The following list shows primitives that are supported by ThorVG:
- Shapes: Line, Arc, Curve, Path, Polygon
- Filling: Solid & Gradients and Texture Mapping
- Scene Graph & Affine Transformation (translation, rotation, scale, ...)
- Stroking: Width, Join, Cap, Dash
- Composition: Blending, Masking, Path Clipping
- Images: TVG, SVG, JPG, PNG, WebP, Bitmap
- Animations: Lottie
If your program includes the main renderer, you can seamlessly utilize ThorVG APIs by transitioning drawing contexts between the main renderer and ThorVG. Throughout these API calls, ThorVG effectively serializes drawing commands among volatile paint nodes. Subsequently, it undertakes synchronous or asynchronous rendering via its backend raster engines.
ThorVG is adept at handling vector images, including formats like SVG, and it remains adaptable for accommodating additional popular formats as needed. In the rendering process, the library may generate intermediate frame buffers for scene compositing, though only when essential. The accompanying diagram provides a concise overview of how to effectively incorporate ThorVG within your system.
ThorVG incorporates a threading mechanism that aims to seamlessly acquire subsequent scenes without unnecessary delays. It operates using a finely-tuned task scheduler based on thread pools, encompassing various tasks such as encoding, decoding, updating, and rendering. This design ensures that all tasks can effectively leverage multi-processing capabilities.
The task scheduler has been meticulously crafted to conceal complexity, streamline integration, and enhance user convenience. Therefore, the policy it employs is optional, allowing users to select it based on their specific requirements..
It explains how to set up the environment for building ThorVG.
ThorVG supports meson build system. Install meson and ninja if you don't have them already.
Run meson to configure ThorVG in the thorvg root folder.
meson setup builddir
Run ninja to build & install ThorVG:
ninja -C builddir install
Regardless of the installation, all build results (symbols, executable) are generated in the builddir folder in thorvg. Some results such as examples won't be installed, you can check More examples section to see how to change it.
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Note that some systems might include ThorVG package as a default component. In that case, you can skip this manual installation.
If you want to create Visual Studio project files, use the command --backend=vs. The resulting solution file (thorvg.sln) will be located in the build folder.
meson setup builddir --backend=vs
You can download and install pre-packaged ThorVG using the vcpkg package manager.
Clone the vcpkg repo. Make sure you are in the directory you want the tool installed to before doing this.
git clone https://github.com/Microsoft/vcpkg.git
Run the bootstrap script to build the vcpkg.
./bootstrap-vcpkg.sh
Install the ThorVG package.
./vcpkg install thorvg
ThorVG renders vector shapes to a given canvas buffer. The following is a quick start to show you how to use the essential APIs.
First, you should initialize the ThorVG engine:
tvg::Initializer::init(tvg::CanvasEngine::Sw, 0); //engine method, thread count
Then it would be best if you prepared an empty canvas for drawing on it:
static uint32_t buffer[WIDTH * HEIGHT]; //canvas target buffer
auto canvas = tvg::SwCanvas::gen(); //generate a canvas
canvas->target(buffer, WIDTH, WIDTH, HEIGHT, tvg::SwCanvas::ARGB8888); //buffer, stride, w, h, Colorspace
Next you can draw multiple shapes on the canvas:
auto rect = tvg::Shape::gen(); //generate a shape
rect->appendRect(50, 50, 200, 200, 20, 20); //define it as a rounded rectangle (x, y, w, h, rx, ry)
rect->fill(100, 100, 100); //set its color (r, g, b)
canvas->push(move(rect)); //push the rectangle into the canvas
auto circle = tvg::Shape::gen(); //generate a shape
circle->appendCircle(400, 400, 100, 100); //define it as a circle (cx, cy, rx, ry)
auto fill = tvg::RadialGradient::gen(); //generate a radial gradient
fill->radial(400, 400, 150); //set the radial gradient geometry info (cx, cy, radius)
tvg::Fill::ColorStop colorStops[2]; //gradient colors
colorStops[0] = {0.0, 255, 255, 255, 255}; //1st color values (offset, r, g, b, a)
colorStops[1] = {1.0, 0, 0, 0, 255}; //2nd color values (offset, r, g, b, a)
fill->colorStops(colorStops, 2); //set the gradient colors info
circle->fill(move(fill)); //set the circle fill
canvas->push(move(circle)); //push the circle into the canvas
This code generates the following result:
You can also draw you own shapes and use dashed stroking:
auto path = tvg::Shape::gen(); //generate a path
path->moveTo(199, 34); //set sequential path coordinates
path->lineTo(253, 143);
path->lineTo(374, 160);
path->lineTo(287, 244);
path->lineTo(307, 365);
path->lineTo(199, 309);
path->lineTo(97, 365);
path->lineTo(112, 245);
path->lineTo(26, 161);
path->lineTo(146, 143);
path->close();
path->fill(150, 150, 255); //path color
path->strokeWidth(3); //stroke width
path->strokeFill(0, 0, 255); //stroke color
path->strokeJoin(tvg::StrokeJoin::Round); //stroke join style
path->strokeCap(tvg::StrokeCap::Round); //stroke cap style
float pattern[2] = {10, 10}; //stroke dash pattern (line, gap)
path->strokeDash(pattern, 2); //set the stroke pattern
canvas->push(move(path)); //push the path into the canvas
The code generates the following result:
Now begin rendering & finish it at a particular time:
canvas->draw();
canvas->sync();
Then you can acquire the rendered image from the buffer memory.
