Draw a sphere: Difference between revisions

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→‎{{header|Wren}}: Changed to Wren S/H
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{{task}}{{requires|Graphics}}
{{requires|Graphics}}
[[Category:3D]]
 
;Task:
The task is to draw a sphere. The sphere can be represented graphically, or in ascii art, depending on the language capabilities. Either static or rotational projection is acceptable for this task.
Draw a sphere.
 
The sphere can be represented graphically, or in ASCII art, depending on the language capabilities.
 
Either static or rotational projection is acceptable for this task.
 
 
;Related tasks:
* [[Draw_a_cuboid|draw a cuboid]]
* [[Draw_a_rotating_cube|draw a rotating cube]]
* [[Write_language_name_in_3D_ASCII|write language name in 3D ASCII]]
* [[Death_Star|draw a Deathstar]]
<br><br>
 
=={{header|11l}}==
{{trans|Python}}
 
<syntaxhighlight lang="11l">V shades = [‘.’, ‘:’, ‘!’, ‘*’, ‘o’, ‘e’, ‘&’, ‘#’, ‘%’, ‘@’]
 
F dotp(v1, v2)
V d = dot(v1, v2)
R I d < 0 {-d} E 0.0
 
F draw_sphere(r, k, ambient, light)
L(i) Int(floor(-r)) .< Int(ceil(r) + 1)
V x = i + 0.5
V line = ‘’
 
L(j) Int(floor(-2 * r)) .< Int(ceil(2 * r) + 1)
V y = j / 2 + 0.5
I x * x + y * y <= r * r
V vec = normalize((x, y, sqrt(r * r - x * x - y * y)))
V b = dotp(light, vec) ^ k + ambient
V intensity = Int((1 - b) * (:shades.len - 1))
line ‘’= I intensity C 0 .< :shades.len {:shades[intensity]} E :shades[0]
E
line ‘’= ‘ ’
 
print(line)
 
V light = normalize((30.0, 30.0, -50.0))
draw_sphere(20, 4, 0.1, light)
draw_sphere(10, 2, 0.4, light)</syntaxhighlight>
 
{{out}}
<pre>
&&&&&&&&&&#######
&eeeeeeeeeeeeeeee&&&&&&#######%
&eoooo*******oooooooeeeee&&&&&########%
eoo****!!!!!!!!******oooooeeee&&&&&########%%
eoo**!!!!::::::::!!!!!*****ooooeeee&&&&&########%%%
eo**!!::::::...:::::::!!!!!***ooooeeee&&&&&########%%%%
eo*!!:::.............:::::!!!!***ooooeeee&&&&&########%%%%%
eo*!!:::.................::::!!!!***ooooeeee&&&&#########%%%%%%
eo*!!::....................::::!!!****oooeeee&&&&&#########%%%%%%
&o**!::......................::::!!!****oooeeee&&&&&##########%%%%%%%
&o**!::.......................::::!!!****oooeeee&&&&&##########%%%%%%%%
&oo*!!::.......................:::!!!!***ooooeeee&&&&&##########%%%%%%%%%
&eo*!!::.......................::::!!!****ooooeeee&&&&&##########%%%%%%%%%%
eo**!!::......................::::!!!!***ooooeeeee&&&&&##########%%%%%%%%%%
&eo**!!:::...................:::::!!!!****ooooeeee&&&&&###########%%%%%%%%%%%
eeo**!!::::................:::::!!!!!****ooooeeee&&&&&&###########%%%%%%%%%%%
&eeo***!!:::::...........::::::!!!!!****oooooeeee&&&&&&###########%%%%%%%%%%%%%
&eeoo**!!!!::::::::::::::::::!!!!!*****ooooeeeee&&&&&&############%%%%%%%%%%%%%
&eeooo***!!!!::::::::::::!!!!!!!*****oooooeeeee&&&&&&############%%%%%%%%%%%%%%
&&eeooo***!!!!!!!!!!!!!!!!!!!******oooooeeeeee&&&&&&############%%%%%%%%%%%%%%%
&&eeeooo******!!!!!!!!!!********ooooooeeeeee&&&&&&&############%%%%%%%%%%%%%%%%
#&&eeeooooo******************oooooooeeeeee&&&&&&&#############%%%%%%%%%%%%%%%%%
#&&&eeeeoooooooo******oooooooooooeeeeeee&&&&&&&&#############%%%%%%%%%%%%%%%%%%
##&&&&eeeeeooooooooooooooooooeeeeeeee&&&&&&&&&##############%%%%%%%%%%%%%%%%%%%
##&&&&&eeeeeeeeeeeeeeeeeeeeeeeeee&&&&&&&&&################%%%%%%%%%%%%%%%%%%%
####&&&&&&eeeeeeeeeeeeeeeeeee&&&&&&&&&&&################%%%%%%%%%%%%%%%%%%%%%
#####&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&#################%%%%%%%%%%%%%%%%%%%%%%
%#######&&&&&&&&&&&&&&&&&&&&&&&&###################%%%%%%%%%%%%%%%%%%%%%%%%
%###########&&&&&&&&&&&&&#######################%%%%%%%%%%%%%%%%%%%%%%%%%
%############################################%%%%%%%%%%%%%%%%%%%%%%%%%%
%%#######################################%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%#################################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%#########################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%#############%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%
::...:::!!!*o
..............::!!*oo
..................::!!**ooe
.....................::!!**ooee
.......................::!!**ooee
........................::!!**oooee
.........................::!!**oooeee
:........................::!!!**oooeeee
........................::!!!**ooooeeee
:......................::!!!***oooeeeee
:....................:::!!!***oooeeeeee
!:.................:::!!!****oooeeeeeee
*!:::...........::::!!!!***ooooeeeeeeee
*!!!:::::::::::!!!!!****oooooeeeeeeee
o**!!!!!!!!!!!!!*****oooooeeeeeeeee
oo**************ooooooeeeeeeeeeee
eoooooooooooooooooeeeeeeeeeeeee
eeeooooooooeeeeeeeeeeeeeeee
eeeeeeeeeeeeeeeeeeeee
eeeeeeeeeeeee
</pre>
 
=={{header|Action!}}==
<syntaxhighlight lang="action!">INT ARRAY SinTab=[
0 4 9 13 18 22 27 31 36 40 44 49 53 58 62 66 71 75 79 83
88 92 96 100 104 108 112 116 120 124 128 132 136 139 143
147 150 154 158 161 165 168 171 175 178 181 184 187 190
193 196 199 202 204 207 210 212 215 217 219 222 224 226
228 230 232 234 236 237 239 241 242 243 245 246 247 248
249 250 251 252 253 254 254 255 255 255 256 256 256 256]
 
INT FUNC Sin(INT a)
WHILE a<0 DO a==+360 OD
WHILE a>360 DO a==-360 OD
IF a<=90 THEN
RETURN (SinTab(a))
ELSEIF a<=180 THEN
RETURN (SinTab(180-a))
ELSEIF a<=270 THEN
RETURN (-SinTab(a-180))
ELSE
RETURN (-SinTab(360-a))
FI
RETURN (0)
 
INT FUNC Cos(INT a)
RETURN (Sin(a-90))
 
PROC Ellipse(INT x0,y0,rx,ry)
INT i
CARD x
BYTE y
 
x=x0+rx*Sin(0)/256
y=y0+ry*Cos(0)/256
Plot(x,y)
FOR i=5 TO 360 STEP 5
DO
x=x0+rx*Sin(i)/256
y=y0+ry*Cos(i)/256
DrawTo(x,y)
OD
RETURN
 
PROC Main()
BYTE CH=$02FC,COLOR1=$02C5,COLOR2=$02C6
INT cx=[160],cy=[96],r=[90],r2
BYTE i
Graphics(8+16)
COLOR1=$0C
COLOR2=$02
Color=1
 
Ellipse(cx,cy,r,r)
FOR i=10 TO 90 STEP 10
DO
r2=r*Cos(i)/256
Ellipse(cx,cy,r,r2)
Ellipse(cx,cy,r2,r)
OD
 
DO UNTIL CH#$FF OD
CH=$FF
RETURN</syntaxhighlight>
{{out}}
[https://gitlab.com/amarok8bit/action-rosetta-code/-/raw/master/images/Draw_a_sphere.png Screenshot from Atari 8-bit computer]
 
=={{header|Ada}}==
{{libheader|GtkAda}}
Translation from the C code at http://cairographics.org/samples/gradient
Uses the Cairo component of GtkAda to create and save as png
[[File:SphereAda.png|thumb|right]]
<syntaxhighlight lang="ada">with Glib; use Glib;
with Cairo; use Cairo;
with Cairo.Png; use Cairo.Png;
with Cairo.Pattern; use Cairo.Pattern;
with Cairo.Image_Surface; use Cairo.Image_Surface;
with Ada.Numerics;
 
procedure Sphere is
subtype Dub is Glib.Gdouble;
 
Surface : Cairo_Surface;
Cr : Cairo_Context;
Pat : Cairo_Pattern;
Status_Out : Cairo_Status;
M_Pi : constant Dub := Dub (Ada.Numerics.Pi);
 
begin
Surface := Create (Cairo_Format_ARGB32, 512, 512);
Cr := Create (Surface);
Pat :=
Cairo.Pattern.Create_Radial (230.4, 204.8, 51.1, 204.8, 204.8, 256.0);
Cairo.Pattern.Add_Color_Stop_Rgba (Pat, 0.0, 1.0, 1.0, 1.0, 1.0);
Cairo.Pattern.Add_Color_Stop_Rgba (Pat, 1.0, 0.0, 0.0, 0.0, 1.0);
Cairo.Set_Source (Cr, Pat);
Cairo.Arc (Cr, 256.0, 256.0, 153.6, 0.0, 2.0 * M_Pi);
Cairo.Fill (Cr);
Cairo.Pattern.Destroy (Pat);
Status_Out := Write_To_Png (Surface, "SphereAda.png");
pragma Assert (Status_Out = Cairo_Status_Success);
end Sphere;</syntaxhighlight>
 
{{libheader|Display}}
This uses a very loose binding to SDL as found in any GPS installation. For it to work, you must choose New Project From Templte|Empty Game
 
<syntaxhighlight lang="ada">
with Display; use Display;
with Display.Basic; use Display.Basic;
 
procedure Main is
Ball : Shape_Id := New_Circle
(X => 0.0,
Y => 0.0,
Radius => 20.0,
Color => Blue);
begin
null;
end Main;
</syntaxhighlight>
 
=={{header|ALGOL W}}==
{{Trans|AWK}} with some changes inspired by other samples.
<syntaxhighlight lang="algolw">begin
% draw a sphere %
% returns the next integer larger than x or x if x is an integer %
integer procedure ceil( real value x ) ;
begin
integer tmp;
tmp := truncate( x );
if tmp not = x then tmp + 1 else tmp
end ciel ;
% returns the absolute value of the dot product of x and y or 0 if it is not negative %
real procedure dot( real array x, y ( * ) ) ;
begin
real tmp;
tmp := x( 1 ) * y( 1 ) + x( 2 ) * y( 2 ) + x( 3 ) * y( 3 );
if tmp < 0 then - tmp else 0
end dot ;
% normalises the vector v %
procedure normalize( real array v ( * ) ) ;
begin
real tmp;
tmp := sqrt( v( 1 ) * v( 1 ) + v( 2 ) * v( 2 ) + v( 3 ) * v( 3 ) );
for i := 1 until 3 do v( i ) := v( i ) / tmp
end normalize ;
% draws a sphere using ASCII art %
procedure drawSphere( real value radius
; integer value k
; real value ambient
; real array light ( * )
; string(10) value shades
) ;
begin
real array vec ( 1 :: 3 );
integer intensity, maxShades;
real diameter, r2;
maxShades := 9;
diameter := 2 * radius;
r2 := radius * radius;
for i := entier( - radius ) until ceil( radius ) do begin
real x, x2;
integer linePos;
string(256) line;
linePos := 0;
x := i + 0.5;
x2 := x * x;
line := "";
for j := entier( - diameter ) until ceil( diameter ) do begin
real y, y2;
y := j / 2 + 0.5;
y2 := y * y;
if x2 + y2 <= r2 then begin
real b, dp;
vec( 1 ) := x;
vec( 2 ) := y;
vec( 3 ) := sqrt( r2 - x2 - y2 );
normalize( vec );
dp := dot( light, vec );
b := dp;
for p := 2 until k do b := b * dp;
b := b + ambient;
intensity := round( ( 1 - b ) * maxShades );
if intensity < 0 then intensity := 0;
if intensity > maxShades then intensity := maxShades;
line( linePos // 1 ) := shades( intensity // 1 );
end
else line( linePos // 1 ) := " "
;
if linePos < 255 then linePos := linePos + 1
end for_j ;
write( s_w := 0, line( 0 // 1 ) );
for c := 1 until if linePos > 255 then 255 else linePos - 1 do writeon( s_w := 0, line( c // 1 ) )
end for_i
end drawSphere ;
% test drawSphere %
begin
real array light ( 1 :: 3 );
integer maxShades;
light( 1 ) := 30;
light( 2 ) := 30;
light( 3 ) := -59;
normalize( light );
drawSphere( 20, 4, 0.1, light, ".:!*oe#%&@" );
drawSphere( 10, 2, 0.4, light, ".:!*oe#%&@" )
end test
end.</syntaxhighlight>
{{out}}
<pre>
%%%%%%%%%%%%%&&&&
%%#################%%%%%%%&&&&&
%##eeeeeooooooeeeeeee######%%%%%%&&&&&&
##eeooooo*******oooooooeeeee####%%%%%%&&&&&&&
##eooo*****!!!!!!!******oooooeeee####%%%%%%&&&&&&&&
#eeoo**!!!!!!!:::!!!!!!!*****ooooeeee####%%%%%&&&&&&&&&
#eoo**!!!:::::::::::::::!!!!****ooooeeee####%%%%%%&&&&&&&&&
#eeo**!!!::::.........::::::!!!!***ooooeeee####%%%%%%&&&&&&&&&&
#eoo*!!!:::..............:::::!!!!***ooooeee#####%%%%%&&&&&&&&&&&
%#eo**!!:::..................::::!!!****oooeeee####%%%%%%&&&&&&&&&&&&
%#eo**!!:::...................::::!!!!***oooeeee####%%%%%%&&&&&&&&&&&&&
%#eo**!!:::....................::::!!!!***oooeeee####%%%%%%&&&&&&&&&&&&&&
%#eoo**!!::.....................::::!!!****oooeeee####%%%%%%&&&&&&&&&&&&&&&
#eeo**!!:::....................::::!!!!***ooooeeee####%%%%%%&&&&&&&&&&&&&&&
%#eoo**!!::::..................::::!!!!****oooeeee#####%%%%%%&&&&&&&&&&&&&&&&
##eoo**!!!::::...............:::::!!!!****ooooeeee####%%%%%%%&&&&&&&&&&&&&&&&
%##eoo***!!!:::::..........::::::!!!!!****ooooeeee#####%%%%%%%&&&&&&&&&&&&&&&&&
%##eeoo**!!!!::::::::::::::::::!!!!!*****ooooeeee#####%%%%%%%&&&&&&&&&&&&&&&&&&
%##eeooo***!!!!!::::::::::::!!!!!!*****ooooeeeee#####%%%%%%%&&&&&&&&&&&&&&&&&&&
%##eeeooo****!!!!!!!!!!!!!!!!!!******oooooeeeee#####%%%%%%%&&&&&&&&&&&&&&&&&&&&
%%##eeeooo******!!!!!!!!!!!********oooooeeeee######%%%%%%%&&&&&&&&&&&&&&&&&&&&&
%%###eeeooooo******************oooooooeeeeee######%%%%%%%&&&&&&&&&&&&&&&&&&&&&&
&%%###eeeeooooooo*********oooooooooeeeeee#######%%%%%%%%&&&&&&&&&&&&&&&&&&&&&&&
&%%%####eeeeeooooooooooooooooooeeeeeeee#######%%%%%%%%%&&&&&&&&&&&&&&&&&&&&&&&&
&%%%%####eeeeeeeeeeeeeeeeeeeeeeeeee########%%%%%%%%%&&&&&&&&&&&&&&&&&&&&&&&&&
&&%%%%#######eeeeeeeeeeeeeeeee##########%%%%%%%%%%&&&&&&&&&&&&&&&&&&&&&&&&&&&
&&%%%%%%############################%%%%%%%%%%%&&&&&&&&&&&&&&&&&&&&&&&&&&&&
&&&&%%%%%%%#####################%%%%%%%%%%%%%&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
&&&&&%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
&&&&&&&%%%%%%%%%%%%%%%%%%%%%%%%%%%%%&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
&&&&&&&&&%%%%%%%%%%%%%%%%%%%%%%&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
&&&&&&&&&&&&&&&&&
 
 
!!::::!!!**oo
:...........:::!!**oe
:.................::!!*ooee
:....................::!!**ooee
......................::!!**ooeee
........................::!!**ooeee
:........................::!!**ooeeee
!........................::!!!**ooeeeee
:.......................:::!!**oooeeeee
:......................:::!!***ooeeeeee
!:....................:::!!***oooeeeeee
*!:.................:::!!!***oooeeeeeee
o*!:::..........:::::!!!***ooooeeeeeeee
o*!!!:::::::::::!!!!!***ooooeeeeeeeee
o***!!!!!!!!!!!!*****ooooeeeeeeeeee
eoo*************ooooooeeeeeeeeeee
eeoooooooooooooooeeeeeeeeeeeeee
eeeeeeeeeeeeeeeeeeeeeeeeeee
eeeeeeeeeeeeeeeeeeeee
eeeeeeeeeeeee
</pre>
 
=={{header|Arendelle}}==
 
<pre>[ #j ,
[ #i ,
{ ( #x - 19 ) ^ 2 +
( #y - 14 ) ^ 2 &lt; 125 , p
} r
] [ #i , l ] d
]</pre>
 
=={{header|ATS}}==
<syntaxhighlight lang="text">
(*
** Solution to Draw_a_sphere.dats
*)
 
(* ****** ****** *)
//
#include
"share/atspre_define.hats" // defines some names
#include
"share/atspre_staload.hats" // for targeting C
#include
"share/HATS/atspre_staload_libats_ML.hats" // for ...
#include
"share/HATS/atslib_staload_libats_libc.hats" // for libc
//
(* ****** ****** *)
 
extern
fun
Draw_a_sphere
(
R: double, k: double, ambient: double
) : void // end of [Draw_a_sphere]
 
(* ****** ****** *)
 
implement
Draw_a_sphere
(
R: double, k: double, ambient: double
) = let
fun normalize(v0: double, v1: double, v2: double): (double, double, double) = let
val len = sqrt(v0*v0+v1*v1+v2*v2)
in
(v0/len, v1/len, v2/len)
end // end of [normalize]
fun dot(v0: double, v1: double, v2: double, x0: double, x1: double, x2: double): double = let
val d = v0*x0+v1*x1+v2*x2
val sgn = gcompare_val_val<double> (d, 0.0)
in
if sgn < 0 then ~d else 0.0
end // end of [dot]
fun print_char(i: int): void =
if i = 0 then print!(".") else
if i = 1 then print!(":") else
if i = 2 then print!("!") else
if i = 3 then print!("*") else
if i = 4 then print!("o") else
if i = 5 then print!("e") else
if i = 6 then print!("&") else
if i = 7 then print!("#") else
if i = 8 then print!("%") else
if i = 9 then print!("@") else print!(" ")
val i_start = floor(~R)
val i_end = ceil(R)
val j_start = floor(~2 * R)
val j_end = ceil(2 * R)
val (l0, l1, l2) = normalize(30.0, 30.0, ~50.0)
fun loopj(j: int, j_end: int, x: double): void = let
val y = j / 2.0 + 0.5;
val sgn = gcompare_val_val<double> (x*x + y*y, R*R)
val (v0, v1, v2) = normalize(x, y, sqrt(R*R - x*x - y*y))
val b = pow(dot(l0, l1, l2, v0, v1, v2), k) + ambient
val intensity = 9.0 - 9.0*b
val sgn2 = gcompare_val_val<double> (intensity, 0.0)
val sgn3 = gcompare_val_val<double> (intensity, 9.0)
in
( if sgn > 0 then print_char(10) else
if sgn2 < 0 then print_char(0) else
if sgn3 >= 0 then print_char(8) else
print_char(g0float2int(intensity));
if j < j_end then loopj(j+1, j_end, x)
)
end // end of [loopj]
fun loopi(i: int, i_end: int, j: int, j_end: int): void = let
val x = i + 0.5
val () = loopj(j, j_end, x)
val () = println!()
in
if i < i_end then loopi(i+1, i_end, j, j_end)
end // end of [loopi]
in
loopi(g0float2int(i_start), g0float2int(i_end), g0float2int(j_start), g0float2int(j_end))
end
 
