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