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