(* ****** ****** *)
 
implement
main0() = () where
{
val () = DrawSphere(20.0, 4.0, .1)
val () = DrawSphere(10.0, 2.0, .4)
} (* end of [main0] *)
 
(* ****** ****** *)
</syntaxhighlight>
 
=={{header|AutoHotkey}}==
{{libheader|GDIP}}
<syntaxhighlight lang="ahk">#NoEnv
SetBatchLines, -1
#SingleInstance, Force
 
; Uncomment if Gdip.ahk is not in your standard library
#Include, Gdip.ahk
 
; Settings
X := 200, Y := 200, Width := 200, Height := 200 ; Location and size of sphere
rotation := -30 ; degrees
ARGB := 0xFFFF0000 ; Color=Solid Red
 
If !pToken := Gdip_Startup() ; Start gdi+
{
MsgBox, 48, gdiplus error!, Gdiplus failed to start. Please ensure you have gdiplus on your system
ExitApp
}
OnExit, Exit
 
Gui, -Caption +E0x80000 +LastFound +AlwaysOnTop +ToolWindow +OwnDialogs ; Create GUI
Gui, Show, NA ; Show GUI
hwnd1 := WinExist() ; Get a handle to this window we have created in order to update it later
hbm := CreateDIBSection(A_ScreenWidth, A_ScreenHeight) ; Create a gdi bitmap drawing area
hdc := CreateCompatibleDC() ; Get a device context compatible with the screen
obm := SelectObject(hdc, hbm) ; Select the bitmap into the device context
pGraphics := Gdip_GraphicsFromHDC(hdc) ; Get a pointer to the graphics of the bitmap, for use with drawing functions
Gdip_SetSmoothingMode(pGraphics, 4) ; Set the smoothing mode to antialias = 4 to make shapes appear smother
 
Gdip_TranslateWorldTransform(pGraphics, X, Y)
Gdip_RotateWorldTransform(pGraphics, rotation)
 
; Base ellipse
pBrush := Gdip_CreateLineBrushFromRect(0, 0, Width, Height, ARGB, 0xFF000000)
Gdip_FillEllipse(pGraphics, pBrush, 0, 0, Width, Height)
 
; First highlight ellipse
pBrush := Gdip_CreateLineBrushFromRect(Width*0.1, Height*0.01, Width*0.8, Height*0.6, 0x33FFFFFF, 0x00FFFFFF)
Gdip_FillEllipse(pGraphics, pBrush, Width*0.1, Height*0.01, Width*0.8, Height*0.6)
 
; Second highlight ellipse
pBrush := Gdip_CreateLineBrushFromRect(Width*0.3, Height*0.02, Width*0.3, Height*0.2, 0xBBFFFFFF, 0x00FFFFFF)
Gdip_FillEllipse(pGraphics, pBrush, Width*0.3, Height*0.02, Width*0.3, Height*0.2)
 
 
UpdateLayeredWindow(hwnd1, hdc, 0, 0, A_ScreenWidth, A_ScreenHeight)
SelectObject(hdc, obm) ; Select the object back into the hdc
Gdip_DeletePath(Path)
Gdip_DeleteBrush(pBrush)
DeleteObject(hbm) ; Now the bitmap may be deleted
DeleteDC(hdc) ; Also the device context related to the bitmap may be deleted
Gdip_DeleteGraphics(G) ; The graphics may now be deleted
Return
 
Exit:
; gdi+ may now be shutdown on exiting the program
Gdip_Shutdown(pToken)
ExitApp</syntaxhighlight>
 
=={{header|AWK}}==
<syntaxhighlight lang="awk">
# syntax: GAWK -f DRAW_A_SPHERE.AWK
# converted from VBSCRIPT
BEGIN {
draw_sphere(20,4,0.1)
draw_sphere(10,2,0.4)
exit(0)
}
function draw_sphere(radius,k,ambient, b,i,intensity,j,leng_shades,light,line,shades,vec,x,y) {
leng_shades = split0(".:!*oe&#%@",shades,"")
split("30,30,-50",light,",")
normalize(light)
for (i=int(-radius); i<=ceil(radius); i++) {
x = i + 0.5
line = ""
for (j=int(-2*radius); j<=ceil(2*radius); j++) {
y = j / 2 + 0.5
if (x*x + y*y <= radius*radius) {
vec[1] = x
vec[2] = y
vec[3] = sqrt(radius*radius - x*x - y*y)
normalize(vec)
b = dot(light,vec) ^ k + ambient
intensity = int((1-b) * leng_shades)
if (intensity < 0) {
intensity = 0
}
if (intensity >= leng_shades) {
intensity = leng_shades
}
line = line shades[intensity]
}
else {
line = line " "
}
}
printf("%s\n",line)
}
}
function ceil(x, tmp) {
tmp = int(x)
return (tmp != x) ? tmp+1 : tmp
}
function dot(x,y, tmp) {
tmp = x[1]*y[1] + x[2]*y[2] + x[3]*y[3]
return (tmp < 0) ? -tmp : 0
}
function normalize(v, tmp) {
tmp = sqrt(v[1]*v[1] + v[2]*v[2] + v[3]*v[3])
v[1] /= tmp
v[2] /= tmp
v[3] /= tmp
}
function split0(str,array,fs, arr,i,n) { # same as split except indices start at zero
n = split(str,arr,fs)
for (i=1; i<=n; i++) {
array[i-1] = arr[i]
}
return(n)
}
</syntaxhighlight>
{{out}}
<pre>
############%%%%%
#&&&eeeeeeeee&&&&&&#####%%%%%%%
&eeeoooooooooooooeeeee&&&&#####%%%%%%%%
&eoo***************oooooeeee&&&&####%%%%%%%%%
&eo***!!!!!:::!!!!!!!****ooooeee&&&&#####%%%%%%%%%%
eoo*!!!::::::::::::::!!!!****oooeeee&&&#####%%%%%%%%%%%
eo**!!:::............::::!!!!***oooeeee&&&#####%%%%%%%%%%%%
&eo*!!::.................:::!!!!***oooeee&&&&#####%%%%%%%%%%%%%
eo*!!::...................::::!!!***oooeeee&&&#####%%%%%%%%%%%%%%
#eo*!!::.....................:::!!!***oooeeee&&&&####%%%%%%%%%%%%%%%@
&eo*!!::......................:::!!!***oooeeee&&&&#####%%%%%%%%%%%%%%%@
&eo*!!::......................::::!!!***oooeeee&&&&#####%%%%%%%%%%%%%%%@@
#eo**!!::......................:::!!!****oooeee&&&&#####%%%%%%%%%%%%%%%%%@@
&eo**!:::....................::::!!!!***oooeeee&&&&#####%%%%%%%%%%%%%%%%%@@
&eoo**!!::...................::::!!!!***ooooeee&&&&######%%%%%%%%%%%%%%%%%@@@
&eoo**!!:::................::::!!!!****ooooeee&&&&&#####%%%%%%%%%%%%%%%%%%@@@
#&eoo**!!!::::...........:::::!!!!!****oooeeee&&&&&######%%%%%%%%%%%%%%%%%%@@@@
#&eeoo**!!!!::::::::::::::::!!!!!****ooooeeee&&&&&######%%%%%%%%%%%%%%%%%%%@@@@
#&eeooo***!!!!!::::::::!!!!!!!*****ooooeeeee&&&&&######%%%%%%%%%%%%%%%%%%%@@@@@
#&&eeooo****!!!!!!!!!!!!!!!******oooooeeee&&&&&#######%%%%%%%%%%%%%%%%%%%%@@@@@
##&&eeoooo********************oooooeeeee&&&&&&######%%%%%%%%%%%%%%%%%%%%%%@@@@@
##&&&eeeoooooo***********oooooooeeeeee&&&&&&#######%%%%%%%%%%%%%%%%%%%%%%@@@@@@
%##&&&eeeeeooooooooooooooooooeeeeeee&&&&&&#######%%%%%%%%%%%%%%%%%%%%%%%@@@@@@@
%%###&&&&eeeeeeeeeeoeeeeeeeeeeee&&&&&&&&########%%%%%%%%%%%%%%%%%%%%%%%@@@@@@@@
%%###&&&&&&eeeeeeeeeeeeeeee&&&&&&&&&#########%%%%%%%%%%%%%%%%%%%%%%%%@@@@@@@@
%%%#####&&&&&&&&&&&&&&&&&&&&&&&&##########%%%%%%%%%%%%%%%%%%%%%%%%%%@@@@@@@@@
%%%%#######&&&&&&&&&&&&&&&############%%%%%%%%%%%%%%%%%%%%%%%%%%%%@@@@@@@@@
%%%%%%#############################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@@@@@@@@@@
%%%%%%%%######################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@@@@@@@@@@@
%%%%%%%%%%%%%%%#####%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@@@@@@@@@@@@
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@@@@@@@@@@@@
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@@@@@@@@@@@@
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@@@@@@@@@@@@@@
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@@@@@@@@@@@@@@
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@@@@@@@@@@@@@@@
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@@@@@@@@@@@@@@@@@
@%%%%%%%%%%%%%%%%%%%%%%%%%%@@@@@@@@@@@@@@@@@@
@@@@%%%%%%%%%%%%@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@
 
::..::::!!**o
.............::!!**oe
..................::!!*ooee
.....................::!!*ooeee
.......................:!!**ooeee
........................:!!**ooeeee
........................::!!**ooeeee&
:........................::!!**ooeeee&&
........................::!!**oooeeee&&
:......................::!!***ooeeeee&&
:....................::!!!***ooeeeee&&&
!::................:::!!***oooeeeeee&&&
*!!::..........::::!!!****oooeeeeee&&&&
**!!::::::::::!!!!!***ooooeeeeee&&&&&
o***!!!!!!!!!!*****ooooeeeeeee&&&&&
eooo*********ooooooeeeeeeee&&&&&&
eeeoooooooooooeeeeeeeeee&&&&&&&
eeeeeeeeeeeeeeeeeee&&&&&&&&
&eeeeeeeeee&&&&&&&&&&
&&&&&&&&&&&&&
 
</pre>
 
=={{header|BASIC}}==
 
==={{header|BASIC256}}===
{{works with|QBasic}}
This is based, but not exactly, on the [http://rosettacode.org/wiki/Draw_a_sphere#Tcl Tcl] implementation.
Thus, the output is almost the same to the output of Tcl implementation below.
<syntaxhighlight lang="basic256">clg
color white
rect 0,0,graphwidth, graphheight
for n = 1 to 100
color rgb(2*n,2*n,2*n)
circle 150-2*n/3,150-n/2,150-n
next n</syntaxhighlight>
 
==={{header|BBC BASIC}}===
<lang QBASIC>
{{works with|BBC BASIC for Windows}}
SCREEN 13 ' enter high-color graphic mode
Using Direct3D.
<syntaxhighlight lang="bbcbasic"> MODE 8
INSTALL @lib$+"D3DLIB"
D3DTS_VIEW = 2
D3DTS_PROJECTION = 3
D3DRS_SPECULARENABLE = 29
SYS "LoadLibrary", @lib$+"D3DX8BBC.DLL" TO d3dx%
IF d3dx%=0 ERROR 100, "Couldn't load D3DX8BBC.DLL"
SYS "GetProcAddress", d3dx%, "D3DXCreateSphere" TO `D3DXCreateSphere`
SYS "GetProcAddress", d3dx%, "D3DXMatrixLookAtLH" TO `D3DXMatrixLookAtLH`
SYS "GetProcAddress", d3dx%, "D3DXMatrixPerspectiveFovLH" TO `D3DXMatrixPerspectiveFovLH`
DIM eyepos%(2), lookat%(2), up%(2), mat%(3,3)
DIM D3Dlight8{Type%, Diffuse{r%,g%,b%,a%}, Specular{r%,g%,b%,a%}, \
\ Ambient{r%,g%,b%,a%}, Position{x%,y%,z%}, Direction{x%,y%,z%}, \
\ Range%, Falloff%, Attenuation0%, Attenuation1%, Attenuation2%, \
\ Theta%, Phi%}
DIM D3Dmaterial8{Diffuse{r%,g%,b%,a%}, Ambient{r%,g%,b%,a%}, \
\ Specular{r%,g%,b%,a%}, Emissive{r%,g%,b%,a%}, Power%}
DIM D3Dbasemesh8{QueryInterface%, Addref%, Release%, \
\ DrawSubset%, GetNumFaces%, GetNumVertices%, GetFVF%, \
\ GetDeclaration%, GetOptions%, GetDevice%, \
\ CloneMeshFVF%, CloneMesh%, GetVertexBuffer%, GetIndexBuffer%, \
\ LockVertexBuffer%, UnlockVertexBuffer%, LockIndexBuffer%, \
\ UnlockIndexBuffer%, GetAttributeTable%}
DIM D3Ddevice8{QueryInterface%, AddRef%, Release%, TestCooperativeLevel%, \
\ GetAvailableTextureMem%, ResourceManagerDiscardBytes%, GetDirect3D%, \
\ GetDeviceCaps%, GetDisplayMode%, GetCreationParameters%, SetCursorProperties%, \
\ SetCursorPosition%, ShowCursor%, CreateAdditionalSwapChain%, Reset%, \
\ Present%, GetBackBuffer%, GetRasterStatus%, SetGammaRamp%, GetGammaRamp%, \
\ CreateTexture%, CreateVolumeTexture%, CreateCubeTexture%, CreateVertexBuffer%, \
\ CreateIndexBuffer%, CreateRenderTarget%, CreateDepthStencilSurface%, \
\ CreateImageSurface%, CopyRects%, UpdateTexture%, GetFrontBuffer%, \
\ SetRenderTarget%, GetRenderTarget%, GetDepthStencilSurface%, BeginScene%, \
\ EndScene%, Clear%, SetTransform%, GetTransform%, MultiplyTransform%, \
\ SetViewport%, GetViewport%, SetMaterial%, GetMaterial%, SetLight%, GetLight%, \
\ LightEnable%, GetLightEnable%, SetClipPlane%, GetClipPlane%, SetRenderState%, \
\ GetRenderState%, BeginStateBlock%, EndStateBlock%, ApplyStateBlock%, \
\ CaptureStateBlock%, DeleteStateBlock%, CreateStateBlock%, SetClipStatus%, \
\ GetClipStatus%, GetTexture%, SetTexture%, GetTextureStageState%, \
\ SetTextureStageState%, ValidateDevice%, GetInfo%, SetPaletteEntries%, \
\ GetPaletteEntries%, SetCurrentTexturePalette%, GetCurrentTexturePalette%, \
\ DrawPrimitive%, DrawIndexedPrimitive%, DrawPrimitiveUP%, \
\ DrawIndexedPrimitiveUP%, ProcessVertices%, CreateVertexShader%, \
\ SetVertexShader%, GetVertexShader%, DeleteVertexShader%, \
\ SetVertexShaderConstant%, GetVertexShaderConstant%, GetVertexShaderDeclaration%, \
\ GetVertexShaderFunction%, SetStreamSource%, GetStreamSource%, SetIndices%, \
\ GetIndices%, CreatePixelShader%, SetPixelShader%, GetPixelShader%, \
\ DeletePixelShader%, SetPixelShaderConstant%, GetPixelShaderConstant%, \
\ GetPixelShaderFunction%, DrawRectPatch%, DrawTriPatch%, DeletePatch%}
pDevice%=FN_initd3d(@hwnd%, 1, 1)
IF pDevice%=0 ERROR 100, "Couldn't create Direct3D8 device"
!(^D3Ddevice8{}+4) = !pDevice%
SYS `D3DXCreateSphere`, pDevice%, FN_f4(1), 50, 50, ^meshSphere%, 0
IF meshSphere% = 0 ERROR 100, "D3DXCreateSphere failed"
!(^D3Dbasemesh8{}+4) = !meshSphere%
REM. Point-source light:
D3Dlight8.Type%=1 : REM. point source
D3Dlight8.Diffuse.r% = FN_f4(1)
D3Dlight8.Diffuse.g% = FN_f4(1)
D3Dlight8.Diffuse.b% = FN_f4(1)
D3Dlight8.Specular.r% = FN_f4(1)
D3Dlight8.Specular.g% = FN_f4(1)
D3Dlight8.Specular.b% = FN_f4(1)
D3Dlight8.Position.x% = FN_f4(2)
D3Dlight8.Position.y% = FN_f4(1)
D3Dlight8.Position.z% = FN_f4(4)
D3Dlight8.Range% = FN_f4(10)
D3Dlight8.Attenuation0% = FN_f4(1)
REM. Material:
D3Dmaterial8.Diffuse.r% = FN_f4(0.2)
D3Dmaterial8.Diffuse.g% = FN_f4(0.6)
D3Dmaterial8.Diffuse.b% = FN_f4(1.0)
D3Dmaterial8.Specular.r% = FN_f4(0.4)
D3Dmaterial8.Specular.g% = FN_f4(0.4)
D3Dmaterial8.Specular.b% = FN_f4(0.4)
D3Dmaterial8.Power% = FN_f4(100)
fovy = RAD(30)
aspect = 5/4
znear = 1
zfar = 1000
bkgnd% = &7F7F7F
eyepos%() = 0, 0, FN_f4(6)
lookat%() = 0, 0, 0
up%() = 0, FN_f4(1), 0
SYS D3Ddevice8.Clear%, pDevice%, 0, 0, 3, bkgnd%, FN_f4(1), 0
SYS D3Ddevice8.BeginScene%, pDevice%
SYS D3Ddevice8.SetLight%, pDevice%, 0, D3Dlight8{}
SYS D3Ddevice8.LightEnable%, pDevice%, 0, 1
SYS D3Ddevice8.SetMaterial%, pDevice%, D3Dmaterial8{}
SYS D3Ddevice8.SetRenderState%, pDevice%, D3DRS_SPECULARENABLE, 1
SYS `D3DXMatrixLookAtLH`, ^mat%(0,0), ^eyepos%(0), ^lookat%(0), ^up%(0)
SYS D3Ddevice8.SetTransform%, pDevice%, D3DTS_VIEW, ^mat%(0,0)
SYS `D3DXMatrixPerspectiveFovLH`, ^mat%(0,0), FN_f4(fovy), \
\ FN_f4(aspect), FN_f4(znear), FN_f4(zfar)
SYS D3Ddevice8.SetTransform%, pDevice%, D3DTS_PROJECTION, ^mat%(0,0)
SYS D3Dbasemesh8.DrawSubset%, meshSphere%, 0
SYS D3Ddevice8.EndScene%, pDevice%
SYS D3Ddevice8.Present%, pDevice%, 0, 0, 0, 0
SYS D3Ddevice8.Release%, pDevice%
SYS D3Dbasemesh8.Release%, meshSphere%
SYS "FreeLibrary", d3dx%
END
</syntaxhighlight>
{{out}}
[[File:Sphere_BBC.jpeg]]
 
===[[DarkBASIC]]===
 
Some simple 3D objects are built into DarkBASIC. Creating a sphere only takes 1 line:
 
<syntaxhighlight lang="darkbasic">MAKE OBJECT SPHERE 1,1</syntaxhighlight>
 
==={{header|FreeBASIC}}===
<syntaxhighlight lang="freebasic">' "\" = a integer division (CPU)
' "/" = a floating point division (FPU)
' the compiler takes care of the conversion between floating point and integer
' compile with: FBC -s console "filename.bas" or FBC -s GUI "filename.bas"
' filename is whatever name you give it, .bas is mandatory
 
