You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
77 lines
3.4 KiB
77 lines
3.4 KiB
7 months ago
|
---
|
||
|
title: 'Skia Coordinate Spaces'
|
||
|
linkTitle: 'Coordinates'
|
||
|
---
|
||
|
|
||
|
## <span id="overview">Overview</span>
|
||
|
|
||
|
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.
|
||
|
|
||
|
---
|
||
|
|
||
|
## <span>Local Coordinates</span>
|
||
|
|
||
|
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 name='96f782b723c5240aab440242f4c7cbfb'></fiddle-embed>
|
||
|
|
||
|
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 name='97cf81a465fdeff01d2298e07a0802a3'></fiddle-embed>
|
||
|
|
||
|
---
|
||
|
|
||
|
## <span>Shaders Do Not Move With Geometry</span>
|
||
|
|
||
|
Now, let's try to draw the gradient-filled square at `(100, 50)`:
|
||
|
|
||
|
<fiddle-embed name='3adc73d23d57084f954f52c6b14c8772'></fiddle-embed>
|
||
|
|
||
|
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.
|
||
|
|
||
|
---
|
||
|
|
||
|
## <span>Transforming Local Coordinate Space</span>
|
||
|
|
||
|
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 name='ce89b326b2bbe41587eec738706bf155'></fiddle-embed>
|
||
|
|
||
|
---
|
||
|
|
||
|
## <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 name='d4b52d94342f1b55900d489c7ba8fd21'></fiddle-embed>
|
||
|
|
||
|
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 name='886fa46943b67e0d6aa78486dcfbcc2c'></fiddle-embed>
|