chrome

I'm converting a SVG text to a canvas rendering but noticed a slight difference when comparing the two texts (only on Chrome)
Here's a sample code that I used to make the conversion
// this svg code is normally calculated dynamically
var svg_code = `
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 -272 501 336" width="501" height="336">
<text font-size="300" font-family="'Arial'" fill="#f00" x="0" y="0" text-anchor="middle">
<tspan x="50%" dy="0">123</tspan>
</text>
</svg>`;
document.getElementById('content').innerHTML = svg_code;
var img = new Image();
img.src = "data:image/svg+xml; charset=utf8, " +
encodeURIComponent(svg_code.replace('fill="#f00"', 'fill="#0f0"'));
img.onload = function() {
var canvas = document.createElement("canvas");
canvas.id = "canvas";
canvas.width = 501;
canvas.height = 336;
var ctx = canvas.getContext("2d");
ctx.drawImage(img, 0, 0, img.naturalWidth, img.naturalHeight);
document.getElementById('content').appendChild(canvas);
}
JSFiddle
Here's a screenshot showing the slight different between the red text (SVG) and the green text (canvas)
It's not much, but I'm using the image to trim the SVG text so it has to be pixel perfect
Here's another JSFiddle using another font
How to fix this difference or how to avoid it?
Info:
This is caused by the canvas hardware acceleration ("Accelerated 2D canvas" Chrome flag)
Chrome bug
https://bugs.chromium.org/p/chromium/issues/detail?id=1037834

Related

HTML5 - scaled image is blurry when drawn on canvas in chrome & opera

When i draw scaled image on canvas using the drawImage() function it looks slightly blurry in Chrome & Opera, but if i draw the full size image first and then the scaled one it looks crisp. What causes the blurriness and how can i fix it?
Here is the original image:
Here is the result in Chrome & Opera:
const img = new Image();
const crisptCanvas = document.getElementById('crisp-canvas');
const crispContext = crisptCanvas.getContext('2d');
const blurryCanvas = document.getElementById('blurry-canvas');
const blurryContext = blurryCanvas.getContext('2d');
const sx = 0, sy = 0, sWidth = 1980, sHeight = 1251;
const dx = 0, dy = 0;
const scaleFactor = 0.4762626262626263;
// Draw an image on canvas
function scaleImage(scale, context)
{
const dWidth = (sWidth*scale);
const dHeight = (sHeight*scale);
context.drawImage(img, sx, sy, sWidth, sHeight, dx, dy, dWidth, dHeight);
};
// When image is loaded draw it on both canvases
img.onload = function(){
// First draw the source image in full scale and then using the -scaleFactor
setTimeout(()=> {
scaleImage(1, crispContext);
scaleImage(scaleFactor, crispContext);
}, 0);
// Draw the image using the -scaleFactor
scaleImage(scaleFactor, blurryContext);
}
img.src = "https://i.stack.imgur.com/eWDSw.png"
<canvas width="944" height="596" id="crisp-canvas" ></canvas>
<canvas width="944" height="596" id="blurry-canvas" ></canvas>
Well after one day trying everything i can think of, i was not able to find a solution when i draw the scaled image on canvas.
Here are some of the things i have tried:
1) I have tried using the scale() method, but results were the same.
2) I have tried setting the imageSmoothingEnabled property, that work well with pixelated art games, but for high resolution images the quality was awful.
3) I have tried using the window.requestAnimationFrame() method than on the first request draw the full scale image, on hidden canvas and after that draw the scaled image on my main canvas. That work well, but when i change the tab(focus on another tab), after a few minutes the images on my main canvas became blurry again. Then i added a method to check when the user focus on my tab, using the Page Visibility API, and again redraw the full scale image on the hidden canvas, but that did not work. Only the last drawn image on the hidden canvas was crisp and all images drawn before the last one were blurry. So the only solution was to create hidden canvases for each image and that is not practical, so i had to try another approach.
So here is the solution came up with:
1) Set width and height canvas properties to my original image size 1980x1251
2) I scaled the canvas, using its style width & height properties
Have in mind that using this method everything drawn on the canvas like shapes, text, lines... will also be scaled. So for example if you draw a rectangle (10x10) pixels. It will have width and height each equal to 10px, only when the canvas width & height style properties match the canvas width & height properties.
canvas.style.width = canvas.width + 'px';
canvas.style.height = canvas.height + 'px';
const img = new Image();
const crispCanvas = document.getElementById('crisp-canvas');
const crispContext = crispCanvas.getContext('2d');
const sx = 0, sy = 0, sWidth = 1980, sHeight = 1251;
const dx = 0, dy = 0;
const scaleFactor = 0.4762626262626263;
// Set crisp canvas width & height properties to match the source image
crispCanvas.width = sWidth;
crispCanvas.height = sHeight;
// Scale the source canvas using width & height style properties
function scaleCanvas(scale, canvas) {
const dWidth = (sWidth*scale);
const dHeight = (sHeight*scale);
canvas.style.width = dWidth + 'px';
canvas.style.height = dHeight + 'px';
}
// When image is loaded, scale the crisp canvas and draw the full size image
img.onload = function(){
scaleCanvas(scaleFactor, crispCanvas);
crispContext.drawImage(img, sx, sy);
}
img.src = "https://i.stack.imgur.com/eWDSw.png";
<canvas id="crisp-canvas" ></canvas>