' Sphere using XPL0 code from rosetacode sphere page
' Altered freebasic version to compile in default mode
' version 17-06-2015
' compile with: fbc -s console or fbc -s gui
#Define W 640
#Define H 480
 
ScreenRes W, H, 32 ' set 640x480x32 graphics mode, 32 bits color mode
WindowTitle "32 bpp Cyan Sphere FreeBASIC"
 
' wait until keypress
' Color(RGB(255,255,255),RGB(0,0,0)) ' default white foreground, black background
Locate 50,2
Print "Enter any key to start"
Sleep
 
Dim As UInteger R = 100, R2 = R * R ' radius, in pixels; radius squared
Dim As UInteger X0 = W \ 2, Y0 = H \ 2 ' coordinates of center of screen
Dim As Integer X, Y, C, D2 ' coords, color, distance from center squared
For Y = -R To R ' for all the coordinates near the circle
For X = -R To R ' which is under the sphere
D2 = X * X + Y * Y
If D2 <= R2 Then ' coordinate is inside circle under sphere
' height of point on surface of sphere above X,Y
C = Sqr(R2 - D2) - ( X + Y) / 2 + 130 ' color is proportional; offset X and Y, and
 
Color C Shl 8 + C ' = color RGB(0, C, C)
' green + blue = cyan
PSet(X + X0, Y + Y0)
End If
Next
Next
 
' wait until keypress
Locate 50,2
Color(RGB(255,255,255),RGB(0,0,0)) ' foreground color is changed
' empty keyboard buffer
While InKey <> "" : Wend
Print : Print "hit any key to end program"
Sleep
End</syntaxhighlight>
{{works with|FreeBASIC}}
needs #Lang "fblite", #Lang "qb" or #Lang "deprecated" to compile.
<syntaxhighlight lang="freebasic">'Sphere for FreeBASIC May 2015
'spherefb4.bas
'Sphere using XPL0 code from rosetacode sphere page
'
screenres 640,480,32 '\set 640x480x32 graphics mode
windowtitle "32 bpp Blue Sphere FreeBASIC"
'
' wait until keypress
locate 50,2
color(rgb(255,255,255),rgb(0,0,0))
Print "Enter any key to start"
sleep
R=100 : R2=R*R '\radius, in pixels; radius squared
X0=640/2 : Y0=480/2 '\coordinates of center of screen
dim as integer X, Y, Z, C, D2 '\coords, color, distance from center squared
'
for Y= -R to +R '\for all the coordinates near the circle
for X = -R to +R '\ which is under the sphere
D2 = X*X + Y*Y '
C = 0 '\default color is black
if D2 <= R2 then '\coordinate is inside circle under sphere
Z = sqr(R2-D2) '\height of point on surface of sphere above X,Y
C = Z-(X+Y)/2+130 ' \color is proportional; offset X and Y, and
endif
color c ' \ shift color to upper limit of its range
'\green + blue = cyan orginal line don't understand
Pset(X+X0, Y+Y0)
next x
next y
'
' wait until keypress
locate 50,2
color(rgb(255,255,255),rgb(0,0,0))
Print "Enter any key to exit "
sleep
END</syntaxhighlight>
 
==={{header|Liberty BASIC}}===
<syntaxhighlight lang="lb">
WindowWidth =420
WindowHeight =460
 
nomainwin
 
open "Sphere" for graphics_nsb_nf as #w
 
#w "down ; fill lightgray"
 
xS =200
yS =200
for radius =150 to 0 step -1
level$ =str$( int( 256 -256 *radius /150))
c$ =level$ +" " +level$ +" " +level$
#w "color "; c$
#w "backcolor "; c$
#w "place "; xS; " "; yS
xS =xS -0.5
yS =yS -0.2
#w "circlefilled "; radius
next radius
 
#w "flush"
wait
close #w
end
</syntaxhighlight>
 
==={{header|Locomotive Basic}}===
Translated from ERRE version, this will print a 39x20 text sphere onscreen.
The variables in line 80 can be used to adjust size (r), spotlight (k), reflective light (ambient).
<syntaxhighlight lang="locobasic">
10 MODE 2:s$=".:!*oe&#%@"
20 DIM v(2),vec(2)
30 v(0)=30:v(1)=30:v(2)=-50
40 lung=SQR(v(0)*v(0)+v(1)*v(1)+v(2)*v(2))
50 v(0)=v(0)/lung
60 v(1)=v(1)/lung
70 v(2)=v(2)/lung
80 r=10:k=2:ambient=0.4
90 FOR i=INT(-r) TO INT(r)
100 x=i+0.5
110 FOR j=INT(-2*r) TO INT(2*r)
120 y=j/2+0.5
130 IF (x*x+y*y<=r*r) THEN GOSUB 1000 ELSE PRINT" ";
140 NEXT j
150 PRINT
160 NEXT i
170 END
1000 vec(0)=x
1010 vec(1)=y
1020 vec(2)=SQR(r*r-x*x-y*y)
1030 GOSUB 2000
1040 GOSUB 3000
1050 b=d^k+ambient
1060 intensity%=(1-b)*(LEN(s$)-1)
1070 IF (intensity%<0) THEN intensity%=0
1080 IF (intensity%>LEN(s$)-1) THEN intensity%=LEN(s$)-2
1090 PRINT MID$(s$,intensity%+1,1);
1100 RETURN
2000 lung=SQR(vec(0)*vec(0)+vec(1)*vec(1)+vec(2)*vec(2))
2010 vec(0)=vec(0)/lung
2020 vec(1)=vec(1)/lung
2030 vec(2)=vec(2)/lung
2040 RETURN
3000 d=v(0)*vec(0)+v(1)*vec(1)+v(2)*vec(2)
3010 IF d<0 THEN d=-d ELSE d=0
3020 RETURN
</syntaxhighlight>
 
==={{header|PureBasic}}===
3D Sphere animation.
<syntaxhighlight lang="purebasic">; Original by Comtois @ 28/03/06
;
; Updated/Formated by Fluid Byte @ March.24,2009
;
; http://www.purebasic.fr/english/viewtopic.php?p=281258#p281258
 
Declare CreateSphere(M,P)
Declare UpdateMesh()
 
#_SIZEVERT = 36
#_SIZETRIS = 6
#FULLSCREEN = 0
 
Structure VECTOR
X.f
Y.f
Z.f
EndStructure
 
Structure VERTEX
X.f
Y.f
Z.f
NX.f
NY.f
NZ.f
Color.l
U.f
V.f
EndStructure
 
Structure TRIANGLE
V1.w
V2.w
V3.w
EndStructure
 
Macro CALC_NORMALS
*PtrV\NX = *PtrV\X
*PtrV\NY = *PtrV\Y
*PtrV\NZ = *PtrV\Z
EndMacro
 
Global *VBuffer, *IBuffer
Global Meridian = 50, Parallele = 50, PasLength = 4, Length
 
Define EventID, i, NbSommet, CameraMode, Angle.f, Pas.f = 0.5
 
InitEngine3D() : InitSprite() : InitKeyboard()
 
Add3DArchive(GetTemporaryDirectory(),#PB_3DArchive_FileSystem)
Add3DArchive(#PB_Compiler_Home + "Examples\Sources\Data\",#PB_3DArchive_FileSystem)
 
If #FULLSCREEN
OpenScreen(800,600,32,"Sphere 3D")
Else
OpenWindow(0,0,0,800,600,"Sphere 3D",#PB_Window_SystemMenu | 1)
OpenWindowedScreen(WindowID(0),0,0,800,600,0,0,0)
EndIf
 
;-Texture
CreateImage(0,128,128)
StartDrawing(ImageOutput(0))
For i = 0 To 127 Step 4
Box(0,i,ImageWidth(0),2,RGB(255,255,255))
Box(0,i + 2,ImageWidth(0),2,RGB(0,0,155))
Next i
StopDrawing()
SaveImage(0,GetTemporaryDirectory() + "temp.bmp") : FreeImage(0)
 
;-Material
CreateMaterial(0,LoadTexture(0,"temp.bmp"))
RotateMaterial(0,0.1,#PB_Material_Animated)
 
;-Mesh
CreateSphere(Meridian,Parallele)
 
;-Entity
CreateEntity(0,MeshID(0),MaterialID(0))
ScaleEntity(0,60,60,60)
 
;-Camera
CreateCamera(0,0,0,100,100)
MoveCamera(0,0,0,-200)
CameraLookAt(0,EntityX(0),EntityY(0),EntityZ(0))
 
;-Light
AmbientColor(RGB(105, 105, 105))
CreateLight(0, RGB(255, 255, 55), EntityX(0) + 150, EntityY(0) , EntityZ(0))
CreateLight(1, RGB( 55, 255, 255), EntityX(0) - 150, EntityY(0) , EntityZ(0))
CreateLight(2, RGB( 55, 55, 255), EntityX(0) , EntityY(0) + 150, EntityZ(0))
CreateLight(3, RGB(255, 55, 255), EntityX(0) , EntityY(0) - 150, EntityZ(0))
 
; ----------------------------------------------------------------------------------------------------
; MAINLOOP
; ----------------------------------------------------------------------------------------------------
 
Repeat
If #FULLSCREEN = 0
Repeat
EventID = WindowEvent()
Select EventID
Case #PB_Event_CloseWindow : End
EndSelect
Until EventID = 0
EndIf
Angle + Pas
RotateEntity(0, Angle, Angle,Angle)
If PasLength > 0 : UpdateMesh() : EndIf
If ExamineKeyboard()
If KeyboardReleased(#PB_Key_F1)
CameraMode = 1 - CameraMode
CameraRenderMode(0, CameraMode)
EndIf
EndIf
RenderWorld()
FlipBuffers()
Until KeyboardPushed(#PB_Key_Escape)
 
; ----------------------------------------------------------------------------------------------------
; FUNCTIONS
; ----------------------------------------------------------------------------------------------------
 
Procedure CreateSphere(M,P)
; M = Meridian
; P = Parallele
; The radius is 1. Front to remove it later, it's just for the demo.
If M < 3 Or P < 2 : ProcedureReturn 0 : EndIf
Protected Normale.VECTOR, NbSommet, i, j, Theta.f, cTheta.f, sTheta.f
Protected Alpha.f, cAlpha.f, sAlpha.f, *PtrV.VERTEX, *PtrF.TRIANGLE, NbTriangle
NbSommet = 2 + ((M + 1) * P)
*VBuffer = AllocateMemory(#_SIZEVERT * Nbsommet)
For i = 0 To M
Theta = i * #PI * 2.0 / M
cTheta = Cos(theta)
sTheta = Sin(theta)
For j = 1 To P
Alpha = j * #PI / (P + 1)
cAlpha = Cos(Alpha)
sAlpha = Sin(Alpha)
*PtrV = *VBuffer + #_SIZEVERT * ((i * P) + (j - 1))
*PtrV\X = sAlpha * cTheta
*PtrV\Y = sAlpha * sTheta
*PtrV\Z = cAlpha
*PtrV\U = Theta / (2.0 * #PI)
*PtrV\V = Alpha / #PI
CALC_NORMALS
Next j
Next i
; Southpole
*PtrV = *VBuffer + #_SIZEVERT * ((M + 1) * P)
*PtrV\X = 0
*PtrV\Y = 0
*PtrV\Z = -1
*PtrV\U = 0
*PtrV\V = 0
CALC_NORMALS
; Northpole
*PtrV + #_SIZEVERT
*PtrV\X = 0
*PtrV\Y = 0
*PtrV\Z = 1
*PtrV\U = 0
*PtrV\V = 0
CALC_NORMALS
; Les facettes
NbTriangle = 4 * M * P
*IBuffer = AllocateMemory(#_SIZETRIS * NbTriangle)
*PtrF = *IBuffer
For i = 0 To M - 1
For j = 1 To P - 1
*PtrF\V1 = ((i + 1) * P) + j
*PtrF\V2 = ((i + 1) * P) + (j - 1)
*PtrF\V3 = (i * P) + (j - 1)
*PtrF + #_SIZETRIS
*PtrF\V3 = ((i + 1) * P) + j ;Recto
*PtrF\V2 = ((i + 1) * P) + (j - 1) ;Recto
*PtrF\V1 = (i * P) + (j - 1) ;Recto
*PtrF + #_SIZETRIS
*PtrF\V1 = i * P + j
*PtrF\V2 = ((i + 1) * P) + j
*PtrF\V3 = (i * P) + (j - 1)
*PtrF + #_SIZETRIS
*PtrF\V3 = i * P + j ;Recto
*PtrF\V2 = ((i + 1) * P) + j ;Recto
*PtrF\V1 = (i * P) + (j - 1) ;Recto
*PtrF + #_SIZETRIS
Next j
Next i
; The Poles
For i = 0 To M - 1
*PtrF\V3 = (M + 1) * P + 1
*PtrF\V2 = (i + 1) * P
*PtrF\V1 = i * P
*PtrF + #_SIZETRIS
*PtrF\V1 = (M + 1) * P + 1 ;Recto
*PtrF\V2 = (i + 1) * P ;Recto
*PtrF\V3 = i * P ;Recto
*PtrF + #_SIZETRIS
Next i
For i = 0 To M - 1
*PtrF\V3 = (M + 1) * P
*PtrF\V2 = i * P + (P - 1)
*PtrF\V1 = (i + 1) * P + (P - 1)
*PtrF + #_SIZETRIS
*PtrF\V1 = (M + 1) * P ;Recto
*PtrF\V2 = i * P + (P - 1) ;Recto
*PtrF\V3 = (i + 1) * P + (P - 1) ;Recto
*PtrF + #_SIZETRIS
Next i
If CreateMesh(0,100)
Protected Flag = #PB_Mesh_Vertex | #PB_Mesh_Normal | #PB_Mesh_UVCoordinate | #PB_Mesh_Color
SetMeshData(0,Flag,*VBuffer,NbSommet)
SetMeshData(0,#PB_Mesh_Face,*IBuffer,NbTriangle)
ProcedureReturn 1
EndIf
ProcedureReturn 0
EndProcedure
 
; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
Procedure UpdateMesh()
Protected NbTriangle = 4 * Meridian * Parallele
Length + PasLength
If Length >= NbTriangle
PasLength = 0
Length = Nbtriangle
EndIf
SetMeshData(0,#PB_Mesh_Face,*IBuffer,Length)
EndProcedure</syntaxhighlight>
[[image:PB_Animated_sphere.png]]
 
===[[QBasic]]===
 
<syntaxhighlight lang="qbasic">SCREEN 13 ' enter high-color graphic mode
 
' sets palette colors B/N
Line 26 ⟶ 1,267:
' wait until keypress
DO: LOOP WHILE INKEY$ = ""
END</syntaxhighlight>
END
 
</lang>
==={{header|Run BASIC}}===
<syntaxhighlight lang="runbasic">'Run BASIC White Sphere, Black background
'runbasic.com
graphic #win, 300, 300
#win size(1)
R=100
R2=R*R
X0=300/2
Y0=300/2
for Y = -150 to 150
for X = -150 to 150
D2 = X*X + Y*Y
C = 0
if D2 <= R2 then Z = sqr(R2-D2) : C = int(Z-(X+Y)/2+130)
#win color(C,C,C)
#win set(X+X0, Y+Y0)
next X
next Y
render #win</syntaxhighlight>
 
<syntaxhighlight lang="runbasic">'This is a simple Circle
graphic #g, 300, 300 'create a graphic object
#g place(100,100) 'place the drawing pen at 100,100
#g circle(75) 'make a circle with radius 75
render #g 'show it</syntaxhighlight>
 
==={{header|Sinclair ZX81 BASIC}}===
Works with 1k of RAM. A screenshot of the output is [http://www.edmundgriffiths.com/zx81sphere.jpg here].
<syntaxhighlight lang="basic">10 LET I=21
20 LET J=2
30 FOR K=-PI TO PI STEP 0.07
40 PLOT 21+I*SIN K,22+21*COS K
50 PLOT 21+21*SIN K,22+(I-1)*COS K
60 NEXT K
70 LET I=I-J
80 LET J=J+1
90 IF I>0 THEN GOTO 30</syntaxhighlight>
 
=={{header|Batch File}}==
{{trans|C}}
Since Batch Files do not support floating point, the input parameters for drawing the sphere are limited to integers only. The ''k'' parameter has been hardcoded to 2. The <code>ambient</code> variable for this code is scaled up 10 times of its value in C implementation. For example, <code>ambient = 0.1</code> in C code corresponds to <code>ambient = 1</code> here.
Lastly, the variables used in calculations are scaled up 100 times of the actual values in C implementation, and then scaled down 100 times back for determination of shades.
<syntaxhighlight lang="dos">:: Draw a Sphere Task from Rosetta Code
:: Batch File Implementation
@echo off
rem -------------- define arithmetic "functions"
rem more info: https://www.dostips.com/forum/viewtopic.php?f=3&t=6744
 
rem integer sqrt arithmetic function by Aacini, penpen and einstein1969
rem source: https://www.dostips.com/forum/viewtopic.php?f=3&t=5819&start=30#p44016
set "sqrt(N)=( M=(N),j=M/(11*1024)+40, j=(M/j+j)>>1, j=(M/j+j)>>1, j=(M/j+j)>>1, j=(M/j+j)>>1, j=(M/j+j)>>1, j+=(M-j*j)>>31 )"
 
rem -------------- define batch file macros with parameters appended
rem more info: https://www.dostips.com/forum/viewtopic.php?f=3&t=2518
setlocal disabledelayedexpansion % == required for macro ==%
(set \n=^^^
%== this creates escaped line feed for macro ==%
)
 
rem normalize macro
rem argument: v
set normalize=for %%# in (1 2) do if %%#==2 ( %\n%
for /f "tokens=1" %%a in ("!args!") do set "v=%%a" %\n%
set /a "length_sqrd=!v![0]*!v![0]+!v![1]*!v![1]+!v![2]*!v![2]" %\n%
set /a "length=%sqrt(N):N=!length_sqrd!%" %== sqrt(N) applied ==% %\n%
set /a "!v![0]*=100", "!v![1]*=100", "!v![2]*=100" %== normalized elements mult. by 100 ==% %\n%
set /a "!v![0]/=length", "!v![1]/=length", "!v![2]/=length" %\n%
) else set args=
 
rem dot macro
rem arguments: s t outputvar
set dot=for %%# in (1 2) do if %%#==2 ( %\n%
for /f "tokens=1,2,3" %%a in ("!args!") do ( %\n%
set "s=%%a" %\n%
set "t=%%b" %\n%
set "outputvar=%%c" %\n%
) %\n%
set /a "d=!s![0]*!t![0]+!s![1]*!t![1]+!s![2]*!t![2]" %\n%
if !d! lss 0 (set /a "!outputvar!=-d") else (set "!outputvar!=0") %\n%
) else set args=
 
rem -------------- define pseudo-arrays
set "shades[0]=."
set "shades[1]=:"
set "shades[2]=!"
set "shades[3]=*"
set "shades[4]=o"
set "shades[5]=e"
set "shades[6]=&"
set "shades[7]=#"
set "shades[8]=%%"
set "shades[9]=@"
set "num_shades=9" %== start at 0 ==%
set "light[0]=30" & set "light[1]=30" & set "light[2]=-50"
 
rem -------------- main thing: execute drawSphere
setlocal enabledelayedexpansion
%normalize% light %== normalize macro applied ==%
call :drawSphere 20 1
exit /b 0
 