Lastly, terminate the engine after its usage:
tvg::Initializer::term(tvg::CanvasEngine::Sw);
ThorVG facilitates SVG Tiny Specification rendering via its dedicated SVG interpreter. Adhering to the SVG Tiny Specification, the implementation maintains a lightweight profile, rendering it particularly advantageous for embedded systems. While ThorVG comprehensively adheres to most of the SVG Tiny specs, certain features remain unsupported within the current framework. These include:
- Animation
- Fonts & Text
- Interactivity
- Multimedia
The following code snippet shows how to draw SVG image using ThorVG:
auto picture = tvg::Picture::gen(); //generate a picture
picture->load("tiger.svg"); //load a SVG file
canvas->push(move(picture)); //push the picture into the canvas
The result is:
ThorVG aims to fully support Lottie Animation features. Lottie is a JSON-based vector animation file format that enables seamless distribution of animations on any platform, akin to shipping static assets. These files are compact and compatible with various devices, scaling up or down without pixelation. With Lottie, you can easily create, edit, test, collaborate, and distribute animations in a user-friendly manner. For more information, please visit LottieFiles' website.
Currently, ThorVG provides experimental support for Lottie Animation, and while most features are supported, a few advanced properties of Lottie may not be available yet:
- Texts
- Shape Modifiers (Pucker/Bloat, Twist, Merge, ZigZag)
- Layer Effects
- Expressions
The following code snippet demonstrates how to use ThorVG to play a Lottie animation.
auto animation = tvg::Animation::gen(); //generate an animation
auto picture = animation->picture() //acquire a picture which associated with the animation.
picture->load("lottie.json"); //load a Lottie file
auto duration = animation->duration(); //figure out the animation duration time in seconds.
canvas->push(tvg::cast(picture)); //push the picture into the canvas
First, an animation and a picture are generated. The Lottie file (lottie.json) is loaded into the picture, and then the picture is added to the canvas. The animation frames are controlled using the animation object to play the Lottie animation. Also you might want to know the animation duration time to run your animation loop.
animation->frame(animation->totalFrame() * progress); //Set a current animation frame to display
canvas->update(animation->picture()); //Update the picture to be redrawn.
Let's suppose the progress variable determines the position of the animation, ranging from 0 to 1 based on the total duration time of the animation. Adjusting the progress value allows you to control the animation at the desired position. Afterwards, the canvas is updated to redraw the picture with the updated animation frame.
ThorVG introduces the dedicated vector data format, known as TVG Picture, designed to efficiently store Paint node properties within a scene in binary form. This format is meticulously optimized in advance, ensuring compact file sizes and swift data loading processes.
To leverage the TVG Picture format, ThorVG employs a specialized module called TVG Saver. This module is responsible for optimizing the data associated with all scene-tree nodes and storing them in binary form. During the optimization phase, TVG Saver intelligently eliminates unused information, eliminates duplicated properties, consolidates overlapping shapes, and employs data compression where feasible. Remarkably, these optimizations maintain compatibility with future versions of ThorVG libraries, with data compression utilizing the Lempel-Ziv-Welchi algorithm when applicable.
As a result of these efforts, the final data size is notably smaller than other text-based vector data formats, such as SVG. This reduction in data size not only minimizes I/O operations but also mitigates memory bandwidth requirements during data loading. This aspect proves particularly beneficial for programs reliant on substantial vector resources.
Furthermore, TVG Picture substantially streamlines resource loading tasks by circumventing the need for data interpretation, resulting in reduced runtime memory demands and rendering tasks that subsequently enhance performance.
By adopting TVG Picture, you can achieve an average reduction of over 30% in data size and loading times (for more details, refer to "See More"). Notably, the extent of performance improvement is contingent on resource size and complexity.
As TVG Saver facilitates the export of the scene-tree into TVG Picture data files (TVG), the subsequent task of importing and restoring this data to programmable instances is efficiently handled by the TVG Loader. For seamless conversion from SVG to TVG, the ThorVG Viewer provides a swift solution.
ThorVG has been integrated into the Tizen platform as the vector graphics engine. NUI is the name of Tizen UI framework which is written in C#. ThorVG is the backend engine of the NUI Vector Graphics which is used for vector primitive drawings and scalable image contents such as SVG and Lottie Animation among the Tizen applications.