HTML5 Canvas image resize on Chrome & easeljs

I'm struggling to make smooth image resized in canvas in Chrome. In firefox it works well, but in Chrome I'm stuck on making it smooth.
Here is the jsfiddle
http://jsfiddle.net/flashmandv/oxtrypmy/
var AVATAR_SIZE = 100;
var WHITE_BORDER_SIZE = 3;
var stage = new createjs.Stage("canvas");
var avCont = new createjs.Container();
stage.addChild(avCont);
avCont.x = avCont.y = 20;
//add white circle
var whiteBorderCircle = new createjs.Shape();
var radius = (AVATAR_SIZE+WHITE_BORDER_SIZE*2)/2;
whiteBorderCircle.graphics.beginFill("white").drawCircle(radius, radius, radius);
avCont.addChild(whiteBorderCircle);
//add avatar image mask
var avatarMask = new createjs.Shape();
avatarMask.graphics.beginFill("red").drawCircle(AVATAR_SIZE/2+WHITE_BORDER_SIZE, AVATAR_SIZE/2+WHITE_BORDER_SIZE, AVATAR_SIZE/2);
//add avatar image
var image = new Image();
image.onload = function(){
var bitmap = new createjs.Bitmap(image);
bitmap.mask = avatarMask;
var bounds = bitmap.getBounds();
bitmap.scaleX = (AVATAR_SIZE+WHITE_BORDER_SIZE*2) / bounds.width;
bitmap.scaleY = (AVATAR_SIZE+WHITE_BORDER_SIZE*2) / bounds.height;
avCont.addChild(bitmap);
stage.update();
};
image.src = 'http://files.sharenator.com/sunflowers-s800x800-423444.jpg';
Notice the jagged image
Please help
It is due to how clipping works in Chrome. Clip masks are pretty brutal in Chrome while in Firefox you get anti-aliasing along the non-straight edges.
Here is a proof-of-concept for this (run this in Chrome and in FF to see the difference):
http://jsfiddle.net/r65fcqoy/
The only way to get around this is to use composite modes instead, which basically means you need to rewrite your code unless the library you're using support this in some way.
One use of a composite mode is to use it to fill anything inside an existing drawing on the canvas.
We'll first create the filled circle we want the image to appear inside
Change comp mode to source-in and draw image
Then we go back to normal comp mode and draw the outer border
Here is an approach using vanilla JavaScript where you can control how you plug things together - this is maybe not what you're after but there is really not much option if the library as said doesn't support comp mode instead of clipping:
var canvas = document.getElementById('canvas'),
ctx = canvas.getContext('2d'),
img = new Image,
x = 70, y =70;
var AVATAR_SIZE = 100;
var WHITE_BORDER_SIZE = 3;
var radius = (AVATAR_SIZE+WHITE_BORDER_SIZE*2)/2;
img.onload = function() {
// first draw the circle for the inner image:
ctx.arc(x, y, AVATAR_SIZE*0.5, 0 , 2*Math.PI);
ctx.fill();
// now, change composite mode:
ctx.globalCompositeOperation = 'source-in';
// draw image in top
ctx.drawImage(img, x-AVATAR_SIZE*0.5, y-AVATAR_SIZE*0.5,
AVATAR_SIZE, AVATAR_SIZE);
// change back composite mode to default:
ctx.globalCompositeOperation = 'source-over';
// now draw border
ctx.beginPath();
ctx.arc(x, y, radius + 5, 0, 2*Math.PI);
ctx.closePath();
ctx.lineWidth = 10;
ctx.strokeStyle = '#ffa94e';
ctx.stroke();
};
img.src = 'http://i.stack.imgur.com/PB8lN.jpg';
<canvas id=canvas width=500 height=180></canvas>
Another solution to this would be in onload function to add another shape above the masked image to simply cover the jagged edges of the clipping mask

Using Accordion inside canvas

When we use the accordion, we call it using an id inside a div
<div id="accordion">
What I want to do is using accordion inside a canvas element. Canvas tag already calls its id, I don't have any idea how to solve this issue.
The main purpose is to have an area on the left where the images are sorted in three sections, which will be put inside an accordion. On the right, I drawed a grid inside another canvas element. This is where the images will be dropped.
Here is the code, I stopped here, and I don't know for what reason jsfiddle only shows one canvas although the drawing of the grid is correct. I apologize for my bad code.
http://jsfiddle.net/uS4er/4/
The jQueryUI accordion wiget will not operate inside an html canvas.
An alternate plan:
You could create your image-source-accordion outside and left of the canvas.
Then use jQuery draggable plus canvas as a dropzone to copy an image from your toolbox and draw it on the canvas.
This link shows how to use jqueryUI draggable to "drop" an img element on the canvas:
Drag controls from container and drop/draw them on canvas
Not sure if this is the result you want, but this will render a <div id="accordion"> on a <canvas> element, or any other content on a canvas. http://jsfiddle.net/L93gA/
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var data = "<svg xmlns='http://www.w3.org/2000/svg' width='200' height='200'>" +
"<foreignObject width='100%' height='100%'>" +
"<div xmlns='http://www.w3.org/1999/xhtml' style='font-size: 12px;' id='accordion'>" +
"Content of accordion" +
"</div>" +
"</foreignObject>" +
"</svg>";
var DOMURL = self.URL || self.webkitURL || self;
var img = new Image();
var svg = new Blob([data], {type: "image/svg+xml;charset=utf-8"});
var url = DOMURL.createObjectURL(svg);
img.onload = function() {
ctx.drawImage(img, 0, 0);
DOMURL.revokeObjectURL(url);
};
img.src = url;
Based on the example on https://developer.mozilla.org/en-US/docs/HTML/Canvas/Drawing_DOM_objects_into_a_canvas

does not support HTML5 Canvas element?

