| --- |
| title: 'Skia Coordinate Spaces' |
| linkTitle: 'Coordinates' |
| --- |
| |
| ## Overview |
| |
| Skia generally refers to two different coordinate spaces: **device** and |
| **local**. Device coordinates are defined by the surface (or other device) that |
| you're rendering to. They range from `(0, 0)` in the upper-left corner of the |
| surface, to `(w, h)` in the bottom-right corner - they are effectively measured |
| in pixels. |
| |
| --- |
| |
| ## Local Coordinates |
| |
| The local coordinate space is how all geometry and shaders are supplied to the |
| `SkCanvas`. By default, the local and device coordinate systems are the same. |
| This means that geometry is typically specified in pixel units. Here, we |
| position a rectangle at `(100, 50)`, and specify that it is `50` units wide and |
| tall: |
| |
| <fiddle-embed-sk name='96f782b723c5240aab440242f4c7cbfb'></fiddle-embed-sk> |
| |
| Local coordinates are also used to define and evaluate any `SkShader` on the |
| paint. Here, we define a linear gradient shader that goes from green (when |
| `x == 0`) to blue (when `x == 50`): |
| |
| <fiddle-embed-sk name='97cf81a465fdeff01d2298e07a0802a3'></fiddle-embed-sk> |
| |
| --- |
| |
| ## Shaders Do Not Move With Geometry |
| |
| Now, let's try to draw the gradient-filled square at `(100, 50)`: |
| |
| <fiddle-embed-sk name='3adc73d23d57084f954f52c6b14c8772'></fiddle-embed-sk> |
| |
| What happened? Remember, the local coordinate space has not changed. The origin |
| is still in the upper-left corner of the surface. We have specified that the |
| geometry should be positioned at `(100, 50)`, but the `SkShader` is still |
| producing a gradient as `x` goes from `0` to `50`. We have slid the rectangle |
| across the gradient defined by the `SkShader`. Shaders do not move with the |
| geometry. |
| |
| --- |
| |
| ## Transforming Local Coordinate Space |
| |
| To get the desired effect, we could create a new gradient shader, with the |
| positions moved to `100` and `150`. That makes our shaders difficult to reuse. |
| Instead, we can use methods on `SkCanvas` to **change the local coordinate |
| space**. This causes all local coordinates (geometry and shaders) to be |
| evaluated in the new space defined by the canvas' transformation matrix: |
| |
| <fiddle-embed-sk name='ce89b326b2bbe41587eec738706bf155'></fiddle-embed-sk> |
| |
| --- |
| |
| ## <span>Transforming Shader Coordinate Space</span> |
| |
| Finally, it is possible to transform the coordinate space of the `SkShader`, |
| relative to the canvas local coordinate space. To do this, you supply a |
| `localMatrix` parameter when creating the `SkShader`. In this situation, the |
| geometry is transformed by the `SkCanvas` matrix. The `SkShader` is transformed |
| by the `SkCanvas` matrix **and** the `localMatrix` for that shader. The other |
| way to think about this: The `localMatrix` defines a transform that maps the |
| shader's coordinates to the coordinate space of the geometry. |
| |
| To help illustrate the difference, here's our gradient-filled box. It's first |
| been translated `50` units over and down. Then, we apply a `45` degree rotation |
| (pivoting on the center of the box) to the canvas. This rotates the geometry of |
| the box, and the gradient inside it: |
| |
| <fiddle-embed-sk name='d4b52d94342f1b55900d489c7ba8fd21'></fiddle-embed-sk> |
| |
| Compare that to the second example. We still translate `50` units over and down. |
| Here, though, we apply the `45` degree rotation _only to the shader_, by |
| specifying it as a `localMatrix` to the `SkGradientShader::MakeLinear` function. |
| Now, the box remains un-rotated, but the gradient rotates inside the box: |
| |
| <fiddle-embed-sk name='886fa46943b67e0d6aa78486dcfbcc2c'></fiddle-embed-sk> |