rem -------------- the function to draw the sphere
rem arguments: R ambient
:drawSphere
rem initialize variables from arguments
set /a "R=%1", "negR=-R", "twiceR=R*2", "twiceNegR=negR*2"
set /a "sqrdR=R*R*100*100" %== R*R is mult. by 100*100 ==%
set "k=2" %== k is hardcoded to 2 ==%
set "ambient=%2"
rem start draw line-by-line
for /l %%i in (%negR%, 1, %R%) do (
set /a "x=100*%%i+(100/2)" %== x is mult. by 100 ==%
set "line="
for /l %%j in (%twiceNegR%, 1, %twiceR%) do (
set /a "y=(100/2)*%%j+(100/2)" %== y is mult. by 100 ==%
set /a "pythag = x*x + y*y"
if !pythag! lss !sqrdR! (
set /a "vec[0]=x"
set /a "vec[1]=y"
set /a "vec[2]=sqrdR-pythag"
set /a "vec[2]=%sqrt(N):N=!vec[2]!%" %== sqrt(N) applied ==%
%normalize% vec %== normalize macro applied ==%
%dot% light vec dot_out %== dot macro applied ==%
rem since both light and vec are normalized to 100,
rem then dot_out is scaled up by 100*100 now.
set /a "dot_out/=100" %== scale-down to 100*[actual] to prevent overflow before exponentiation ==%
set "scaleup=1" %== after exponentiation, b would be scaleup*[actual] ==%
set "b=1"
for /l %%? in (1,1,%k%) do set /a "b*=dot_out","scaleup*=100" %== exponentiation ==%
set /a "b+=ambient*scaleup/10" %== add ambient/10 to b ==%
set /a "b/=scaleup/100" %== scale-down to 100*[actual] ==%
set /a "intensity=(100-b)*num_shades"
set /a "intensity/=100" %== final scale-down ==%
if !intensity! lss 0 set "intensity=0"
if !intensity! gtr %num_shades% set "intensity=%num_shades%"
for %%c in (!intensity!) do set "line=!line!!shades[%%c]!"
) else (
set "line=!line! "
)
)
echo(!line!
)
goto :EOF</syntaxhighlight>
{{Out}}
<pre> eeeeeeeeee&&&&&##
eoooo*****ooooooooeeeee&&&&###%
oo******!!!!!********oooooeeee&&&&###%%
o**!!!!!!!!!!!!!!!!!!*****oooooeeee&&&&###%%%
o**!!!!:::::::::::!!!!!!!!!****oooooeee&&&&&###%%%%
o*!!!:::::::::::::::::::!!!!!!*****ooooeeee&&&&####%%%%
o*!!!:::::........:::::::::!!!!!!*****oooeeee&&&&&####%%%%@
o*!!!::::.............::::::::!!!!!!****ooooeeee&&&&####%%%%%@@
**!!::::.................::::::!!!!!!*****ooooeeee&&&&####%%%%%%@
e*!!!::::..................:::::::!!!!!!****ooooeeee&&&&#####%%%%%@@@
o*!!!:::....................::::::!!!!!!!****ooooeeee&&&&&####%%%%%%@@@
e**!!::::....................::::::!!!!!!*****ooooeeee&&&&#####%%%%%%@@@@
e**!!!::::..................::::::::!!!!!!****ooooeeeee&&&&#####%%%%%%%@@@@
o**!!:::::..................:::::::!!!!!!*****ooooeeeee&&&&#####%%%%%%%@@@@
eo*!!!::::::...............::::::::!!!!!!*****ooooeeeee&&&&&#####%%%%%%%@@@@@
o**!!!!:::::::.........::::::::::!!!!!!!*****oooooeeee&&&&&&####%%%%%%%%@@@@@
eo**!!!!!:::::::::::::::::::::::!!!!!!!!*****oooooeeeee&&&&&#####%%%%%%%%@@@@@@
eoo**!!!!!::::::::::::::::::::!!!!!!!!******oooooeeeee&&&&&######%%%%%%%@@@@@@@
eoo***!!!!!:::::::::::::::::!!!!!!!!*******ooooeeeeee&&&&&######%%%%%%%%@@@@@@@
eoo****!!!!!!!!!!:::!:!!!!!!!!!!!!*******oooooeeeeee&&&&&######%%%%%%%%@@@@@@@@
eeoo****!!!!!!!!!!!!!!!!!!!!!!!!********oooooeeeeee&&&&&&#####%%%%%%%%%@@@@@@@@
&eeoo******!!!!!!!!!!!!!!!!!*********ooooooeeeeee&&&&&&######%%%%%%%%%@@@@@@@@@
&eeeooo********!*!!!!!************oooooooeeeeeee&&&&&&######%%%%%%%%%@@@@@@@@@@
#&eeeooooo********************ooooooooeeeeeeee&&&&&&#######%%%%%%%%%@@@@@@@@@@@
&&eeeeoooooooo*********oooooooooooeeeeeeee&&&&&&&&######%%%%%%%%%%@@@@@@@@@@@
#&&&eeeeeooooooooooooooooooooooeeeeeeeee&&&&&&&&#######%%%%%%%%%%@@@@@@@@@@@@
#&&&&eeeeeeeeoooooooooeeeeeeeeeeeeee&&&&&&&&########%%%%%%%%%%@@@@@@@@@@@@@
%##&&&&&eeeeeeeeeeeeeeeeeeeeeeee&&&&&&&&&&########%%%%%%%%%%%@@@@@@@@@@@@@@
%###&&&&&&&&eeeeeeeeeeeee&&&&&&&&&&&&&########%%%%%%%%%%%%@@@@@@@@@@@@@@@
%%####&&&&&&&&&&&&&&&&&&&&&&&&&&###########%%%%%%%%%%%%%@@@@@@@@@@@@@@@
%%%#######&&&&&&&&&&&&&&&&#############%%%%%%%%%%%%%%@@@@@@@@@@@@@@@@
%%%##############################%%%%%%%%%%%%%%%@@@@@@@@@@@@@@@@@
%%%%%%%####################%%%%%%%%%%%%%%%%%@@@@@@@@@@@@@@@@@@@
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@@@@@@@@@@@@@@@@@@@
@%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@@@@@@@@@@@@@@@@@@@@@
@@%%%%%%%%%%%%%%%%%%%%%%%%%@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@%%%%%%%%%%%@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@</pre>
 
=={{header|Befunge}}==
{{trans|C}}
While based on the C implementation, the algorithm has been considerably simplified to try and avoid floating point (which Befunge doesn't support) and minimise the need for sqrt calculations (which we approximate using the Babylonian method).
 
The first four values on the stack define the radius (45* = 20) and the light vector (65*65*"2" = 30;30;50). The ''k'' parameter has been hardcoded to 2, and the ambient light is approximated by adjusting the shade characters (defined on the last line).
 
Also note that the z-coordinate of the light vector is negated at runtime to more closely match the C defaults. This is preferable to making the initial constant negative since negative data values aren't supported across all Befunge implementations.
 
<syntaxhighlight lang="befunge">45*65*65*"2"30p20p10p::00p2*40p4*5vv<
>60p140g->:::*00g50g*60g40g-:*-\-v0>1
^_@#`\g0<|`\g04:+1, <*84$$_v#`\0:<>p^
>v>g2+:5^$>g:*++*/7g^>*:9$#<"~"/:"~"v
g:^06,+55<^03*<v09p07%"~"p09/"~"p08%<
^>#0 *#12#<0g:^>+::"~~"90g*80g+*70gv|
g-10g*+:9**00gv|!*`\2\`-20::/2-\/\+<>
%#&eo*!:..^g05<>$030g-*9/\20g*+60g40^</syntaxhighlight>
 
{{out}}
<pre> eeeeeeeeeee&&&&&#
eooo********oooooooeeee&&&&###%
oo****!!!!!!!!********ooooeeeee&&&###%%
o**!!!!!!!!!!!!!!!!!!!*****oooooeeee&&&####%%
o*!!!!:::::::::::::::!!!!!!*****ooooeeee&&&&####%%%
**!!:::::::....::::::::::!!!!!!****ooooeeeee&&&####%%%%
**!!::::.............::::::::!!!!!****ooooeeee&&&&####%%%%%
o*!!::::.................::::::!!!!!!****ooooeeee&&&&####%%%%%%
*!!::::....................::::::!!!!!****ooooeeeee&&&&####%%%%%%
e*!!:::......................::::::!!!!!*****ooooeeee&&&&####%%%%%%%%
o*!!:::.......................::::::!!!!!*****ooooeeee&&&&#####%%%%%%%%
o*!!::::.......................::::::!!!!!****oooooeeee&&&&#####%%%%%%%%%
e**!!:::.......................::::::!!!!!*****ooooeeeee&&&&#####%%%%%%%%%%
o*!!!:::......................:::::::!!!!!*****ooooeeeee&&&&#####%%%%%%%%%%
o**!!!::::...................::::::::!!!!!*****oooooeeee&&&&&#####%%%%%%%%%%%
o**!!!:::::................::::::::!!!!!!*****oooooeeeee&&&&#####%%%%%%%%%%%%
eo**!!!:::::::............:::::::::!!!!!!*****oooooeeeee&&&&&#####%%%%%%%%%%%%%
eo***!!!:::::::::::::::::::::::::!!!!!!******oooooeeeee&&&&&#####%%%%%%%%%%%%%%
eoo**!!!!!::::::::::::::::::::!!!!!!!!******oooooeeeee&&&&&######%%%%%%%%%%%%%%
eoo***!!!!!!:::::::::::::::!!!!!!!!!******ooooooeeeee&&&&&######%%%%%%%%%%%%%%%
eeoo****!!!!!!!!!!!!!!!!!!!!!!!!!*******ooooooeeeeee&&&&&######%%%%%%%%%%%%%%%%
&eooo*****!!!!!!!!!!!!!!!!!!!!********ooooooeeeeee&&&&&&######%%%%%%%%%%%%%%%%%
&eeoooo*******!!!!!!!!!!***********oooooooeeeeeee&&&&&&######%%%%%%%%%%%%%%%%%#
&&eeeoooo***********************ooooooooeeeeeee&&&&&&#######%%%%%%%%%%%%%%%%%%#
&&eeeooooooo**************ooooooooooeeeeeeee&&&&&&#######%%%%%%%%%%%%%%%%%%%#
#&&eeeeeoooooooooooooooooooooooooeeeeeeee&&&&&&&########%%%%%%%%%%%%%%%%%%%##
#&&&eeeeeeeooooooooooooooooeeeeeeeeee&&&&&&&&########%%%%%%%%%%%%%%%%%%%%##
%##&&&&eeeeeeeeeeeeeeeeeeeeeeeeee&&&&&&&&&&########%%%%%%%%%%%%%%%%%%%%%##&
%###&&&&&&eeeeeeeeeeeeeeeeee&&&&&&&&&&&#########%%%%%%%%%%%%%%%%%%%%%%##&
%####&&&&&&&&&&&&&&&&&&&&&&&&&&&&&##########%%%%%%%%%%%%%%%%%%%%%%%%##&
%%######&&&&&&&&&&&&&&&&&&&&############%%%%%%%%%%%%%%%%%%%%%%%%%%##e
%%%################################%%%%%%%%%%%%%%%%%%%%%%%%%%%##&
%%%%%########################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%###&
%%%%%%%%%###########%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%###&
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%###&
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%##&&
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%###&
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%####&
%%%%%%%%%%%%%%%%%%%%%%%%%%####&
%%%%%%%%%%%%##### </pre>
 
=={{header|Brlcad}}==
 
<langsyntaxhighlight lang="brlcad">opendb balls.g y # Create a database to hold our shapes
units cm # Set the unit of measure
in ball.s sph 0 0 0 3 # Create a sphere of radius 3 cm named ball.s with its centre at 0,0,0 </langsyntaxhighlight>
 
=={{header|C}}==
The lighting calculation is somewhere between crude and bogus, but hey, I'm shading it with ASCII characters, don't expect too much.
<langsyntaxhighlight Clang="c">#include <stdio.h>
#include <stdlib.h>
#include <string.h>
Line 43 ⟶ 1,529:
#include <math.h>
 
const char *shades[] = ".:!*oe&#%@";
 
double light[3] = { 30, 30, -50 };
Line 93 ⟶ 1,579:
 
return 0;
}</syntaxhighlight>
}</lang>Output:<lang> #############%%%%
{{out}}
<pre> #############%%%%
##&&eeeeeeeeee&&&&&&&####%%%%%%%%
&&eeooooooooooooooeeeee&&&&######%%%%%%%%
Line 153 ⟶ 1,641:
eeeeeeeeeeeeeeeeeeeeeeeeeeeee
eeeeeeeeeeeeeeeeeeeee
eeeeeeeeeeeee </langpre>
 
===Fun with 3D noise texture===
[[file:sphere-perlin.png]]
<syntaxhighlight lang="c">#include <stdio.h>
#include <stdlib.h>
#include <math.h>
 
#define MAXD 8
int g[] = { -1, 1, -1, 1 };
/* Perlin-like noise */
static inline void
hashed(int *data, int *out, int len) {
# define ror(a, d) ((a << (d)) | (a >> (32 - d)))
register unsigned int h = 0x12345678, tmp;
unsigned int *d = (void*)data;
int i = len;
 
while (i--) {
tmp = *d++;
h += ror(h, 15) ^ ror(tmp, 5);
}
 
h ^= ror(h, 7);
h += ror(h, 23);
h ^= ror(h, 19);
h += ror(h, 11);
h ^= ror(h, 13);
h += ror(h, 17);
# undef ror
for (i = len; i--; ) {
out[i] = g[h & 3];
h >>= 2;
}
}
 
double scale[MAXD], scale_u[MAXD];
void noise_init()
{
int i;
for (i = 1; i < MAXD; i++) {
scale[i] = 1 / (1 + sqrt(i + 1));
scale_u[i] = scale[i] / sqrt(i + 1);
}
}
 
double noise(double *x, int d)
{
# define sum(s, x) for (s = 0, j = 0; j < d; j++) s += x
register int i, j;
int n[MAXD], o[MAXD], g[MAXD], tmp;
double s, r, t, w, ret, u[MAXD];
 
sum(s, x[j]);
s *= scale[d];
 
for (i = 0; i < d; i++) {
o[i] = i;
t = x[i] + s;
u[i] = t - (n[i] = floor(t));
}
o[d] = 0;
 
for (i = 0; i < d - 1; i++)
for (j = i; j < d; j++)
if (u[o[i]] < u[o[j]])
tmp = o[i], o[i] = o[j], o[j] = tmp;
 
ret = w = 0, r = 1;
for (s = 0, j = 0; j < d; j++) s += n[j];
s *= scale_u[d];
 
for (i = 0; i <= d; i++) {
for (j = 0; j < d; j++)
u[j] = x[j] + s - n[j];
 
for (t = (d + 1.) / (2 * d), j = 0; j < d; j++) {
t -= u[j] * u[j];
if (t <= 0) break;
}
 
if (t >= 0) {
r = 0;
hashed(n, g, d);
for (j = 0; j < d; j++)
if (g[j]) r += (g[j] == 1 ? u[j] : -u[j]);
t *= t;
ret += r * t * t;
}
 
if (i < d) {
n[o[i]]++;
s += scale_u[d];
}
}
return ret * (d * d);
}
 
double get_noise2(double x, double y)
{
int i, ws;
double r = 0, v[2];
 
for (i = 1, ws = 0; i <= 128; i <<= 1) {
v[0] = x * i, v[1] = y * i;
r += noise(v, 2);
ws ++;
}
r /= ws;
return r;
}
 
double get_noise3(double x, double y, double z)
{
int i, ws;
double r = 0, v[3], w;
 
for (i = 1, ws = 0; i <= 32; i <<= 1) {
v[0] = x * i, v[1] = y * i, v[2] = z * i;
w = 1./sqrt(i);
r += noise(v, 3) * w;
ws += w;
}
return r / ws;
}
 
 
int main(int c, char** v)
{
unsigned char pix[256 * 256], *p;
int i, j;
double x, y, z, w;
FILE *fp;
 
noise_init();
 
for (p = pix, i = 0; i < 256 * 256; i++) *p++ = 0;
 
for (p = pix, i = 0; i < 256; i++) {
y = (i - 128) / 125.;
for (j = 0; j < 256; j++, p++) {
x = (j - 128) / 125.;
*p = (get_noise2(i/256., j/256.) + 1) / 6 * i;
 
z = 1- x*x - y*y;
if (z < 0) continue;
 
z = sqrt(z);
 
w = get_noise3(x, y, z);
 
w = (w + 1) / 2;
w *= (1 + x - y + z) / 3.5;
if (w < 0) w = 0;
 
*p = w * 255;
}
}
 
fp = fopen("out.pgm", "w+");
fprintf(fp, "P5\n256 256\n255\n");
fwrite(pix, 1, 256 * 256, fp);
fclose(fp);
 
return 0;
}</syntaxhighlight>
 
=={{header|C sharp|C#}}==
{{trans|C}}
<syntaxhighlight lang="java">using System;
 
namespace Sphere {
internal class Program {
private const string Shades = ".:!*oe%&#@";
private static readonly double[] Light = {30, 30, -50};
 
private static void Normalize(double[] v) {
double len = Math.Sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
v[0] /= len;
v[1] /= len;
v[2] /= len;
}
 
private static double Dot(double[] x, double[] y) {
double d = x[0]*y[0] + x[1]*y[1] + x[2]*y[2];
return d < 0 ? -d : 0;
}
 
public static void DrawSphere(double r, double k, double ambient) {
var vec = new double[3];
for(var i = (int)Math.Floor(-r); i <= (int)Math.Ceiling(r); i++) {
double x = i + .5;
for(var j = (int)Math.Floor(-2*r); j <= (int)Math.Ceiling(2*r); j++) {
double y = j/2.0 + .5;
if(x*x + y*y <= r*r) {
vec[0] = x;
vec[1] = y;
vec[2] = Math.Sqrt(r*r - x*x - y*y);
Normalize(vec);
double b = Math.Pow(Dot(Light, vec), k) + ambient;
int intensity = (b <= 0)
? Shades.Length - 2
: (int)Math.Max((1 - b)*(Shades.Length - 1), 0);
Console.Write(Shades[intensity]);
}
else
Console.Write(' ');
}
Console.WriteLine();
}
}
 
private static void Main() {
Normalize(Light);
DrawSphere(6, 4, .1);
DrawSphere(10, 2, .4);
Console.ReadKey();
}
}
}</syntaxhighlight>
 
=={{header|C++}}==
{{libheader|Qt}}
<syntaxhighlight lang="cpp">// Based on https://www.cairographics.org/samples/gradient/
 
#include <QImage>
#include <QPainter>
 
int main() {
const QColor black(0, 0, 0);
const QColor white(255, 255, 255);
 
const int size = 300;
const double diameter = 0.6 * size;
 
QImage image(size, size, QImage::Format_RGB32);
QPainter painter(&image);
painter.setRenderHint(QPainter::Antialiasing);
 
QLinearGradient linearGradient(0, 0, 0, size);
linearGradient.setColorAt(0, white);
linearGradient.setColorAt(1, black);
 
QBrush brush(linearGradient);
painter.fillRect(QRect(0, 0, size, size), brush);
 
QPointF point1(0.4 * size, 0.4 * size);
QPointF point2(0.45 * size, 0.4 * size);
QRadialGradient radialGradient(point1, size * 0.5, point2, size * 0.1);
radialGradient.setColorAt(0, white);
radialGradient.setColorAt(1, black);
 
QBrush brush2(radialGradient);
painter.setPen(Qt::NoPen);
painter.setBrush(brush2);
painter.drawEllipse(QRectF((size - diameter)/2, (size - diameter)/2, diameter, diameter));
 
image.save("sphere.png");
return 0;
}</syntaxhighlight>
 
{{out}}
[[Media:Draw a sphere cpp.png]]
 
=={{header|Clojure}}==
{{libheader|quil}}
<syntaxhighlight lang="clojure">
(use 'quil.core)
 
(def w 500)
(def h 400)
 
(defn setup []
(background 0))
 
(defn draw []
(push-matrix)
(translate 250 200 0)
(sphere 100)
(pop-matrix))
 
(defsketch main
:title "sphere"
:setup setup
:size [w h]
:draw draw
:renderer :opengl)
</syntaxhighlight>
 
{{out}}
[http://i.imgur.com/fkzH5wM.png]
 
=={{header|Common Lisp}}==
{{libheader|cl-cairo2}}
 
Saved as a png file and rendered in a X-Window. Unfortunately the file upload isn't working anymore for like four years so I cannot show my results directly.
 