The following code creates a Canvas element in an HTML page,
I Have Use this code but Error is shown bellow
<canvas id="exmpl" width="300" height="300">
This is Canvas Element..
</canvas>
Using JavaScript, I have draw on the canvas:
var exmpl= document.getElementById('exmpl');
var context = example.getContext('2d');
context.fillStyle = 'red';
context.fillRect(30, 30, 50, 50);
This code draws a red rectangle on the screen.
This code is perfect always use higher level version if you use canvas tag.
var exmpl= document.getElementById('exmpl');
var context = example.getContext('2d');
context.fillStyle = 'red';
context.fillRect(30, 30, 50, 50);

Drawing an SVG file on a HTML5 canvas

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).
EDIT: Dec 2019
The Path2D() constructor is supported by all major browsers now, "allowing path objects to be declared on 2D canvas surfaces".
EDIT: Nov 2014
You can now use ctx.drawImage to draw HTMLImageElements that have a .svg source in some but not all browsers (75% coverage: Chrome, IE11, and Safari work, Firefox works with some bugs, but nightly has fixed them).
var img = new Image();
img.onload = function() {
ctx.drawImage(img, 0, 0);
}
img.src = "http://upload.wikimedia.org/wikipedia/commons/d/d2/Svg_example_square.svg";
Live example here. You should see a green square in the canvas. The second green square on the page is the same <svg> element inserted into the DOM for reference.
You can also use the new Path2D objects to draw SVG (string) paths. In other words, you can write:
var path = new Path2D('M 100,100 h 50 v 50 h 50');
ctx.stroke(path);
Live example of that here.
Original 2010 answer:
There's nothing native that allows you to natively use SVG paths in canvas. You must convert yourself or use a library to do it for you.
I'd suggest looking in to canvg: (check homepage & demos)
canvg takes the URL to an SVG file, or the text of the SVG file, parses it in JavaScript and renders the result on Canvas.
Further to #Matyas answer: if the svg's image is also in base64, it will be drawn to the output.
Demo:
var svg = document.querySelector('svg');
var img = document.querySelector('img');
var canvas = document.querySelector('canvas');
// get svg data
var xml = new XMLSerializer().serializeToString(svg);
// make it base64
var svg64 = btoa(xml);
var b64Start = 'data:image/svg+xml;base64,';
// prepend a "header"
var image64 = b64Start + svg64;
// set it as the source of the img element
img.onload = function() {
// draw the image onto the canvas
canvas.getContext('2d').drawImage(img, 0, 0);
}
img.src = image64;
svg, img, canvas {
display: block;
}
SVG
<svg height="40" width="40">
<rect width="40" height="40" style="fill:rgb(255,0,255);" />
<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></svg><br/>
IMAGE
<img/><br/>
CANVAS
<canvas></canvas><br/>
You can easily draw simple svgs onto a canvas by:
Assigning the source of the svg to an image in base64 format
Drawing the image onto a canvas
Note: The only drawback of the method is that it cannot draw images embedded in the svg. (see demo)
Demonstration:
(Note that the embedded image is only visible in the svg)
var svg = document.querySelector('svg');
var img = document.querySelector('img');
var canvas = document.querySelector('canvas');
// get svg data
var xml = new XMLSerializer().serializeToString(svg);
// make it base64
var svg64 = btoa(xml);
var b64Start = 'data:image/svg+xml;base64,';
// prepend a "header"
var image64 = b64Start + svg64;
// set it as the source of the img element
img.src = image64;
// draw the image onto the canvas
canvas.getContext('2d').drawImage(img, 0, 0);