ThorVG has been integrated into the Godot project to enable the creation of sleek and visually appealing user interfaces (UIs) and vector resources in the Godot game engine. Godot is a modern game engine that is both free and open-source, offering a comprehensive range of tools. With Godot, you can concentrate on developing your game without the need to recreate existing functionalities.
We're also building a Rive port that supports Rive Animation run through the ThorVG backend. Rive is a brand new animation platform that supports fancy, user-interactive vector animations. For more details see Rive-Tizen on Github.
here are plenty of sample code in thorvg/src/examples
to help you in understanding the ThorVG APIs.
To execute these examples, you can build them with the following meson build option:
meson setup builddir -Dexamples=true
Note that these examples require the EFL dev package for launching. If you're using Linux-based OS, you can easily install this package from your OS distribution server. For Ubuntu, you can install it with this command.
apt-get install libefl-all-dev
Alternatively, you can download the package here for Windows. For more information, please visit the official EFL page.
The ThorVG API documentation can be accessed at thorvg.org/apis, and is also available in the C++ API, C API within this repository.
ThorVG provides the resource verification tool for the ThorVG Engine. ThorVG viewer does immediate rendering via web browser running on the ThorVG web-assembly binary, allowing real-time editing of the vector elements on it. It doesn't upload your resources to any external server while allowing to export to supported formats such as TVG, so the designer resource copyright is protected.
ThorVG provides an executable lottie2gif
converter that generates a GIF file from a Lottie file.
To use the lottie2gif
, you must turn on this feature in the build option:
meson setup builddir -Dtools=lottie2gif -Dsavers=gif
To use the 'lottie2gif' converter, you need to provide the 'Lottie files' parameter. This parameter can be a file name with the '.json' extension or a directory name. It also accepts multiple files or directories separated by spaces. If a directory is specified, the converter will search for files with the '.json' extension within that directory and all its subdirectories.
Optionally, you can specify the image resolution in the 'WxH' format, with two numbers separated by an 'x' sign, following the '-r' flag.
Both flags, if provided, are applied to all of the .json
files.
The usage examples of the lottie2gif
:
Usage:
lottie2gif [Lottie file] or [Lottie folder] [-r resolution] [-f fps] [-b background color]
Flags:
-r set the output image resolution.
-f specifies the frames per second (fps) for the generated animation.
-b specifies the base background color (RGB in hex). If not specified, the background color will follow the original content.
Examples:
$ lottie2gif input.json
$ lottie2gif input.json -f 30
$ lottie2gif input.json -r 600x600 -f 30
$ lottie2gif lottiefolder
$ lottie2gif lottiefolder -r 600x600
$ lottie2gif lottiefolder -r 600x600 -f 30 -b fa7410
ThorVG provides an executable svg2png
converter that generates a PNG file from an SVG file.
To use the svg2png
, you must turn on this feature in the build option:
meson setup builddir -Dtools=svg2png
To use the 'svg2png' converter, you need to provide the 'SVG files' parameter. This parameter can be a file name with the '.svg' extension or a directory name. It also accepts multiple files or directories separated by spaces. If a directory is specified, the converter will search for files with the '.svg' extension within that directory and all its subdirectories.
Optionally, you can specify the image resolution in the 'WxH' format, with two numbers separated by an 'x' sign, following the '-r' flag.
The background color can be set with the -b
flag. The bgColor
parameter should be passed as a three-bytes hexadecimal value in the ffffff
format. The default background is transparent.
Both flags, if provided, are applied to all of the .svg
files.
The usage examples of the svg2png
:
Usage:
svg2png [SVG files] [-r resolution] [-b bgColor]
Flags:
-r set the output image resolution.
-b set the output image background color.
Examples:
$ svg2png input.svg
$ svg2png input.svg -r 200x200
$ svg2png input.svg -r 200x200 -b ff00ff
$ svg2png input1.svg input2.svg -r 200x200 -b ff00ff
$ svg2png . -r 200x200
ThorVG provides an executable svg2tvg
converter that generates a TVG file from an SVG file.
To use svg2tvg
, you need to activate this feature in the build option:
meson setup builddir -Dtools=svg2tvg -Dsavers=tvg
Examples of the usage of the svg2tvg
:
Usage:
svg2tvg [SVG file] or [SVG folder]
Examples:
$ svg2tvg input.svg
$ svg2tvg svgfolder
Our main development APIs are written in C++, but ThorVG also provides API bindings for C.
To enable CAPI binding, you need to activate this feature in the build options:
meson setup builddir -Dbindings="capi"
ThorVG core has no dependencies. However, ThorVG has optional feature extensions. Some of these have dependencies as follows:
Note that ThorVG supports both static/external image loaders. If your system has no external libraries, you can choose static loaders instead.
For support, please reach us in Discord