NanoVG is a small antialiased vector graphics rendering library with a lean API modeled after the HTML5 canvas API. It is aimed to be a practical and fun toolset for building scalable user interfaces and visualizations.
This is a fork of the original NanoVG by Mikko Mononen, which is no longer actively maintained.
The goals of this fork are:
- Keep the library alive and usable with modern toolchains
- Replace the legacy OpenGL backend with a Sokol backend for better portability
- Update dependencies (stb_image, stb_truetype)
- Maintain a simple, easy-to-build codebase
The original OpenGL backends are preserved in the obsolete/ folder for reference.
The NanoVG API is modeled loosely on the HTML5 canvas API. If you know canvas, you're up to speed with NanoVG in no time.
The drawing context is created using a backend-specific constructor function. Using the Sokol backend:
#define SOKOL_NANOVG_IMPL
#include "sokol_nanovg.h"
...
struct NVGcontext* vg = nvgCreateSokol(NVG_ANTIALIAS | NVG_STENCIL_STROKES);The first parameter defines flags for creating the renderer:
NVG_ANTIALIASmeans that the renderer adjusts the geometry to include anti-aliasing. If you're using MSAA, you can omit this flag.NVG_STENCIL_STROKESmeans that the renderer uses better quality rendering for (overlapping) strokes. The quality is mostly visible on wider strokes. If you want speed, you can omit this flag.
Note: The render target you're rendering to must have a stencil buffer.
Drawing a simple shape using NanoVG consists of four steps: 1) begin a new shape, 2) define the path to draw, 3) set fill or stroke, 4) and finally fill or stroke the path.
nvgBeginPath(vg);
nvgRect(vg, 100, 100, 120, 30);
nvgFillColor(vg, nvgRGBA(255, 192, 0, 255));
nvgFill(vg);Calling nvgBeginPath() will clear any existing paths and start drawing from a blank slate. There are a number of functions to define the path to draw, such as rectangle, rounded rectangle, and ellipse, or you can use the common moveTo, lineTo, bezierTo, and arcTo API to compose paths step by step.
Because of the way the rendering backend is built in NanoVG, drawing a composite path, that is a path consisting of multiple paths defining holes and fills, is a bit more involved. NanoVG uses the even-odd filling rule and by default, paths are wound in counter-clockwise order. Keep that in mind when drawing using the low-level draw API. In order to wind one of the predefined shapes as a hole, you should call nvgPathWinding(vg, NVG_HOLE), or nvgPathWinding(vg, NVG_CW) after defining the path.
nvgBeginPath(vg);
nvgRect(vg, 100, 100, 120, 30);
nvgCircle(vg, 120, 120, 5);
nvgPathWinding(vg, NVG_HOLE); // Mark circle as a hole.
nvgFillColor(vg, nvgRGBA(255, 192, 0, 255));
nvgFill(vg);If rendering is wrong:
- Make sure you have created a NanoVG context using
nvgCreateSokol() - Make sure you have initialized your graphics backend with a stencil buffer
- Make sure you have cleared the stencil buffer
- Make sure all rendering calls happen between
nvgBeginFrame()andnvgEndFrame()
The project uses a simple Makefile. Currently, only Linux is supported for native builds.
make # Release build
make debug # Debug build
make run # Build and run
./build/release/exampleRequires Emscripten:
make web
# Serve locally (WebGL requires a server)
python3 -m http.server -d build/web
# Open http://localhost:8000See the header file nanovg.h for API reference.
The library is licensed under the zlib license.
Fonts used in examples:
- Roboto licensed under Apache License 2.0
- Entypo licensed under CC BY-SA 4.0
- Noto Emoji licensed under SIL Open Font License, Version 1.1
Uses stb_truetype for font rendering. Uses stb_image for image loading.