svg, img, canvas {
display: block;
}
SVG
<svg height="40">
<rect width="40" height="40" style="fill:rgb(255,0,255);" />
<image xlink:href="https://en.gravatar.com/userimage/16084558/1a38852cf33713b48da096c8dc72c338.png?size=20" height="20px" width="20px" x="10" y="10"></image>
</svg>
<hr/><br/>
IMAGE
<img/>
<hr/><br/>
CANVAS
<canvas></canvas>
<hr/><br/>
Mozilla has a simple way for drawing SVG on canvas called "Drawing DOM objects into a canvas"
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.
Something to add, to show the svg correctly in canvas element add the attributes height and width to svg root element, Eg:
<svg height="256" width="421">...</svg>
Or
// Use this if to add the attributes programmatically
const svg = document.querySelector("#your-svg");
svg.setAttribute("width", `${width}`);
svg.setAttribute("height", `${height}`);
For more details see this
As vector graphics are meant to be potentially scaled, I will offer a method I have made that is as similar to SVG as possible. This method supports:
A resizable canvas
Transparency
Hi-resolution graphics (automatically, but no pinch support yet)
Scaling of the SVG in both directions! (To do this with pixels, you will have to divide the new length by the old one)
This is done by converting the SVG to canvas functions here, then adding that to svgRed() (after changing the name of ctx to ctx2. The svgRed() function is used on startup and during pixel ratio changes (for example, increasing the zoom), but not before the canvas is scaled (in order to increase the size of the image). It converts the result into an Image, and can be called any time by ctx.drawImage(redBalloon, Math.round(Math.random() * w), Math.round(Math.random() * h)). To clear the screen, use ctx.clearRect(0, 0, w, h) to do so.
Testing this with the SVG, I found that this is many times faster, as long as the zoom is not set to large values (I discovered that a window.devicePixelRatio of 5 gives just over twice the speed as an SVG, and a window.devicePixelRatio of 1 is approximately 60 times faster).
This also has the bonus benefit of allowing many "fake SVG" items to exist simultaneously, without messing with the HTML (this is shown in the code below). If the screen is resized or scaled, you will need to render it again (completely ignored in my example).
The canvas showing the result is scaled down (in pixels) by the devicePixelRatio, so be careful when drawing items! Scaling (with ctx.scale() this canvas will result in a potentially blurry image, so be sure to account for the pixel difference!
NOTE: It seems that the browser takes a while to optimize the image after the devicePixelRatio has changed (around a second sometimes), so it may not be a good idea to spam the canvas with images immediately, as the example shows.
<!DOCTYPE html>
<html>
<head lang="en">
<title>Balloons</title>
<style>
* {
user-select: none;
-webkit-user-select: none;
}
body {
background-color: #303030;
}
</style>
</head>
<body>
<canvas id="canvas2" style="display: none" width="0" height="0"></canvas>
<canvas id="canvas"
style="position: absolute; top: 20px; left: 20px; background-color: #606060; border-radius: 25px;" width="0"
height="0"></canvas>
<script>
// disable pinches: hard to implement resizing
document.addEventListener("touchstart", function (e) {
if (e.touches.length > 1) {
e.preventDefault()
}
}, { passive: false })
document.addEventListener("touchmove", function (e) {
if (e.touches.length > 1) {
e.preventDefault()
}
}, { passive: false })
// disable trackpad zooming
document.addEventListener("wheel", e => {
if (e.ctrlKey) {
