1*c8dee2aaSAndroid Build Coastguard Worker--- 2*c8dee2aaSAndroid Build Coastguard Workertitle: 'Skia Coordinate Spaces' 3*c8dee2aaSAndroid Build Coastguard WorkerlinkTitle: 'Coordinates' 4*c8dee2aaSAndroid Build Coastguard Worker--- 5*c8dee2aaSAndroid Build Coastguard Worker 6*c8dee2aaSAndroid Build Coastguard Worker## Overview 7*c8dee2aaSAndroid Build Coastguard Worker 8*c8dee2aaSAndroid Build Coastguard WorkerSkia generally refers to two different coordinate spaces: **device** and 9*c8dee2aaSAndroid Build Coastguard Worker**local**. Device coordinates are defined by the surface (or other device) that 10*c8dee2aaSAndroid Build Coastguard Workeryou're rendering to. They range from `(0, 0)` in the upper-left corner of the 11*c8dee2aaSAndroid Build Coastguard Workersurface, to `(w, h)` in the bottom-right corner - they are effectively measured 12*c8dee2aaSAndroid Build Coastguard Workerin pixels. 13*c8dee2aaSAndroid Build Coastguard Worker 14*c8dee2aaSAndroid Build Coastguard Worker--- 15*c8dee2aaSAndroid Build Coastguard Worker 16*c8dee2aaSAndroid Build Coastguard Worker## Local Coordinates 17*c8dee2aaSAndroid Build Coastguard Worker 18*c8dee2aaSAndroid Build Coastguard WorkerThe local coordinate space is how all geometry and shaders are supplied to the 19*c8dee2aaSAndroid Build Coastguard Worker`SkCanvas`. By default, the local and device coordinate systems are the same. 20*c8dee2aaSAndroid Build Coastguard WorkerThis means that geometry is typically specified in pixel units. Here, we 21*c8dee2aaSAndroid Build Coastguard Workerposition a rectangle at `(100, 50)`, and specify that it is `50` units wide and 22*c8dee2aaSAndroid Build Coastguard Workertall: 23*c8dee2aaSAndroid Build Coastguard Worker 24*c8dee2aaSAndroid Build Coastguard Worker<fiddle-embed-sk name='96f782b723c5240aab440242f4c7cbfb'></fiddle-embed-sk> 25*c8dee2aaSAndroid Build Coastguard Worker 26*c8dee2aaSAndroid Build Coastguard WorkerLocal coordinates are also used to define and evaluate any `SkShader` on the 27*c8dee2aaSAndroid Build Coastguard Workerpaint. Here, we define a linear gradient shader that goes from green (when 28*c8dee2aaSAndroid Build Coastguard Worker`x == 0`) to blue (when `x == 50`): 29*c8dee2aaSAndroid Build Coastguard Worker 30*c8dee2aaSAndroid Build Coastguard Worker<fiddle-embed-sk name='97cf81a465fdeff01d2298e07a0802a3'></fiddle-embed-sk> 31*c8dee2aaSAndroid Build Coastguard Worker 32*c8dee2aaSAndroid Build Coastguard Worker--- 33*c8dee2aaSAndroid Build Coastguard Worker 34*c8dee2aaSAndroid Build Coastguard Worker## Shaders Do Not Move With Geometry 35*c8dee2aaSAndroid Build Coastguard Worker 36*c8dee2aaSAndroid Build Coastguard WorkerNow, let's try to draw the gradient-filled square at `(100, 50)`: 37*c8dee2aaSAndroid Build Coastguard Worker 38*c8dee2aaSAndroid Build Coastguard Worker<fiddle-embed-sk name='3adc73d23d57084f954f52c6b14c8772'></fiddle-embed-sk> 39*c8dee2aaSAndroid Build Coastguard Worker 40*c8dee2aaSAndroid Build Coastguard WorkerWhat happened? Remember, the local coordinate space has not changed. The origin 41*c8dee2aaSAndroid Build Coastguard Workeris still in the upper-left corner of the surface. We have specified that the 42*c8dee2aaSAndroid Build Coastguard Workergeometry should be positioned at `(100, 50)`, but the `SkShader` is still 43*c8dee2aaSAndroid Build Coastguard Workerproducing a gradient as `x` goes from `0` to `50`. We have slid the rectangle 44*c8dee2aaSAndroid Build Coastguard Workeracross the gradient defined by the `SkShader`. Shaders do not move with the 45*c8dee2aaSAndroid Build Coastguard Workergeometry. 