<syntaxhighlight lang="lisp">;; * Loading the cairo bindings
(eval-when (:compile-toplevel :load-toplevel)
(ql:quickload '("cl-cairo2" "cl-cairo2-xlib")))
 
;; * The package definition
(defpackage :sphere
(:use :common-lisp :cl-cairo2))
(in-package :sphere)
 
(defparameter *context* nil)
(defparameter *size* 400)
(defparameter *middle* (/ *size* 2))
 
;; Opening a display and draw a sphere
(let ((width *size*)
(height *size*))
;; Draw to a X-Window
(setf *context*
(create-xlib-image-context width height :window-name "Sphere"))
;; Clear the whole canvas with gray
(rectangle 0 0 width height)
(set-source-rgb 127 127 127)
(fill-path)
;; Draw a the sphere as circa with a radial pattern
(with-patterns ((pat (create-radial-pattern (* 0.9 *middle*) (* 0.8 *middle*) (* 0.2 *middle*)
(* 0.8 *middle*) (* 0.8 *middle*) *middle*)))
(pattern-add-color-stop-rgba pat 0 1 1 1 1)
(pattern-add-color-stop-rgba pat 1 0 0 0 1)
(set-source pat)
(arc *middle* *middle* 180 0 (* 2 pi))
(fill-path))
;; Draw to a png file
(with-png-file ("sphere.png" :rgb24 width height)
;; Clear the whole canvas with gray
(rectangle 0 0 width height)
(set-source-rgb 127 127 127)
(fill-path)
;; Draw a the sphere as circa with a radial pattern
(with-patterns ((pat (create-radial-pattern (* 0.9 *middle*) (* 0.8 *middle*) (* 0.2 *middle*)
(* 0.8 *middle*) (* 0.8 *middle*) *middle*)))
(pattern-add-color-stop-rgba pat 0 1 1 1 1)
(pattern-add-color-stop-rgba pat 1 0 0 0 1)
(set-source pat)
(arc *middle* *middle* 180 0 (* 2 pi))
(fill-path))))</syntaxhighlight>
 
=={{header|ContextFree}}==
<syntaxhighlight lang="contextfree">
startshape SPHERE
 
shape SPHERE {
CIRCLE[]
SPHERE[x 0.1% y 0.1%s 0.99 0.99 b 0.05]
}
</syntaxhighlight>
 
=={{header|Craft Basic}}==
<syntaxhighlight lang="basic">let j = 2
 
for i = 221 to 0 step j * -1
 
for k = -3.14 to 3.14 step .01
 
dot 221 + i * sin(k), 222 + 221 * cos(k)
dot 221 + 221 * sin(k), 222 + (i - 1) * cos(k)
 
wait
 
next k
 
let j = j + 1
 
next i</syntaxhighlight>
 
=={{header|D}}==
{{trans|C}}
<syntaxhighlight lang="d">import std.stdio, std.math, std.algorithm, std.numeric;
 
alias V3 = double[3];
immutable light = normalize([30.0, 30.0, -50.0]);
 
V3 normalize(V3 v) pure @nogc {
v[] /= dotProduct(v, v) ^^ 0.5;
return v;
}
 
double dot(in ref V3 x, in ref V3 y) pure nothrow @nogc {
immutable double d = dotProduct(x, y);
return d < 0 ? -d : 0;
}
 
void drawSphere(in double R, in double k, in double ambient) @nogc {
enum shades = ".:!*oe&#%@";
foreach (immutable i; cast(int)floor(-R) .. cast(int)ceil(R) + 1) {
immutable double x = i + 0.5;
foreach (immutable j; cast(int)floor(-2 * R) ..
cast(int)ceil(2 * R) + 1) {
immutable double y = j / 2. + 0.5;
if (x ^^ 2 + y ^^ 2 <= R ^^ 2) {
immutable vec = [x, y, (R^^2 - x^^2 - y^^2) ^^ 0.5]
.normalize;
immutable double b = dot(light, vec) ^^ k + ambient;
int intensity = cast(int)((1 - b) * (shades.length-1));
intensity = min(shades.length - 1, max(intensity, 0));
shades[intensity].putchar;
} else
' '.putchar;
}
'\n'.putchar;
}
}
 
void main() {
drawSphere(20, 4, 0.1);
drawSphere(10, 2, 0.4);
}</syntaxhighlight>
 
=={{header|Delphi}}==
{{trans|C}}
'''Under Microsoft Windows:'''
If you notice the big sphere loses its roundness, then try increasing the width of the Windows console. By default it’s 80; so put it to something bigger, let’s say 90.
 
'''Steps:''' Run the CMD Windows shell. Then follow this path to setup the new width: '''Main Menu-> Properties -> Layout -> Window Size -> Width'''.
 
<syntaxhighlight lang="delphi">
program DrawASphere;
 
{$APPTYPE CONSOLE}
 
uses
SysUtils,
Math;
 
type
TDouble3 = array[0..2] of Double;
TChar10 = array[0..9] of Char;
 
var
shades: TChar10 = ('.', ':', '!', '*', 'o', 'e', '&', '#', '%', '@');
light: TDouble3 = (30, 30, -50 );
 
procedure normalize(var v: TDouble3);
var
len: Double;
begin
len:= sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
v[0] := v[0] / len;
v[1] := v[1] / len;
v[2] := v[2] / len;
end;
 
function dot(x, y: TDouble3): Double;
begin
Result:= x[0]*y[0] + x[1]*y[1] + x[2]*y[2];
Result:= IfThen(Result < 0, -Result, 0 );
end;
 
procedure drawSphere(R, k, ambient: Double);
var
vec: TDouble3;
x, y, b: Double;
i, j,
intensity: Integer;
begin
for i:= Floor(-R) to Ceil(R) do
begin
x := i + 0.5;
for j:= Floor(-2*R) to Ceil(2 * R) do
begin
y:= j / 2 + 0.5;
if(x * x + y * y <= R * R) then
begin
vec[0]:= x;
vec[1]:= y;
vec[2]:= sqrt(R * R - x * x - y * y);
normalize(vec);
b:= Power(dot(light, vec), k) + ambient;
intensity:= IfThen(b <= 0,
Length(shades) - 2,
Trunc(max( (1 - b) * (Length(shades) - 1), 0 )));
Write(shades[intensity]);
end
else
Write(' ');
end;
Writeln;
end;
end;
 
begin
normalize(light);
drawSphere(19, 4, 0.1);
drawSphere(10, 2, 0.4);
Readln;
end.
</syntaxhighlight>
 
{{out}}
<pre>
&&&&&&&&&&#######
&eeeeeooeeeeeeee&&&&&&#######
eeooo*********oooooeeeee&&&&&#######%
eo***!!!!!!!!!!!*****ooooeeee&&&&&#######%%
eo**!!!::::::::::!!!!!****ooooeeee&&&&########%%%
eo*!!::::........:::::!!!!****oooeeee&&&&########%%%%
eo*!!::..............:::::!!!***ooooeeee&&&&#########%%%%
eo*!!::..................:::!!!!***oooeeee&&&&&########%%%%%%
eo*!::....................::::!!!***ooooeeee&&&&#########%%%%%%
o**!::.....................::::!!!***ooooeeee&&&&#########%%%%%%%
eo*!::......................::::!!!***ooooeeee&&&&##########%%%%%%%
eo*!!::......................:::!!!!***ooooeee&&&&&##########%%%%%%%%
eo**!!::.....................:::!!!!***ooooeeee&&&&&##########%%%%%%%%%
&eo**!!::...................::::!!!!****oooeeeee&&&&&##########%%%%%%%%%%
eeo**!!:::................:::::!!!!****ooooeeee&&&&&##########%%%%%%%%%%%
&eoo**!!!::::............:::::!!!!****oooooeeee&&&&&###########%%%%%%%%%%%%
&eeo***!!!::::::::::::::::::!!!!!****ooooeeeee&&&&&&##########%%%%%%%%%%%%%
&eeoo***!!!!::::::::::::!!!!!!*****oooooeeeee&&&&&&###########%%%%%%%%%%%%%
&&eeoo****!!!!!!!!!!!!!!!!!!*****oooooeeeee&&&&&&############%%%%%%%%%%%%%%
&&eeeooo*****!!!!!!!!!!*******ooooooeeeeee&&&&&&############%%%%%%%%%%%%%%%
#&&eeeoooo*****************oooooooeeeeee&&&&&&&############%%%%%%%%%%%%%%%%
#&&&eeeeoooooooooooooooooooooooeeeeeee&&&&&&&#############%%%%%%%%%%%%%%%%%
##&&&&eeeeeoooooooooooooooeeeeeeeee&&&&&&&&##############%%%%%%%%%%%%%%%%%%
###&&&&eeeeeeeeeeeeeeeeeeeeeee&&&&&&&&&&##############%%%%%%%%%%%%%%%%%%%
####&&&&&&&eeeeeeeeeeeeeee&&&&&&&&&&&################%%%%%%%%%%%%%%%%%%%%
#####&&&&&&&&&&&&&&&&&&&&&&&&&&&&#################%%%%%%%%%%%%%%%%%%%%%
########&&&&&&&&&&&&&&&&&&&####################%%%%%%%%%%%%%%%%%%%%%%
############################################%%%%%%%%%%%%%%%%%%%%%%%
%#######################################%%%%%%%%%%%%%%%%%%%%%%%%%
%%##################################%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%###########################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%#################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%
 
::...:::!!!*o
..............::!!*oo
..................::!!**ooe
.....................::!!**ooee
.......................::!!**ooee
........................::!!**oooee
.........................::!!**oooeee
:........................::!!!**oooeeee
........................::!!!**ooooeeee
:......................::!!!***oooeeeee
:....................:::!!!***oooeeeeee
!:.................:::!!!****oooeeeeeee
*!:::...........::::!!!!***ooooeeeeeeee
*!!!:::::::::::!!!!!****oooooeeeeeeee
o**!!!!!!!!!!!!!*****oooooeeeeeeeee
oo**************ooooooeeeeeeeeeee
eoooooooooooooooooeeeeeeeeeeeee
eeeooooooooeeeeeeeeeeeeeeee
eeeeeeeeeeeeeeeeeeeee
eeeeeeeeeeeee
</pre>
 
=={{header|DWScript}}==
[[image:DWScript-sphere.pbm.png|thumb|right|PBM output magnified 5 times]]
{{trans|C}} but adapted to spit out a [[wp:Netpbm_format|PGM]] image
<syntaxhighlight lang="delphi">
type
TFloat3 = array[0..2] of Float;
 
var
light : TFloat3 = [ 30, 30, -50 ];
 
procedure normalize(var v : TFloat3);
var
len: Float;
begin
len := sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
v[0] /= len;
v[1] /= len;
v[2] /= len;
end;
 
function dot(x, y : TFloat3) : Float;
begin
Result := x[0]*y[0] + x[1]*y[1] + x[2]*y[2];
if Result<0 then
Result:=-Result
else Result:=0;
end;
 
procedure drawSphere(R, k, ambient : Float);
var
vec : TFloat3;
x, y, b : Float;
i, j, size, intensity : Integer;
begin
size:=Trunc(Ceil(R)-Floor(-R)+1);
PrintLn('P2');
PrintLn(IntToStr(size)+' '+IntToStr(size));
PrintLn('255');
for i := Floor(-R) to Ceil(R) do begin
x := i + 0.5;
for j := Floor(-R) to Ceil(R) do begin
y := j + 0.5;
if (x * x + y * y <= R * R) then begin
vec[0] := x;
vec[1] := y;
vec[2] := sqrt(R * R - x * x - y * y);
normalize(vec);
b := Power(dot(light, vec), k) + ambient;
intensity := ClampInt( Round(b*255), 0, 255);
Print(intensity);
Print(' ')
end else Print('0 ');
end;
PrintLn('');
end;
end;
 
normalize(light);
drawSphere(19, 4, 0.1);
</syntaxhighlight>
 
=={{header|Emacs Lisp}}==
{{trans|Go}}
<syntaxhighlight lang="lisp">; Draw a sphere
 
(defun normalize (v)
"Normalize a vector."
(setq invlen (/ 1.0 (sqrt (dot v v))))
(mapcar (lambda (x) (* invlen x)) v))
 
(defun dot (v1 v2)
"Dot product of two vectors."
(+ (* (car v1) (car v2))
(* (cadr v1) (cadr v2))
(* (caddr v1) (caddr v2))))
 
(defun make-array (size)
"Create an empty array with size*size elements."
(setq m-array (make-vector size nil))
(dotimes (i size)
(setf (aref m-array i) (make-vector size 0)))
m-array)
 
(defun pic-lines (arr size)
"Turn array into a string."
(setq all "")
(dotimes (y size)
(setq line "")
(dotimes (x size)
(setq line (concat line (format "%i \n" (elt (elt arr y) x)))))
(setq all (concat all line "\n")))
all)
 
(defun pic-show (arr size)
"Convert size*size array to grayscale PBM image and show it."
(insert-image (create-image (concat (format "P2
%i %i 255\n" size size) (pic-lines arr size)) 'pbm t)))
 
(defun sphere (size k amb dir)
"Draw a sphere."
(let ((arr (make-array size))
(ndir (normalize dir))
(r (/ size 2)))
(dotimes (yp size)
(dotimes (xp size)
(setq x (- xp r))
(setq y (- yp r))
(setq z (- (* r r) (* x x) (* y y)))
(if (>= z 0)
(let* ((vec (normalize (list x y (sqrt z))))
(s (max 0 (dot vec ndir)))
(lum (max 0 (min 255 (* 255 (+ amb (expt s k))
(/ (1+ amb)))))))
(setf (elt (elt arr yp) xp) lum)))))
(pic-show arr size)))
 
(sphere 200 1.5 0.2 '(-30 -30 50))</syntaxhighlight>
 
=={{header|ERRE}}==
Using ASCII art: output is written to 'SPHERE.PRN' sequential file.
<syntaxhighlight lang="erre">PROGRAM SPHERE
 
CONST SHADES$=".:!*oe&#%@"
 
DIM LIGHT[2],X[2],Y[2],V[2],VEC[2]
 
PROCEDURE DOT(X[],Y[]->D)
D=X[0]*Y[0]+X[1]*Y[1]+X[2]*Y[2]
IF D<0 THEN D=-D ELSE D=0 END IF
END PROCEDURE
 
PROCEDURE NORMALIZE(V[]->V[])
LUNG=SQR(V[0]*V[0]+V[1]*V[1]+V[2]*V[2])
V[0]=V[0]/LUNG
V[1]=V[1]/LUNG
V[2]=V[2]/LUNG
END PROCEDURE
 
PROCEDURE PDRAW(R,K,AMBIENT)
FOR I=INT(-R) TO INT(R) DO
X=I+0.5
FOR J=INT(-2*R) TO INT(2*R) DO
Y=J/2+0.5
IF (X*X+Y*Y<=R*R) THEN
VEC[0]=X
VEC[1]=Y
VEC[2]=SQR(R*R-X*X-Y*Y)
NORMALIZE(VEC[]->VEC[])
DOT(LIGHT[],VEC[]->D)
B=D^K+AMBIENT
INTENSITY%=(1-B)*(LEN(SHADES$)-1)
IF (INTENSITY%<0) THEN INTENSITY%=0 END IF
IF (INTENSITY%>=LEN(SHADES$)-1) THEN
INTENSITY%=LEN(SHADES$)-2
END IF
PRINT(#1,MID$(SHADES$,INTENSITY%+1,1);)
ELSE
PRINT(#1,(" ");)
END IF
END FOR
PRINT(#1,)
END FOR
END PROCEDURE
 
BEGIN
LIGHT[]=(30,30,-50)
OPEN("O",1,"SPHERE.PRN")
NORMALIZE(LIGHT[]->LIGHT[])
PDRAW(10,2,0.4)
 
PRINT(#1,STRING$(79,"="))
PDRAW(20,4,0.1)
CLOSE(1)
END PROGRAM
</syntaxhighlight>
{{out}}
<pre> !::::::!!!**o
............:::!!**oe
:................::!!**ooee
:...................::!!**ooeee
......................::!!**ooeee
.......................::!!**ooeeee
.......................:::!!**ooeeeee
:.......................::!!***ooeeeeee
:......................::!!!**oooeeeeee
:....................:::!!!**oooeeeeeee
!:..................:::!!***oooeeeeeeee
!!:..............::::!!!***oooeeeeeeeee
*!!::::.....::::::!!!!***ooooeeeeeeeeee
o*!!!!::::::!!!!!!****ooooeeeeeeeeeee
o****!!!!!!!******oooooeeeeeeeeeeee
eooo********oooooooeeeeeeeeeeeeee
eeeoooooooooooeeeeeeeeeeeeeeeee
eeeeeeeeeeeeeeeeeeeeeeeeeee
eeeeeeeeeeeeeeeeeeeee
eeeeeeeeeeeee
===============================================================================
##############%%%
#&&eeeeeeeeeee&&&&&&######%%%%%
&eeeoooooooooooooeeeee&&&&&######%%%%%%
&eooo**************oooooeeee&&&&&#####%%%%%%%
&eoo**!!!!!!!!!!!!!!*****ooooeeee&&&&######%%%%%%%%
eoo**!!!::::::::::::!!!!****ooooeeee&&&&######%%%%%%%%%
eoo*!!!::::.......::::::!!!!****oooeeee&&&&######%%%%%%%%%%
&eo*!!:::..............::::!!!!***ooooeeee&&&&######%%%%%%%%%%%
eo**!!::.................::::!!!****oooeeee&&&&######%%%%%%%%%%%%
&eo*!!:::..................::::!!!!***oooeeee&&&&&######%%%%%%%%%%%%%
&eo*!!:::...................::::!!!!***oooeeee&&&&&######%%%%%%%%%%%%%%
&eo**!!::....................::::!!!****oooeeee&&&&&######%%%%%%%%%%%%%%%
#eoo*!!:::...................::::!!!!***ooooeeee&&&&#######%%%%%%%%%%%%%%%%
&eo**!!:::.................:::::!!!!****oooeeee&&&&&#######%%%%%%%%%%%%%%%%
&eoo**!!::::...............:::::!!!!****ooooeeee&&&&#######%%%%%%%%%%%%%%%%%%
&eoo**!!!::::...........::::::!!!!*****ooooeeee&&&&&#######%%%%%%%%%%%%%%%%%%
#&eoo***!!!::::::::::::::::::!!!!!****ooooeeeee&&&&&#######%%%%%%%%%%%%%%%%%%%%
#&eeoo***!!!!::::::::::::!!!!!!!*****ooooeeeee&&&&&#######%%%%%%%%%%%%%%%%%%%%%
#&eeooo****!!!!!!!!!!!!!!!!!!******ooooeeeee&&&&&&#######%%%%%%%%%%%%%%%%%%%%%%
#&&eeooo******!!!!!!!!!!!*******ooooooeeeee&&&&&&#######%%%%%%%%%%%%%%%%%%%%%%%
#&&&eeooooo******************ooooooeeeeee&&&&&&########%%%%%%%%%%%%%%%%%%%%%%%%
##&&&eeeooooooo********oooooooooeeeeeee&&&&&&#########%%%%%%%%%%%%%%%%%%%%%%%%%
###&&&eeeeeooooooooooooooooooeeeeeee&&&&&&&&#########%%%%%%%%%%%%%%%%%%%%%%%%%%
%###&&&&eeeeeeeeeeeoeeeeeeeeeeeee&&&&&&&&##########%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%####&&&&&eeeeeeeeeeeeeeeeee&&&&&&&&&&##########%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%#####&&&&&&&&&&&&&&&&&&&&&&&&&&&############%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%#######&&&&&&&&&&&&&&&&&&&&##############%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%############&&&&&###################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%##############################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%#######################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%#########%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%
</pre>
 
=={{header|Evaldraw}}==
 
Draw a sphere. We dont need to wrap the main () function with braces if we have no functions.
 
[[File:Evaldraw draw sphere.png|thumb|alt=A red sphere on a black background.|A red sphere, 5 units in front of camera.]]
 