e.preventDefault()
}
}, {
passive: false
})
// This is the canvas that shows the result
const canvas = document.getElementById("canvas")
// This canvas is hidden and renders the balloon in the background
const canvas2 = document.getElementById("canvas2")
// Get contexts
const ctx = canvas.getContext("2d")
const ctx2 = canvas2.getContext("2d")
// Scale the graphic, if you want
const scaleX = 1
const scaleY = 1
// Set up parameters
var prevRatio, w, h, trueW, trueH, ratio, redBalloon
function draw() {
for (var i = 0; i < 1000; i++) {
ctx.drawImage(redBalloon, Math.round(Math.random() * w), Math.round(Math.random() * h))
}
requestAnimationFrame(draw)
}
// Updates graphics and canvas.
function updateSvg() {
var pW = trueW
var pH = trueH
trueW = window.innerWidth - 40
trueH = Math.max(window.innerHeight - 40, 0)
ratio = window.devicePixelRatio
w = trueW * ratio
h = trueH * ratio
if (trueW === 0 || trueH === 0) {
canvas.width = 0
canvas.height = 0
canvas.style.width = "0px"
canvas.style.height = "0px"
return
}
if (trueW !== pW || trueH !== pH || ratio !== prevRatio) {
canvas.width = w
canvas.height = h
canvas.style.width = trueW + "px"
canvas.style.height = trueH + "px"
if (prevRatio !== ratio) {
// Update graphic
redBalloon = svgRed()
// Set new ratio
prevRatio = ratio
}
}
}
window.onresize = updateSvg
updateSvg()
draw()
// The vector graphic (you may want to manually tweak the coordinates if they are slightly off (such as changing 25.240999999999997 to 25.241)
function svgRed() {
// Scale the hidden canvas
canvas2.width = Math.round(44 * ratio * scaleX)
canvas2.height = Math.round(65 * ratio * scaleY)
ctx2.scale(ratio * scaleX, ratio * scaleY)
// Draw the graphic
ctx2.save()
ctx2.beginPath()
ctx2.moveTo(0, 0)
ctx2.lineTo(44, 0)
ctx2.lineTo(44, 65)
ctx2.lineTo(0, 65)
ctx2.closePath()
ctx2.clip()
ctx2.strokeStyle = '#0000'
ctx2.lineCap = 'butt'
ctx2.lineJoin = 'miter'
ctx2.miterLimit = 4
ctx2.save()
ctx2.beginPath()
ctx2.moveTo(0, 0)
ctx2.lineTo(44, 0)
ctx2.lineTo(44, 65)
ctx2.lineTo(0, 65)
ctx2.closePath()
ctx2.clip()
ctx2.save()
ctx2.fillStyle = "#e02f2f"
ctx2.beginPath()
ctx2.moveTo(27, 65)
ctx2.lineTo(22.9, 61.9)
ctx2.lineTo(21.9, 61)
ctx2.lineTo(21.1, 61.6)
ctx2.lineTo(17, 65)
ctx2.lineTo(27, 65)
ctx2.closePath()
ctx2.moveTo(21.8, 61)
ctx2.lineTo(21.1, 60.5)
ctx2.bezierCurveTo(13.4, 54.2, 0, 41.5, 0, 28)
ctx2.bezierCurveTo(0, 9.3, 12.1, 0.4, 21.9, 0)
ctx2.bezierCurveTo(33.8, -0.5, 45.1, 10.6, 43.9, 28)
ctx2.bezierCurveTo(43, 40.8, 30.3, 53.6, 22.8, 60.2)
ctx2.lineTo(21.8, 61)
ctx2.fill()
ctx2.stroke()
ctx2.restore()
ctx2.save()
ctx2.fillStyle = "#f59595"
ctx2.beginPath()
ctx2.moveTo(18.5, 7)
ctx2.bezierCurveTo(15.3, 7, 5, 11.5, 5, 26.3)
ctx2.bezierCurveTo(5, 38, 16.9, 50.4, 19, 54)
ctx2.bezierCurveTo(19, 54, 9, 38, 9, 28)
ctx2.bezierCurveTo(9, 17.3, 15.3, 9.2, 18.5, 7)
ctx2.fill()
ctx2.stroke()
ctx2.restore()
ctx2.restore()
ctx2.restore()
// Save the results
var image = new Image()
image.src = canvas2.toDataURL()
return image
}
</script>
</body>
</html>
Try this:
let svg = `<svg xmlns="http://www.w3.org/2000/svg" ...`;
let blob = new Blob([svg], {type: 'image/svg+xml'});
let url = URL.createObjectURL(blob);
const ctx = canvas.getContext('2d');
canvas.width = 900;
canvas.height = 1400;
const appLogo = new Image();
appLogo.onload = () => ctx.drawImage(appLogo, 54, 387, 792, 960);
appLogo.src = url;
// let image = document.createElement('img');
// image.src = url;
// image.addEventListener('load', () => URL.revokeObjectURL(url), {once: true});
Note: Blob is not defined in Node.js file, This is code designed to run in the browser, not in Node.
More info here