Bug: skia:12788 No-Try: true Change-Id: If4cf2f9c4b1056ff63fdc704def494f9f0933145 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/491817 Reviewed-by: Joe Gregorio <jcgregorio@google.com> Commit-Queue: Ravi Mistry <rmistry@google.com>
3.4 KiB
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Skia Coordinate Spaces | 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:
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
):
Shaders Do Not Move With Geometry
Now, let's try to draw the gradient-filled square at (100, 50)
:
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:
Transforming Shader Coordinate Space
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:
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: