I recently found a great course about web programming on edX and learned a lot from it (I knew little about back-end web development and were unfamiliar with JavaScript). When I learned that it is possible to draw an SVG with the mouse in the browser, some interesting stuff came up to me can I download the SVG after I finished drawing? I found some solutions on the web pretty easily. Meanwhile, another interesting idea came upon — can I use the browser to convert local SVG images to PNG images? It turns out that this is completely possible with pure JavaScript. I started to realize how mighty web browsers are.

As an exercise to familiarize myself with JavaScript, I implemented this idea in a simple static web page, svg2png, which can convert multiple SVG images to PNG images (with options to set the resolution of the PNGs).

## No Server, Zero Dependencies

One good thing about svg2png is that the computations are all done in the browser. So compared to other online services (e.g. this), there are no file upload limits. Also, svg2png lives on the web, so there is no need to download any thing (instead of a modern browser) before using it.

## How It Works?

I used HTML5’s <input type='file' multiple> to let users upload their SVGs. After that, the files are converted into object URLs. This allows me to load the SVG images (invisibly) with <img src=objectURL>, so I can get the information of these images (height and width).

The second step is to render the SVG on Canvas with the canvg library in order to convert it to PNG later (using canvas.toBlob()).

The trick to adjust the DPI of the output PNG is by scaling the height and width of the canvas, which is handily provided by the scaleWidth and scaleHeight options in canvg(). But since I have no way to get the size information of the original image directly from the File object retrieved from <input type='file'>, I have to load the SVG images with the <img> tags first.

The source code of this simple project can be found here on GitHub.