<syntaxhighlight lang="C">
()
cls(0);
clz(1e32);
setcam(0,0,-5,0,0);
setcol(128,64,64);
drawsph(0,0,0,1);
</syntaxhighlight>
 
=={{header|Factor}}==
{{libheader|raylib}}
{{works with|Factor|0.99 2020-03-02}}
<syntaxhighlight lang="factor">USING: classes.struct kernel raylib.ffi ;
640 480 "sphere" init-window
S{ Camera3D
{ position S{ Vector3 f 4.5 4.5 4.5 } }
{ target S{ Vector3 f 0 0 0 } }
{ up S{ Vector3 f 0 1 0 } }
{ fovy 45.0 }
{ type 0 }
}
60 set-target-fps
[ window-should-close ] [
begin-drawing
BLACK clear-background dup
begin-mode-3d
S{ Vector3 f 0 0 0 } 2 20 20 LIME draw-sphere-wires
end-mode-3d
end-drawing
] until drop close-window</syntaxhighlight>
{{out}}
[https://i.imgur.com/FXHkZm6.png]
 
=={{header|Forth}}==
 
{{works with|gforth|0.7.3}}
Inspired by C version but simplified.
Traditionaly, Forth use Fixed-Point Arithmetic (here with a 1000 scale). Integer square root function is hand coded.
 
===ASCII output===
<syntaxhighlight lang="forth">: 3dup 2 pick 2 pick 2 pick ;
 
: sqrt ( u -- sqrt ) ( Babylonian method )
dup 2/ ( first square root guess is half )
dup 0= if drop exit then ( sqrt[0]=0, sqrt[1]=1 )
begin dup >r 2dup / r> + 2/ ( stack: square old-guess new-guess )
2dup > while ( as long as guess is decreasing )
nip repeat ( forget old-guess and repeat )
drop nip ;
 
: normalize ( x1 y1 z1 -- x1' y1' z1' ) ( normalise down to 1000 )
3dup dup * rot dup * rot dup * + + sqrt 1000 / >r ( length )
r@ / rot r@ / rot r> / rot ;
 
: r2-y2-x2 ( x y r -- z2 ) dup * swap dup * - swap dup * - ;
 
: shade ( u -- c ) C" @#&eo%*!:. " + c@ ;
 
: map-to-shade ( u -- u ) 0 shade * 1000 / 1 max 0 shade min ;
 
: dot-light ( x y z -- i ) ( hard coded light vector z, y, x )
-770 * rot 461 * rot 461 * + +
0 min 1000 / ;
 
: intensity ( x y z -- u ) dot-light dup * 1000 / map-to-shade ;
 
: pixel ( x y r -- c )
3dup r2-y2-x2 dup 0> if ( if in disk )
sqrt nip normalize intensity shade ( z=sqrt[r2-x2-y2] )
else 2drop 2drop bl ( else blank )
then ;
 
: draw ( r -- ) ( r x1000 )
1000 * dup dup negate do
cr
dup dup negate do
dup I 500 + J 500 + rot pixel emit
500 +loop
1000 +loop drop ;
 
20 draw
10 draw</syntaxhighlight>
 
{{out}}
<pre> eeooooeeeeee&&&##
o%%%%******%%%%%%ooooeee&&&##@@
o%**!!!!!!!!!!!!*****%%%%oooeee&&&##@@@
%*!!!:::::::::::::!!!!!****%%%oooeee&&&##@@@@
%*!!:::............:::::!!!!****%%%oooeee&&###@@@@@
%*!::...... ........::::!!!!***%%%oooeee&&&##@@@@@@
%!!::... .....::::!!!!***%%%oooeee&&&##@@@@@@@
%*!::... .....::::!!!****%%%oooee&&&###@@@@@@@@
*!::... .....:::!!!!***%%%oooeee&&&###@@@@@@@@
o*!::.. .....::::!!!***%%%oooeee&&&###@@@@@@@@@@
o*!::.. .....::::!!!***%%%oooeee&&&####@@@@@@@@@@
o*!::... ....::::!!!!***%%%oooeee&&&&###@@@@@@@@@@@
o*!!::.. .....::::!!!****%%%oooeee&&&####@@@@@@@@@@@@
%*!::... .....::::!!!!***%%%%oooeee&&&####@@@@@@@@@@@@
o%*!::.... .....::::!!!!****%%%oooeeee&&&###@@@@@@@@@@@@@@
%**!:::.... ......::::!!!!****%%%ooooeee&&&####@@@@@@@@@@@@@@
e%**!!::..... .......:::::!!!!****%%%ooooeee&&&&####@@@@@@@@@@@@@@@
o%**!!::::.....................:::::!!!!*****%%%ooooeee&&&&####@@@@@@@@@@@@@@@@
o%%**!!:::::...............:::::::!!!!!****%%%%ooooeeee&&&####@@@@@@@@@@@@@@@@@
eo%***!!!:::::::......:::::::::!!!!!!****%%%%%ooooeee&&&&####@@@@@@@@@@@@@@@@@@
eo%%***!!!!:::::::::::::::::!!!!!!******%%%%ooooeeee&&&&####@@@@@@@@@@@@@@@@@@@
eeo%%****!!!!!!!!::::!!!!!!!!!!******%%%%%oooooeeee&&&&####@@@@@@@@@@@@@@@@@@@@
&eoo%%%*****!!!!!!!!!!!!!!!********%%%%%oooooeeee&&&&&####@@@@@@@@@@@@@@@@@@@@@
#&eooo%%%%*********************%%%%%%ooooooeeee&&&&&#####@@@@@@@@@@@@@@@@@@@@@@
&&eeooo%%%%%%************%%%%%%%%ooooooeeeee&&&&&#####@@@@@@@@@@@@@@@@@@@@@@@
#&&eeeoooo%%%%%%%%%%%%%%%%%%%oooooooeeeeee&&&&&#####@@@@@@@@@@@@@@@@@@@@@@@@@
##&&eeeeoooooooooooooooooooooooeeeeeee&&&&&&#####@@@@@@@@@@@@@@@@@@@@@@@@@@
@##&&&eeeeeeooooooooooooooeeeeeeeee&&&&&&######@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@##&&&&&eeeeeeeeeeeeeeeeeeee&&&&&&&&#######@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@###&&&&&&&&&&&&&&&&&&&&&&&&&&########@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@######&&&&&&&&&&&&&&&##########@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@#######################@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@########@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@
o%%%%%%ooe&#@
*!::...:::!!*%%oe&&#@
*:. ..::!!*%ooe&#@@@
*: ..:!!*%ooe&#@@@@
!. ..::!*%%oe&&#@@@@
!. ..::!*%%oee&#@@@@@
!: ..:!!*%%oe&&#@@@@@@
%!. ..:!!**%ooe&&#@@@@@@@
%!:. ..::!!**%ooe&&##@@@@@@@
%!::.. ...:::!!*%%ooee&##@@@@@@@@
o*!!::.......:::!!!**%%oee&&##@@@@@@@@@
eo%*!!!!:::!!!!!**%%%ooee&&##@@@@@@@@@@
#eo%%**********%%%ooeee&&##@@@@@@@@@@@@
#&eooo%%%%%%ooooeee&&&###@@@@@@@@@@@@
##&&eeeeeeeeee&&&&###@@@@@@@@@@@@@@
@@##&&&&&&&&#####@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@ ok</pre>
 
===PGM output===
The same program as the ASCII one is translated to produce a PGM portable pixmap image file.
<syntaxhighlight lang="forth">: 3dup 2 pick 2 pick 2 pick ;
 
: sqrt ( u -- sqrt ) ( Babylonian method )
dup 2/ ( first square root guess is half )
dup 0= if drop exit then ( sqrt[0]=0, sqrt[1]=1 )
begin dup >r 2dup / r> + 2/ ( stack: square old-guess new-guess )
2dup > while ( as long as guess is decreasing )
nip repeat ( forget old-guess and repeat )
drop nip ;
 
: normalize ( x1 y1 z1 -- x1' y1' z1' ) ( normalise down to 1000 )
3dup dup * rot dup * rot dup * + + sqrt 1000 / >r ( length )
r@ / rot r@ / rot r> / rot ;
 
: r2-y2-x2 ( x y r -- z2 ) dup * swap dup * - swap dup * - ;
 
0 value fileidstore
: image-open ( r -- )
outfile-id to fileidstore
s" sphere.pgm" w/o create-file throw to outfile-id
s\" P2\n" type 2* dup . .
s\" \n255" type ;
: image-close outfile-id close-file throw fileidstore to outfile-id ;
 
: map-to-shade 255 * 1000 / 1 max 255 min ;
 
: dot-light ( x y z -- i ) ( hard coded light vector z, y, x )
-770 * rot 461 * rot 461 * + +
0 min 1000 / ;
 
: intensity ( x y z -- u ) dot-light dup * 1000 / map-to-shade ;
 
: pixel ( x y r -- c )
3dup r2-y2-x2 dup 0> if ( if in disk )
sqrt nip normalize intensity ( z=sqrt[r2-x2-y2] )
else 2drop 2drop 255 ( else blank )
then ;
 
: draw ( r -- ) ( r x1000 )
dup image-open
1000 * dup dup negate do
cr
dup dup negate do
dup I 500 + J 500 + rot pixel .
1000 +loop
1000 +loop drop image-close ;
 
200 draw</syntaxhighlight>
 
=={{header|Frink}}==
This program not only draws a sphere and renders it onscreen projected on the x,y, and z axes but also outputs a <CODE>.stl</CODE> file for 3-D printing or display in a 3-D modeling package like MeshLab! Frink has [https://frinklang.org/3d/frink/graphics/package-summary.html built-in routines for 3-D modeling] and can emit STL files or Wavefront OBJ files natively! Frink will let you print a sphere that you can hold in your hand!
<syntaxhighlight lang="frink">res = 254 / in
v = callJava["frink.graphics.VoxelArray", "makeSphere", [1/2 inch res]]
 
v.projectX[undef].show["X"]
v.projectY[undef].show["Y"]
v.projectZ[undef].show["Z"]
 
filename = "sphere.stl"
print["Writing $filename..."]
w = new Writer[filename]
w.println[v.toSTLFormat["sphere", 1/(res mm)]]
w.close[]
println["done."]</syntaxhighlight>
 
=={{header|FutureBasic}}==
<syntaxhighlight lang="futurebasic">
_window = 1
begin enum output 1
_sphereImageView
end enum
 
void local fn BuildWindow
CGRect r = fn CGRectMake( 0, 0, 400, 400 )
window _window, @"Rosetta Code Sphere", r, NSWindowStyleMaskTitled + NSWindowStyleMaskClosable
r = fn CGRectMake( 20, 20, 360, 360 )
imageview _sphereImageView, YES, , r, NSImageScaleAxesIndependently, NSImageAlignCenter, NSImageFrameNone, _window
end fn
 
local fn SphereImageWithCIFilter( imageDimension as NSUInteger, sphereColor as ColorRef, backgroundColor as ColorRef, radiusBlur as float, radiusSphere as float ) as ImageRef
CIVectorRef civ = fn CIVectorWithXY( imageDimension/2, imageDimension/2 )
CIFilterRef filter = fn CIFilterWithName( @"CIRadialGradient" )
CIFilterSetDefaults( filter )
ObjectSetValueForKey( filter, civ, @"inputCenter" )
ObjectSetValueForKey( filter, fn NumberWithFloat( radiusBlur ), @"inputRadius0" )
ObjectSetValueForKey( filter, fn NumberWithFloat( radiusSphere ), @"inputRadius1" )
ObjectSetValueForKey( filter, fn CIColorWithCGColor( fn ColorCGColor( sphereColor ) ), @"inputColor0" )
ObjectSetValueForKey( filter, fn CIColorWithCGColor( fn ColorCGColor( backgroundColor ) ), @"inputColor1" )
ImageRef resultImage = fn ImageWithSize( fn CGSizeMake( imageDimension, imageDimension ) )
ImageLockFocus( resultImage )
CIImageDrawAtPoint( fn CIFilterOutputImage( filter ), CGPointZero, fn CGRectMake( 0, 0, imageDimension, imageDimension ), NSCompositeDestinationAtop, 1.0 )
ImageUnlockFocus( resultImage )
end fn = resultImage
 
local fn BuildSphere
ImageRef sphereImage = fn SphereImageWithCIFilter( 340, fn ColorWithRGB( 0.988, 0.335, 0.176, 1.0 ), fn ColorBlack, 0.0, 125.0 )
ImageViewSetImage( _sphereImageView, sphereImage )
end fn
 
fn BuildWindow
fn BuildSphere
 
HandleEvents
</syntaxhighlight>
{{output}}
[[File:Rosetta Code Sphere.png]]
 
=={{header|Go}}==
[[file:GoSphere.png|right|thumb|Output png]]
{{trans|C}}
Using image library rather than ASCII art.
<syntaxhighlight lang="go">package main
 
import (
"fmt"
"image"
"image/color"
"image/png"
"math"
"os"
)
 
type vector [3]float64
 
func normalize(v *vector) {
invLen := 1 / math.Sqrt(dot(v, v))
v[0] *= invLen
v[1] *= invLen
v[2] *= invLen
}
 
func dot(x, y *vector) float64 {
return x[0]*y[0] + x[1]*y[1] + x[2]*y[2]
}
 
func drawSphere(r int, k, amb float64, dir *vector) *image.Gray {
w, h := r*4, r*3
img := image.NewGray(image.Rect(-w/2, -h/2, w/2, h/2))
vec := new(vector)
for x := -r; x < r; x++ {
for y := -r; y < r; y++ {
if z := r*r - x*x - y*y; z >= 0 {
vec[0] = float64(x)
vec[1] = float64(y)
vec[2] = math.Sqrt(float64(z))
normalize(vec)
s := dot(dir, vec)
if s < 0 {
s = 0
}
lum := 255 * (math.Pow(s, k) + amb) / (1 + amb)
if lum < 0 {
lum = 0
} else if lum > 255 {
lum = 255
}
img.SetGray(x, y, color.Gray{uint8(lum)})
}
}
}
return img
}
 
func main() {
dir := &vector{-30, -30, 50}
normalize(dir)
img := drawSphere(200, 1.5, .2, dir)
f, err := os.Create("sphere.png")
if err != nil {
fmt.Println(err)
return
}
if err = png.Encode(f, img); err != nil {
fmt.Println(err)
}
if err = f.Close(); err != nil {
fmt.Println(err)
}
}</syntaxhighlight>
 
=={{header|Haskell}}==
[[File:Sphere_Haskell.png|thumb|right]]
<syntaxhighlight lang="haskell">import Graphics.Rendering.OpenGL.GL
import Graphics.UI.GLUT.Objects
import Graphics.UI.GLUT
 
setProjection :: IO ()
setProjection = do
matrixMode $= Projection
ortho (-1) 1 (-1) 1 0 (-1)
grey1,grey9,red,white :: Color4 GLfloat
grey1 = Color4 0.1 0.1 0.1 1
grey9 = Color4 0.9 0.9 0.9 1
red = Color4 1 0 0 1
white = Color4 1 1 1 1
 
setLights :: IO ()
setLights = do
let l = Light 0
ambient l $= grey1
diffuse l $= white
specular l $= white
position l $= Vertex4 (-4) 4 3 (0 :: GLfloat)
light l $= Enabled
lighting $= Enabled
 
setMaterial :: IO ()
setMaterial = do
materialAmbient Front $= grey1
materialDiffuse Front $= red
materialSpecular Front $= grey9
materialShininess Front $= (32 :: GLfloat)
 
display :: IO()
display = do
clear [ColorBuffer]
renderObject Solid $ Sphere' 0.8 64 64
swapBuffers
 
main :: IO()
main = do
_ <- getArgsAndInitialize
_ <- createWindow "Sphere"
clearColor $= Color4 0.0 0.0 0.0 0.0
setProjection
setLights
setMaterial
displayCallback $= display
mainLoop</syntaxhighlight>
 
=== ASCII art ===
{{trans|Python}}
 
<syntaxhighlight lang="haskell">import Data.List (genericLength)
 
shades = ".:!*oe%#&@"
n = genericLength shades
dot a b = sum $ zipWith (*) a b
normalize x = (/ sqrt (x `dot` x)) <$> x
 
sphere r k amb light = unlines $
[ [ if x*x + y*y <= r*r
then let vec = normalize [x, y, sqrt (r*r-x*x-y*y)]
b = (light `dot` vec) ** k + amb
intensity = (1 - b)*(n - 1)
in shades !! round ((0 `max` intensity) `min` n)
else ' '
| y <- map (/2.12) [- 2*r - 0.5 .. 2*r + 0.5] ]
| x <- [ - r - 0.5 .. r + 0.5] ]</syntaxhighlight>
 
<pre>λ> putStrLn $ sphere 10 4 0.1 (normalize [30,30,-50])
#%%%%%%%####&&
eoo*****oooee%%%###&&&
eo*!!::::!!!**ooee%%%###&&&&
e*!::......::!!**ooee%%####&&&&&
%o!::.........::!!**ooee%%###&&&&&&&
eo!::..........::!!**ooee%%###&&&&&&&&
%o*!:..........::!!**ooee%%%###&&&&&&&&&
#eo*!::.......:::!!**ooeee%%####&&&&&&&&&&
%eo*!!:::::::::!!***ooeee%%####&&&&&&&&&&&
%eeo**!!!!!!!!****ooeee%%%####&&&&&&&&&&&&
#%eeooo*******ooooeee%%%%####&&&&&&&&&&&&&
##%%eeeoooooooeeeee%%%%####&&&&&&&&&&&&&&&
&###%%%%eeeeee%%%%%%######&&&&&&&&&&&&&&&#
&&####%%%%%%%%########&&&&&&&&&&&&&&&&&&
&&&##############&&&&&&&&&&&&&&&&&&&&&
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&#
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
&&&&&&&&&&&&&&&&&&&&&&&&&&&&
&&&&&&&&&&&&&&&&&&&&&&
&&&&&&&&&&&&&#
 
</pre>
 
==Icon and {{header|Unicon}}==
Unicon provides a built-in interface to openGL including some higher level abstractions (for more information see [[Icon%2BUnicon/Intro#Graphics.2C_Network_Messaging.2C_etc.|Unicon Technical References, 3D Graphics]]). The example below draws a blue sphere on a black background and waits for input to quit.[[File:Sphere_unicon.PNG|thumb|Unicon Sphere]]
 
<langsyntaxhighlight Uniconlang="unicon">procedure main()
W := open("Demo", "gl", "size=400,400", "bg=black") | stop("can't open window!")
WAttrib(W, "slices=40", "rings=40", "light0=on, ambient white; diffuse gold; specular gold; position 5, 0, 0" )
Line 164 ⟶ 2,884:
DrawSphere(W, 0, 0, -5, 1)
Event(W)
end</langsyntaxhighlight>
<div style="border: 1px solid #000000; overflow: auto; width: 100%"></div>
=={{header|J}}==
 
=={{header|J}}==
===Demo Solution===
[[File:J-sphere.png|thumb|J Sphere]]
 
Line 178 ⟶ 2,900:
> sphere [Run]
 
But bringing up the example with a line of code is trivial enough:
 
<syntaxhighlight lang="j">load '~system/examples/graphics/opengl/simple/sphere.ijs'</syntaxhighlight>
 
(Note that this example has been removed from recent versions of J, but still works for J version 5 and version 6.)
<div style="border: 1px solid #000000; overflow: auto; width: 100%"></div>
 
<lang j>load 'system/examples/graphics/opengl/simple/sphere.ijs'</lang>
===Raytracing Solution===
 
Here's a version using raytracing computed in J. luminosity is an array of luminosity values with theoretical maximum 1 and minimum 0, and viewmat is used to display this.
 
<syntaxhighlight lang="j">'R k ambient' =. 10 2 0.4
light =. (% +/&.:*:) 30 30 _50
pts =. (0&*^:(0={:))@:(,,(0>.(*:R)-+)&.*:)"0/~ i:15j200
luminosity =. (>:ambient) %~ (ambient * * +/&.:*:"1 pts) + k^~ 0>. R%~ pts +/@:*"1 -light
 
load 'viewmat'
torgb =. 256 #. [: <. 255 255 255 *"1 0 ]
'rgb' viewmat torgb luminosity</syntaxhighlight>
 
=={{header|Java}}==
{{trans|C}}
<langsyntaxhighlight lang="java">public class Sphere{
static char[] shades = {'.', ':', '!', '*', 'o', 'e', '&', '#', '%', '@'};
 
Line 224 ⟶ 2,964:
drawSphere(10, 2, .4);
}
}</langsyntaxhighlight>
{{out}}
Output:
<pre> &&&&&&&&&&#######
&eeeeeeeeeeeeeeee&&&&&&#######%
Line 288 ⟶ 3,028:
eeeeeeeeeeeee
</pre>
 
=={{header|JavaScript}}==
 
{{trans|C}}
 
This Javascript entry uses an HTML wrapper to offer easy running and some interactivity. It is made as such, though, that the entire HTML wrapper can be removed (except for a canvas with id <code>c</code>) and still work. If you remove the HTML, call the <code>draw_sphere</code> function to draw the thing.
 
