Simple, just create an image object in JavaScript, set src and wait for the event to load before drawing.
Working example:
var c = document.getElementById("myCanvas"); var ctx = c.getContext("2d"); var img = new Image(); img.onload = function() { ctx.drawImage(img, 0, 0); }; img.src = 'https://cdn.sstatic.net/stackexchange/img/logos/so/so-icon.png';
<canvas id="myCanvas"></canvas>
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