46*c8dee2aaSAndroid Build Coastguard Worker 47*c8dee2aaSAndroid Build Coastguard Worker--- 48*c8dee2aaSAndroid Build Coastguard Worker 49*c8dee2aaSAndroid Build Coastguard Worker## Transforming Local Coordinate Space 50*c8dee2aaSAndroid Build Coastguard Worker 51*c8dee2aaSAndroid Build Coastguard WorkerTo get the desired effect, we could create a new gradient shader, with the 52*c8dee2aaSAndroid Build Coastguard Workerpositions moved to `100` and `150`. That makes our shaders difficult to reuse. 53*c8dee2aaSAndroid Build Coastguard WorkerInstead, we can use methods on `SkCanvas` to **change the local coordinate 54*c8dee2aaSAndroid Build Coastguard Workerspace**. This causes all local coordinates (geometry and shaders) to be 55*c8dee2aaSAndroid Build Coastguard Workerevaluated in the new space defined by the canvas' transformation matrix: 56*c8dee2aaSAndroid Build Coastguard Worker 57*c8dee2aaSAndroid Build Coastguard Worker<fiddle-embed-sk name='ce89b326b2bbe41587eec738706bf155'></fiddle-embed-sk> 58*c8dee2aaSAndroid Build Coastguard Worker 59*c8dee2aaSAndroid Build Coastguard Worker--- 60*c8dee2aaSAndroid Build Coastguard Worker 61*c8dee2aaSAndroid Build Coastguard Worker## <span>Transforming Shader Coordinate Space</span> 62*c8dee2aaSAndroid Build Coastguard Worker 63*c8dee2aaSAndroid Build Coastguard WorkerFinally, it is possible to transform the coordinate space of the `SkShader`, 64*c8dee2aaSAndroid Build Coastguard Workerrelative to the canvas local coordinate space. To do this, you supply a 65*c8dee2aaSAndroid Build Coastguard Worker`localMatrix` parameter when creating the `SkShader`. In this situation, the 66*c8dee2aaSAndroid Build Coastguard Workergeometry is transformed by the `SkCanvas` matrix. The `SkShader` is transformed 67*c8dee2aaSAndroid Build Coastguard Workerby the `SkCanvas` matrix **and** the `localMatrix` for that shader. The other 68*c8dee2aaSAndroid Build Coastguard Workerway to think about this: The `localMatrix` defines a transform that maps the 69*c8dee2aaSAndroid Build Coastguard Workershader's coordinates to the coordinate space of the geometry. 70*c8dee2aaSAndroid Build Coastguard Worker 71*c8dee2aaSAndroid Build Coastguard WorkerTo help illustrate the difference, here's our gradient-filled box. It's first 72*c8dee2aaSAndroid Build Coastguard Workerbeen translated `50` units over and down. Then, we apply a `45` degree rotation 73*c8dee2aaSAndroid Build Coastguard Worker(pivoting on the center of the box) to the canvas. This rotates the geometry of 74*c8dee2aaSAndroid Build Coastguard Workerthe box, and the gradient inside it: 75*c8dee2aaSAndroid Build Coastguard Worker 76*c8dee2aaSAndroid Build Coastguard Worker<fiddle-embed-sk name='d4b52d94342f1b55900d489c7ba8fd21'></fiddle-embed-sk> 77*c8dee2aaSAndroid Build Coastguard Worker 78*c8dee2aaSAndroid Build Coastguard WorkerCompare that to the second example. We still translate `50` units over and down. 79*c8dee2aaSAndroid Build Coastguard WorkerHere, though, we apply the `45` degree rotation _only to the shader_, by 80*c8dee2aaSAndroid Build Coastguard Workerspecifying it as a `localMatrix` to the `SkGradientShader::MakeLinear` function. 81*c8dee2aaSAndroid Build Coastguard WorkerNow, the box remains un-rotated, but the gradient rotates inside the box: 82*c8dee2aaSAndroid Build Coastguard Worker 83*c8dee2aaSAndroid Build Coastguard Worker<fiddle-embed-sk name='886fa46943b67e0d6aa78486dcfbcc2c'></fiddle-embed-sk> 84