<syntaxhighlight lang="javascript"><!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Draw a sphere</title>
<script>
var light=[30,30,-50],gR,gk,gambient;
 
function normalize(v){
var len=Math.sqrt(v[0]*v[0]+v[1]*v[1]+v[2]*v[2]);
v[0]/=len;
v[1]/=len;
v[2]/=len;
return v;
}
function dot(x,y){
var d=x[0]*y[0]+x[1]*y[1]+x[2]*y[2];
return d<0?-d:0;
}
function draw_sphere(R,k,ambient){
var i,j,intensity,b,vec,x,y,cvs,ctx,imgdata,idx;
cvs=document.getElementById("c");
ctx=cvs.getContext("2d");
cvs.width=cvs.height=2*Math.ceil(R)+1;
imgdata=ctx.createImageData(2*Math.ceil(R)+1,2*Math.ceil(R)+1);
idx=0;
for(i=Math.floor(-R);i<=Math.ceil(R);i++){
x=i+.5;
for(j=Math.floor(-R);j<=Math.ceil(R);j++){
y=j+.5;
if(x*x+y*y<=R*R){
vec=[x,y,Math.sqrt(R*R-x*x-y*y)];
vec=normalize(vec);
b=Math.pow(dot(light,vec),k)+ambient;
intensity=(1-b)*256;
if(intensity<0)intensity=0;
if(intensity>=256)intensity=255;
imgdata.data[idx++]=imgdata.data[idx++]=255-~~(intensity); //RG
imgdata.data[idx++]=imgdata.data[idx++]=255; //BA
} else {
imgdata.data[idx++]=imgdata.data[idx++]=imgdata.data[idx++]=imgdata.data[idx++]=255; //RGBA
}
}
}
ctx.putImageData(imgdata,0,0);
}
 
light=normalize(light);
</script>
</head>
<body onload="gR=200;gk=4;gambient=.2;draw_sphere(gR,gk,gambient)">
R=<input type="range" id="R" name="R" min="5" max="500" value="200" step="5" onchange="document.getElementById('lR').innerHTML=gR=parseFloat(this.value);draw_sphere(gR,gk,gambient)">
<label for="R" id="lR">200</label><br>
k=<input type="range" id="k" name="k" min="0" max="10" value="4" step=".25" onchange="document.getElementById('lk').innerHTML=gk=parseFloat(this.value);draw_sphere(gR,gk,gambient)">
<label for="k" id="lk">4</label><br>
ambient=<input type="range" id="ambient" name="ambient" min="0" max="1" value=".2" step=".05" onchange="document.getElementById('lambient').innerHTML=gambient=parseFloat(this.value);draw_sphere(gR,gk,gambient)">
<label for="ambient" id="lambient">0.2</label><br>
<canvas id="c">Unsupportive browser...</canvas><br>
</body>
</html></syntaxhighlight>
 
=={{header|jq}}==
{{works with|jq|1.4}}
The approach adopted here is to generate an SVG file, which may then be viewed, for example, in a web browser.
<syntaxhighlight lang="jq">def svg:
"<svg width='100%' height='100%' version='1.1'
xmlns='http://www.w3.org/2000/svg'
xmlns:xlink='http://www.w3.org/1999/xlink'>" ;
 
# A radial gradient to make a circle look like a sphere.
# "colors" should be [startColor, intermediateColor, endColor]
# or null for ["white", "teal", "black"]
def sphericalGradient(id; colors):
"<defs>
<radialGradient id = '\(id)' cx = '30%' cy = '30%' r = '100%' fx='10%' fy='10%' >
<stop stop-color = '\(colors[0]//"white")' offset = '0%'/>
<stop stop-color = '\(colors[1]//"teal")' offset = '50%'/>
<stop stop-color = '\(colors[1]//"black")' offset = '100%'/>
</radialGradient>
</defs>" ;
 
def sphere(cx; cy; r; gradientId):
"<circle fill='url(#\(gradientId))' cx='\(cx)' cy='\(cy)' r='\(r)' />" ;</syntaxhighlight>
 
'''Example:'''
<syntaxhighlight lang="jq">def draw_sphere:
svg,
"<title>Teal sphere</title>",
sphericalGradient("tealGradient"; null), # define the gradient to use
sphere(100;100;100; "tealGradient"), # draw a sphere using the gradient
sphere(100;300;100; "tealGradient"), # draw another sphere using the same gradient
"</svg>" ;
draw_sphere</syntaxhighlight>
{{out}}
<syntaxhighlight lang="sh">$ jq -r -n -f spheres.jq > spheres.svg</syntaxhighlight>
 
One way to view the output as an image is to point your browser to the generated SVG.
 
=={{header|Julia}}==
===ASCII Text===
{{trans|C}}
<syntaxhighlight lang="julia">function draw_sphere(r, k, ambient, light)
shades = ('.', ':', '!', '*', 'o', 'e', '&', '#', '%', '@')
for i in floor(Int, -r):ceil(Int, r)
x = i + 0.5
line = IOBuffer()
for j in floor(Int, -2r):ceil(2r)
y = j / 2 + 0.5
if x ^ 2 + y ^ 2 ≤ r ^ 2
v = normalize([x, y, sqrt(r ^ 2 - x ^ 2 - y ^ 2)])
b = dot(light, v) ^ k + ambient
intensity = ceil(Int, (1 - b) * (length(shades) - 1))
if intensity < 1
intensity = 1 end
if intensity > length(shades)
intensity = length(shades) end
print(shades[intensity])
else
print(' ')
end
end
println()
end
end
 
light = normalize([30, 30, -50])
draw_sphere(20, 4, 0.1, light)
draw_sphere(10, 2, 0.4, light)
</syntaxhighlight>
===Graphical===
<syntaxhighlight lang="julia"># run from REPL
 
using Makie
 
φ = 0:π/100:2π
 
θ = 0:π/200:π
 
x = [cos(θ) * sin(φ) for θ in θ, φ in φ]
y = [sin(θ)*sin(φ) for θ in θ, φ in φ]
z = [cos(φ) for θ in θ, φ in φ]
 
surface(x, y, z, backgroundcolor = :black, show_axis = false)
</syntaxhighlight>
 
=={{header|Kotlin}}==
{{trans|C}}
<syntaxhighlight lang="scala">// version 1.0.6
 
const val shades = ".:!*oe&#%@"
val light = doubleArrayOf(30.0, 30.0, -50.0)
 
fun normalize(v: DoubleArray) {
val len = Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2])
v[0] /= len; v[1] /= len; v[2] /= len
}
 
fun dot(x: DoubleArray, y: DoubleArray): Double {
val d = x[0] * y[0] + x[1] * y[1] + x[2] * y[2]
return if (d < 0.0) -d else 0.0
}
 
fun drawSphere(r: Double, k: Double, ambient: Double) {
val vec = DoubleArray(3)
var intensity: Int
var b : Double
var x: Double
var y: Double
for (i in Math.floor(-r).toInt() .. Math.ceil(r).toInt()) {
x = i + 0.5
for (j in Math.floor(-2.0 * r).toInt() .. Math.ceil(2.0 * r).toInt()) {
y = j / 2.0 + 0.5
if (x * x + y * y <= r * r) {
vec[0] = x
vec[1] = y
vec[2] = Math.sqrt(r * r - x * x - y * y)
normalize(vec)
b = Math.pow(dot(light, vec), k) + ambient
intensity = ((1.0 - b) * (shades.length - 1)).toInt()
if (intensity < 0) intensity = 0
if (intensity >= shades.length - 1) intensity = shades.length - 2
print(shades[intensity])
}
else print(' ')
}
println()
}
}
 
fun main(args: Array<String>) {
normalize(light)
drawSphere(20.0, 4.0, 0.1)
drawSphere(10.0, 2.0, 0.4)
}</syntaxhighlight>
 
{{out}}
<pre>
&&&&&&&&&&#######
&eeeeeeeeeeeeeeee&&&&&&#######%
&eoooo*******oooooooeeeee&&&&&########%
eoo****!!!!!!!!******oooooeeee&&&&&########%%
eoo**!!!!::::::::!!!!!*****ooooeeee&&&&&########%%%
eo**!!::::::...:::::::!!!!!***ooooeeee&&&&&########%%%%
eo*!!:::.............:::::!!!!***ooooeeee&&&&&########%%%%%
eo*!!:::.................::::!!!!***ooooeeee&&&&#########%%%%%%
eo*!!::....................::::!!!****oooeeee&&&&&#########%%%%%%
&o**!::......................::::!!!****oooeeee&&&&&##########%%%%%%%
&o**!::.......................::::!!!****oooeeee&&&&&##########%%%%%%%%
&oo*!!::.......................:::!!!!***ooooeeee&&&&&##########%%%%%%%%%
&eo*!!::.......................::::!!!****ooooeeee&&&&&##########%%%%%%%%%%
eo**!!::......................::::!!!!***ooooeeeee&&&&&##########%%%%%%%%%%
&eo**!!:::...................:::::!!!!****ooooeeee&&&&&###########%%%%%%%%%%%
eeo**!!::::................:::::!!!!!****ooooeeee&&&&&&###########%%%%%%%%%%%
&eeo***!!:::::...........::::::!!!!!****oooooeeee&&&&&&###########%%%%%%%%%%%%%
&eeoo**!!!!::::::::::::::::::!!!!!*****ooooeeeee&&&&&&############%%%%%%%%%%%%%
&eeooo***!!!!::::::::::::!!!!!!!*****oooooeeeee&&&&&&############%%%%%%%%%%%%%%
&&eeooo***!!!!!!!!!!!!!!!!!!!******oooooeeeeee&&&&&&############%%%%%%%%%%%%%%%
&&eeeooo******!!!!!!!!!!********ooooooeeeeee&&&&&&&############%%%%%%%%%%%%%%%%
#&&eeeooooo******************oooooooeeeeee&&&&&&&#############%%%%%%%%%%%%%%%%%
#&&&eeeeoooooooo******oooooooooooeeeeeee&&&&&&&&#############%%%%%%%%%%%%%%%%%%
##&&&&eeeeeooooooooooooooooooeeeeeeee&&&&&&&&&##############%%%%%%%%%%%%%%%%%%%
##&&&&&eeeeeeeeeeeeeeeeeeeeeeeeee&&&&&&&&&################%%%%%%%%%%%%%%%%%%%
####&&&&&&eeeeeeeeeeeeeeeeeee&&&&&&&&&&&################%%%%%%%%%%%%%%%%%%%%%
#####&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&#################%%%%%%%%%%%%%%%%%%%%%%
%#######&&&&&&&&&&&&&&&&&&&&&&&&###################%%%%%%%%%%%%%%%%%%%%%%%%
%###########&&&&&&&&&&&&&#######################%%%%%%%%%%%%%%%%%%%%%%%%%
%############################################%%%%%%%%%%%%%%%%%%%%%%%%%%
%%#######################################%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%#################################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%#########################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%#############%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%
 
::...:::!!!*o
..............::!!*oo
..................::!!**ooe
.....................::!!**ooee
.......................::!!**ooee
........................::!!**oooee
.........................::!!**oooeee
:........................::!!!**oooeeee
........................::!!!**ooooeeee
:......................::!!!***oooeeeee
:....................:::!!!***oooeeeeee
!:.................:::!!!****oooeeeeeee
*!:::...........::::!!!!***ooooeeeeeeee
*!!!:::::::::::!!!!!****oooooeeeeeeee
o**!!!!!!!!!!!!!*****oooooeeeeeeeee
oo**************ooooooeeeeeeeeeee
eoooooooooooooooooeeeeeeeeeeeee
eeeooooooooeeeeeeeeeeeeeeee
eeeeeeeeeeeeeeeeeeeee
eeeeeeeeeeeee
</pre>
 
=={{header|Lingo}}==
<syntaxhighlight lang="lingo">----------------------------------------
-- Draw a circle
-- @param {image} img
-- @param {integer} x
-- @param {integer} y
-- @param {integer} r
-- @param {integer} lineSize
-- @param {color} drawColor
----------------------------------------
on circle (img, x, y, r, lineSize, drawColor)
props = [:]
props[#shapeType] = #oval
props[#lineSize] = lineSize
props[#color] = drawColor
img.draw(x-r, y-r, x+r, y+r, props)
end</syntaxhighlight>
 
=={{header|Logo}}==
 
Line 293 ⟶ 3,321:
{{works with|MSWlogo}}
 
<langsyntaxhighlight lang="logo">to sphere :r
cs perspective ht ;making the room ready to use
repeat 180 [polystart circle :r polyend down 1]
polyview
end</langsyntaxhighlight>
 
=={{header|MathematicaLua}}==
{{trans|C}}
{{works with|Lua|5.1.4}}
<syntaxhighlight lang="lua">require ("math")
 
shades = {'.', ':', '!', '*', 'o', 'e', '&', '#', '%', '@'}
 
function normalize (vec)
len = math.sqrt(vec[1]^2 + vec[2]^2 + vec[3]^2)
return {vec[1]/len, vec[2]/len, vec[3]/len}
end
 
light = normalize{30, 30, -50}
 
function dot (vec1, vec2)
d = vec1[1]*vec2[1] + vec1[2]*vec2[2] + vec1[3]*vec2[3]
return d < 0 and -d or 0
end
 
function draw_sphere (radius, k, ambient)
for i = math.floor(-radius),-math.floor(-radius) do
x = i + .5
local line = ''
for j = math.floor(-2*radius),-math.floor(-2*radius) do
y = j / 2 + .5
if x^2 + y^2 <= radius^2 then
vec = normalize{x, y, math.sqrt(radius^2 - x^2 - y^2)}
b = dot(light,vec) ^ k + ambient
intensity = math.floor ((1 - b) * #shades)
line = line .. (shades[intensity] or shades[1])
else
line = line .. ' '
end
end
print (line)
end
end
 
draw_sphere (20, 4, 0.1)
draw_sphere (10, 2, 0.4)</syntaxhighlight>
{{out}}
<pre> &&&&&&&&&&&&#####
&eeeoooooooooeeeeee&&&&&#######
eooo*************oooooeeee&&&&&########
eo**!!!!!!!!!!!!!!!*****ooooeeee&&&&#########
eo*!!!:::::...:::::::!!!!****oooeeee&&&&&##########
o**!:::..............::::!!!!***ooooeee&&&&&###########
o*!!::...................::::!!!***ooooeee&&&&&############
eo*!::......................::::!!!***oooeeee&&&&&#############
o*!::.........................:::!!!***ooooeee&&&&&##############
&o*!::..........................:::!!!***ooooeeee&&&&###############%
eo*!::...........................:::!!!***ooooeeee&&&&&###############%
eo*!::............................:::!!!***ooooeeee&&&&&###############%%
&o*!!::...........................:::!!!!***oooeeee&&&&&#################%%
eo*!!:...........................::::!!!***ooooeeee&&&&&#################%%
eo**!!::.........................::::!!!****oooeeee&&&&&&#################%%%
eo**!!::.......................::::!!!!****oooeeeee&&&&&##################%%%
&eo**!!:::....................:::::!!!!***ooooeeeee&&&&&&##################%%%%
&eoo**!!::::................:::::!!!!****ooooeeeee&&&&&&###################%%%%
&eoo***!!!:::::........:::::::!!!!!****oooooeeeee&&&&&&###################%%%%%
&eeoo***!!!!:::::::::::::::!!!!!!*****ooooeeeee&&&&&&&####################%%%%%
&&eeoo****!!!!!!!!!!!!!!!!!!!!*****oooooeeeeee&&&&&&######################%%%%%
&&eeeooo******!!!!!!!!!!!*******ooooooeeeeee&&&&&&&######################%%%%%%
#&&eeeooooo******************oooooooeeeeee&&&&&&&#######################%%%%%%%
##&&&eeeeoooooooooo*ooooooooooooeeeeeeee&&&&&&&&#######################%%%%%%%%
##&&&eeeeeeooooooooooooooooeeeeeeeee&&&&&&&&&########################%%%%%%%%
###&&&&&eeeeeeeeeeeeeeeeeeeeeeee&&&&&&&&&&##########################%%%%%%%%%
####&&&&&&&eeeeeeeeeeeeeee&&&&&&&&&&&&############################%%%%%%%%%
######&&&&&&&&&&&&&&&&&&&&&&&&&&&&&##############################%%%%%%%%%%
########&&&&&&&&&&&&&&&&&&&&&&################################%%%%%%%%%%%
###############&&&&&#######################################%%%%%%%%%%%%
#########################################################%%%%%%%%%%%%
#####################################################%%%%%%%%%%%%
#################################################%%%%%%%%%%%%%%
#############################################%%%%%%%%%%%%%%
########################################%%%%%%%%%%%%%%%
##################################%%%%%%%%%%%%%%%%%
%##########################%%%%%%%%%%%%%%%%%%
%%%%############%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%
........::!!*
...............::!!*o
....................::!**oo
.......................::!**ooo
........................::!!**ooo
.........................::!!**oooo
..........................::!!**ooooe
...........................::!!**ooooee
..........................::!!***ooooee
.........................::!!!**oooooee
.......................:::!!!**oooooeee
:.....................::!!!***ooooooeee
!::................:::!!!!***ooooooeeee
!!::..........:::::!!!****ooooooeeeee
*!!!::::::::::!!!!!****oooooooeeeee
o***!!!!!!!!!******ooooooooeeeeee
ooo***********ooooooooooeeeeeee
oooooooooooooooooooeeeeeeee
eooooooooooeeeeeeeeee
eeeeeeeeeeeee
</pre>
 
=={{header|M2000 Interpreter}}==
<syntaxhighlight lang="m2000 interpreter">
Module CheckIt {
Er$="Pset is a new statement"
If Version<9.4 Then Error Er$
If Version=9.4 then If revision<26 then Error Er$
Form 60, 40
Cls 0 ' Black
Gradient 0,1
Pen 14 ' Yellow
Set Fast !
Refresh 500
Module Sphere (R as long, X0 as long, Y0 as long, fun){
R2 = R * R
Def Long X, Y, D2
Let Scale=twipsx/R*13.5
For Y = -R To R step twipsx {
Move X0-R, Y+Y0
For X = -R To R step twipsy {
D2 = X **2 + Y **2
IF R2>D2 THEN Pset Fun(Max.Data(Min.Data((Sqrt(R2 - D2) - ( X + Y) / 2 )*Scale ,255),0))
Step twipsx
}
}
}
Blue=lambda (c)->{
c1=c/4+192
=Color(c,c,c1)
}
Blue1=lambda (c)->{
c1=c/4+Random(150,192)
=Color(c,c,c1)
}
Mystery=lambda m=1 (c)->{
c1=c/4+m
m+=10
if m>192 then m=1
=Color(c,c,c1)
}
Mystery2=lambda m=1, p=true (c)->{
c1=c/4+m
if p then m+=10
Else m=-10
if m>192 then m-=10 : p=false
If m<0 then m+=10: p=true
=Color(c,c,c1)
}
Buffer Alfa as byte*8
Trans =lambda Alfa (c) -> {
Return Alfa, 0:=-point as long
Return Alfa, 4:=-color(c,c, c/4+192) as long
for i=0 to 2: Return Alfa, i:=(Eval(Alfa, i)+Eval(Alfa, i+4))/2: Next i
=-Eval(Alfa, 0 as long)
}
Sphere 2400, 9000,7000, Blue
Sphere 800, 6000, 7000, Blue1
Sphere 1200, 5000,5000, Mystery
Sphere 1200, 10000,6000, Mystery2
Sphere 1200, 8000,5000, trans
}
Checkit
</syntaxhighlight>
 
[[https://2.bp.blogspot.com/-ZWy2xDxXbzg/W98lAuNSY9I/AAAAAAAAHZ0/DFYluvWtz_cwwAUKfblujnW6mTC5XVs1QCLcBGAs/s1600/sphere.png]image]
 
=={{header|Maple}}==
[[File:Sphere_Maple.png|thumb]]
<syntaxhighlight lang="maple">plots[display](plottools[sphere](), axes = none, style = surface);</syntaxhighlight>
 
=={{header|Mathematica}} / {{header|Wolfram Language}}==
Mathematica has many 3D drawing capabilities. To create a sphere with radius one centered at (0,0,0):
<langsyntaxhighlight Mathematicalang="mathematica">Graphics3D[Sphere[{0,0,0},1]]</langsyntaxhighlight>
 
=={{header|MATLAB}}==
To create the unit sphere:
<syntaxhighlight lang="matlab">figure; sphere</syntaxhighlight>
 
=={{header|Maxima}}==
<syntaxhighlight lang="maxima">/* Two solutions */
plot3d(1, [theta, 0, %pi], [phi, 0, 2 * %pi],
[transform_xy, spherical_to_xyz], [grid, 30, 60],
[box, false], [legend, false])$
 
load(draw)$
draw3d(xu_grid=30, yv_grid=60, surface_hide=true,
parametric_surface(cos(phi)*sin(theta),
sin(phi)*sin(theta),
cos(theta),
theta, 0, %pi, phi, 0, 2 * %pi))$</syntaxhighlight>
 
=={{header|Nim}}==
{{trans|C}}
<syntaxhighlight lang="nim">import math
 
type Point = tuple[x,y,z: float]
 
const shades = ".:!*oe&#%@"
 
proc normalize(x, y, z: float): Point =
let len = sqrt(x*x + y*y + z*z)
(x / len, y / len, z / len)
 
proc dot(a, b: Point): float =
result = max(0, - a.x*b.x - a.y*b.y - a.z*b.z)
 
let light = normalize(30.0, 30.0, -50.0)
 
proc drawSphere(r: int; k, ambient: float) =
for i in -r .. r:
let x = i.float + 0.5
for j in -2*r .. 2*r:
let y = j.float / 2.0 + 0.5
if x*x + y*y <= float r*r:
let
v = normalize(x, y, sqrt(float(r*r) - x*x - y*y))
b = pow(dot(light, v), k) + ambient
i = clamp(int((1.0 - b) * shades.high.float), 0, shades.high)
stdout.write shades[i]
else: stdout.write ' '
stdout.write "\n"
 
drawSphere 20, 4.0, 0.1
drawSphere 10, 2.0, 0.4</syntaxhighlight>
{{out}}
<pre> &&&&&&&&&&#######
&eeeeeeeeeeeeeeee&&&&&&#######%
&eoooo*******oooooooeeeee&&&&&########%
eoo****!!!!!!!!******oooooeeee&&&&&########%%
eoo**!!!!::::::::!!!!!*****ooooeeee&&&&&########%%%
eo**!!::::::...:::::::!!!!!***ooooeeee&&&&&########%%%%
eo*!!:::.............:::::!!!!***ooooeeee&&&&&########%%%%%
eo*!!:::.................::::!!!!***ooooeeee&&&&#########%%%%%%
eo*!!::....................::::!!!****oooeeee&&&&&#########%%%%%%
&o**!::......................::::!!!****oooeeee&&&&&##########%%%%%%%
&o**!::.......................::::!!!****oooeeee&&&&&##########%%%%%%%%
&oo*!!::.......................:::!!!!***ooooeeee&&&&&##########%%%%%%%%%
&eo*!!::.......................::::!!!****ooooeeee&&&&&##########%%%%%%%%%%
eo**!!::......................::::!!!!***ooooeeeee&&&&&##########%%%%%%%%%%
&eo**!!:::...................:::::!!!!****ooooeeee&&&&&###########%%%%%%%%%%%
eeo**!!::::................:::::!!!!!****ooooeeee&&&&&&###########%%%%%%%%%%%
&eeo***!!:::::...........::::::!!!!!****oooooeeee&&&&&&###########%%%%%%%%%%%%%
&eeoo**!!!!::::::::::::::::::!!!!!*****ooooeeeee&&&&&&############%%%%%%%%%%%%%
&eeooo***!!!!::::::::::::!!!!!!!*****oooooeeeee&&&&&&############%%%%%%%%%%%%%%
&&eeooo***!!!!!!!!!!!!!!!!!!!******oooooeeeeee&&&&&&############%%%%%%%%%%%%%%%
&&eeeooo******!!!!!!!!!!********ooooooeeeeee&&&&&&&############%%%%%%%%%%%%%%%%
#&&eeeooooo******************oooooooeeeeee&&&&&&&#############%%%%%%%%%%%%%%%%%
#&&&eeeeoooooooo******oooooooooooeeeeeee&&&&&&&&#############%%%%%%%%%%%%%%%%%%
##&&&&eeeeeooooooooooooooooooeeeeeeee&&&&&&&&&##############%%%%%%%%%%%%%%%%%%%
##&&&&&eeeeeeeeeeeeeeeeeeeeeeeeee&&&&&&&&&################%%%%%%%%%%%%%%%%%%%
####&&&&&&eeeeeeeeeeeeeeeeeee&&&&&&&&&&&################%%%%%%%%%%%%%%%%%%%%%
#####&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&#################%%%%%%%%%%%%%%%%%%%%%%
%#######&&&&&&&&&&&&&&&&&&&&&&&&###################%%%%%%%%%%%%%%%%%%%%%%%%
%###########&&&&&&&&&&&&&#######################%%%%%%%%%%%%%%%%%%%%%%%%%
%############################################%%%%%%%%%%%%%%%%%%%%%%%%%%
%%#######################################%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%#################################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%#########################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%#############%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%
::...:::!!!*o
..............::!!*oo
..................::!!**ooe
.....................::!!**ooee
.......................::!!**ooee
........................::!!**oooee
.........................::!!**oooeee
:........................::!!!**oooeeee
........................::!!!**ooooeeee
:......................::!!!***oooeeeee
:....................:::!!!***oooeeeeee
!:.................:::!!!****oooeeeeeee
*!:::...........::::!!!!***ooooeeeeeeee
*!!!:::::::::::!!!!!****oooooeeeeeeee
o**!!!!!!!!!!!!!*****oooooeeeeeeeee
oo**************ooooooeeeeeeeeeee
eoooooooooooooooooeeeeeeeeeeeee
eeeooooooooeeeeeeeeeeeeeeee
eeeeeeeeeeeeeeeeeeeee
eeeeeeeeeeeee</pre>
 
=={{header|Ol}}==
{{libheader|OpenGL}}
<syntaxhighlight lang="scheme">
(import (lib gl))
(import (OpenGL version-1-0))
 
; init
(glClearColor 0.3 0.3 0.3 1)
(glPolygonMode GL_FRONT_AND_BACK GL_FILL)
 
(define quadric (gluNewQuadric))
 
; draw loop
(gl:set-renderer (lambda (mouse)
(glClear GL_COLOR_BUFFER_BIT)
 
(glColor3f 0.7 0.7 0.7)
(gluSphere quadric 0.4 32 10)
))
</syntaxhighlight>
 
=={{header|Openscad}}==
Drawing a sphere is easy in openscad:
 
<langsyntaxhighlight lang="openscad">// This will produce a sphere of radius 5
sphere(5);</langsyntaxhighlight>
 
[[Category:Geometric Primitives]]
 
=={{header|OxygenBasic}}==
Using an OpenGl-based console
<syntaxhighlight lang="text">
% Title "Sphere"
'% Animated
% PlaceCentral
uses ConsoleG
 
sub main
========
cls 0.0, 0.2, 0.7
shading
scale 10
pushstate
GoldMaterial.act
go sphere
popstate
end sub
 
EndScript
</syntaxhighlight>
 
=={{header|Pascal}}==
{{works with|Free_Pascal}}
After changing "{$APPTYPE CONSOLE}" to "{$mode delphi}" or "{$mode objfpc}" the Delphi example works with FreePascal.
 
=={{header|Perl}}==
{{trans|Raku}}
 
This produces a PGM image which can't be uploaded on rosettacode at the moment. It looks similar as the Raku solution, though.
 
<syntaxhighlight lang="perl">use strict;
use warnings;
 
my $x = my $y = 255;
$x |= 1; # must be odd
my $depth = 255;
 
my $light = Vector->new(rand, rand, rand)->normalized;
 
print "P2\n$x $y\n$depth\n";
 
my ($r, $ambient) = (($x - 1)/2, 0);
my ($r2) = $r ** 2;
{
for my $x (-$r .. $r) {
my $x2 = $x**2;
for my $y (-$r .. $r) {
my $y2 = $y**2;
my $pixel = 0;
if ($x2 + $y2 < $r2) {
my $v = Vector->new($x, $y, sqrt($r2 - $x2 - $y2))->normalized;
my $I = $light . $v + $ambient;
$I = $I < 0 ? 0 : $I > 1 ? 1 : $I;
$pixel = int($I * $depth);
}
print $pixel;
print $y == $r ? "\n" : " ";
}
}
}
 
package Vector {
sub new {
my $class = shift;
bless ref($_[0]) eq 'Array' ? $_[0] : [ @_ ], $class;
}
sub normalized {
my $this = shift;
my $norm = sqrt($this . $this);
ref($this)->new( map $_/$norm, @$this );
}
use overload q{.} => sub {
my ($a, $b) = @_;
my $sum = 0;
for (0 .. @$a - 1) {
$sum += $a->[$_] * $b->[$_]
}
return $sum;
},
q{""} => sub { sprintf "Vector:[%s]", join ' ', @{shift()} };
}</syntaxhighlight>
 
=={{header|Phix}}==
{{libheader|Phix/pGUI}}
{{libheader|Phix/online}}
{{trans|Go}} (Go gets credit for the dot/normalize/drawSphere routines, but this draws on screen rather than to png file)
Sphere will resize to match the window.
You can run this online [http://phix.x10.mx/p2js/drawsphere.htm here]. Note fullscreen redraw can be quite slow.
<!--<syntaxhighlight lang="phix">(phixonline)-->
<span style="color: #000080;font-style:italic;">--
-- demo\rosetta\Draw_a_sphere.exw
-- ==============================
--</span>
<span style="color: #008080;">with</span> <span style="color: #008080;">javascript_semantics</span>
<span style="color: #008080;">include</span> <span style="color: #000000;">pGUI</span><span style="color: #0000FF;">.</span><span style="color: #000000;">e</span>
<span style="color: #008080;">constant</span> <span style="color: #000000;">title</span> <span style="color: #0000FF;">=</span> <span style="color: #008000;">"Draw a sphere"</span>
<span style="color: #004080;">Ihandle</span> <span style="color: #000000;">dlg</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">canvas</span>
<span style="color: #004080;">cdCanvas</span> <span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">cdcanvas</span>
<span style="color: #008080;">function</span> <span style="color: #000000;">dot</span><span style="color: #0000FF;">(</span><span style="color: #004080;">sequence</span> <span style="color: #000000;">x</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">y</span><span style="color: #0000FF;">)</span>
<span style="color: #008080;">return</span> <span style="color: #7060A8;">sum</span><span style="color: #0000FF;">(</span><span style="color: #7060A8;">sq_mul</span><span style="color: #0000FF;">(</span><span style="color: #000000;">x</span><span style="color: #0000FF;">,</span><span style="color: #000000;">y</span><span style="color: #0000FF;">))</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">function</span>
<span style="color: #008080;">function</span> <span style="color: #000000;">normalize</span><span style="color: #0000FF;">(</span><span style="color: #004080;">sequence</span> <span style="color: #000000;">v</span><span style="color: #0000FF;">)</span>
<span style="color: #004080;">atom</span> <span style="color: #000000;">len</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">sqrt</span><span style="color: #0000FF;">(</span><span style="color: #000000;">dot</span><span style="color: #0000FF;">(</span><span style="color: #000000;">v</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">v</span><span style="color: #0000FF;">))</span>
<span style="color: #008080;">return</span> <span style="color: #008080;">iff</span><span style="color: #0000FF;">(</span><span style="color: #000000;">len</span><span style="color: #0000FF;">=</span><span style="color: #000000;">0</span><span style="color: #0000FF;">?{</span><span style="color: #000000;">0</span><span style="color: #0000FF;">,</span><span style="color: #000000;">0</span><span style="color: #0000FF;">,</span><span style="color: #000000;">0</span><span style="color: #0000FF;">}:</span><span style="color: #7060A8;">sq_mul</span><span style="color: #0000FF;">(</span><span style="color: #000000;">v</span><span style="color: #0000FF;">,</span><span style="color: #000000;">1</span><span style="color: #0000FF;">/</span><span style="color: #000000;">len</span><span style="color: #0000FF;">))</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">function</span>
<span style="color: #008080;">procedure</span> <span style="color: #000000;">drawSphere</span><span style="color: #0000FF;">(</span><span style="color: #004080;">integer</span> <span style="color: #000000;">width</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">height</span><span style="color: #0000FF;">,</span> <span style="color: #004080;">atom</span> <span style="color: #000000;">k</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">amb</span><span style="color: #0000FF;">,</span> <span style="color: #004080;">sequence</span> <span style="color: #000000;">direction</span><span style="color: #0000FF;">)</span>
<span style="color: #004080;">atom</span> <span style="color: #000000;">t0</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">time</span><span style="color: #0000FF;">()+</span><span style="color: #000000;">1</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">t1</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">t0</span><span style="color: #0000FF;">,</span>
<span style="color: #000000;">lmul</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">255</span><span style="color: #0000FF;">/(</span><span style="color: #000000;">1</span><span style="color: #0000FF;">+</span><span style="color: #000000;">amb</span><span style="color: #0000FF;">)</span>
<span style="color: #004080;">integer</span> <span style="color: #000000;">r</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">floor</span><span style="color: #0000FF;">((</span><span style="color: #7060A8;">min</span><span style="color: #0000FF;">(</span><span style="color: #000000;">width</span><span style="color: #0000FF;">,</span><span style="color: #000000;">height</span><span style="color: #0000FF;">)-</span><span style="color: #000000;">20</span><span style="color: #0000FF;">)/</span><span style="color: #000000;">2</span><span style="color: #0000FF;">),</span>
<span style="color: #000000;">cx</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">floor</span><span style="color: #0000FF;">(</span><span style="color: #000000;">width</span><span style="color: #0000FF;">/</span><span style="color: #000000;">2</span><span style="color: #0000FF;">),</span>
<span style="color: #000000;">cy</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">floor</span><span style="color: #0000FF;">(</span><span style="color: #000000;">height</span><span style="color: #0000FF;">/</span><span style="color: #000000;">2</span><span style="color: #0000FF;">)</span>
<span style="color: #008080;">for</span> <span style="color: #000000;">x</span><span style="color: #0000FF;">=-</span><span style="color: #000000;">r</span> <span style="color: #008080;">to</span> <span style="color: #000000;">r</span> <span style="color: #008080;">do</span>
<span style="color: #008080;">if</span> <span style="color: #7060A8;">time</span><span style="color: #0000FF;">()></span><span style="color: #000000;">t1</span> <span style="color: #008080;">then</span>
<span style="color: #000080;font-style:italic;">-- Let the user know we aren't completely dead just yet</span>
<span style="color: #7060A8;">IupSetStrAttribute</span><span style="color: #0000FF;">(</span><span style="color: #000000;">dlg</span><span style="color: #0000FF;">,</span><span style="color: #008000;">"TITLE"</span><span style="color: #0000FF;">,</span><span style="color: #008000;">"%s - drawing (%d%%)"</span><span style="color: #0000FF;">,{</span><span style="color: #000000;">title</span><span style="color: #0000FF;">,</span><span style="color: #000000;">100</span><span style="color: #0000FF;">*(</span><span style="color: #000000;">x</span><span style="color: #0000FF;">+</span><span style="color: #000000;">r</span><span style="color: #0000FF;">)/(</span><span style="color: #000000;">2</span><span style="color: #0000FF;">*</span><span style="color: #000000;">r</span><span style="color: #0000FF;">)})</span>
<span style="color: #000000;">t1</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">time</span><span style="color: #0000FF;">()+</span><span style="color: #000000;">1</span>
<span style="color: #000080;font-style:italic;">-- (as per DeathStar.exw, prevent "(Not Responding)" nonsense)</span>
<span style="color: #008080;">if</span> <span style="color: #7060A8;">platform</span><span style="color: #0000FF;">()!=</span><span style="color: #004600;">JS</span> <span style="color: #008080;">then</span>
<span style="color: #008080;">if</span> <span style="color: #7060A8;">IupLoopStep</span><span style="color: #0000FF;">()=</span><span style="color: #004600;">IUP_CLOSE</span> <span style="color: #008080;">then</span>
<span style="color: #7060A8;">IupExitLoop</span><span style="color: #0000FF;">()</span>
<span style="color: #008080;">exit</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
<span style="color: #008080;">for</span> <span style="color: #000000;">y</span><span style="color: #0000FF;">=-</span><span style="color: #000000;">r</span> <span style="color: #008080;">to</span> <span style="color: #000000;">r</span> <span style="color: #008080;">do</span>
<span style="color: #004080;">integer</span> <span style="color: #000000;">z</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">r</span><span style="color: #0000FF;">*</span><span style="color: #000000;">r</span><span style="color: #0000FF;">-(</span><span style="color: #000000;">x</span><span style="color: #0000FF;">*</span><span style="color: #000000;">x</span><span style="color: #0000FF;">+</span><span style="color: #000000;">y</span><span style="color: #0000FF;">*</span><span style="color: #000000;">y</span><span style="color: #0000FF;">)</span>
<span style="color: #008080;">if</span> <span style="color: #000000;">z</span><span style="color: #0000FF;">>=</span><span style="color: #000000;">0</span> <span style="color: #008080;">then</span>
<span style="color: #004080;">atom</span> <span style="color: #000000;">s</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">dot</span><span style="color: #0000FF;">(</span><span style="color: #000000;">direction</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">normalize</span><span style="color: #0000FF;">({</span><span style="color: #000000;">x</span><span style="color: #0000FF;">,</span><span style="color: #000000;">y</span><span style="color: #0000FF;">,</span><span style="color: #7060A8;">sqrt</span><span style="color: #0000FF;">(</span><span style="color: #000000;">z</span><span style="color: #0000FF;">)})),</span>
<span style="color: #000000;">l</span> <span style="color: #0000FF;">=</span> <span style="color: #008080;">iff</span><span style="color: #0000FF;">(</span><span style="color: #000000;">s</span><span style="color: #0000FF;"><=</span><span style="color: #000000;">0</span><span style="color: #0000FF;">?</span><span style="color: #000000;">0</span><span style="color: #0000FF;">:</span><span style="color: #7060A8;">power</span><span style="color: #0000FF;">(</span><span style="color: #000000;">s</span><span style="color: #0000FF;">,</span><span style="color: #000000;">k</span><span style="color: #0000FF;">))</span>
<span style="color: #004080;">integer</span> <span style="color: #000000;">lum</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">and_bits</span><span style="color: #0000FF;">(</span><span style="color: #000000;">#FF</span><span style="color: #0000FF;">,</span><span style="color: #000000;">lmul</span><span style="color: #0000FF;">*(</span><span style="color: #000000;">l</span><span style="color: #0000FF;">+</span><span style="color: #000000;">amb</span><span style="color: #0000FF;">))</span>
<span style="color: #7060A8;">cdCanvasPixel</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">x</span><span style="color: #0000FF;">+</span><span style="color: #000000;">cx</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">y</span><span style="color: #0000FF;">+</span><span style="color: #000000;">cy</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">lum</span><span style="color: #0000FF;">*</span><span style="color: #000000;">#10101</span><span style="color: #0000FF;">)</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">for</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">for</span>
<span style="color: #008080;">if</span> <span style="color: #000000;">t1</span><span style="color: #0000FF;">!=</span><span style="color: #000000;">t0</span> <span style="color: #008080;">then</span>
<span style="color: #7060A8;">IupSetStrAttribute</span><span style="color: #0000FF;">(</span><span style="color: #000000;">dlg</span><span style="color: #0000FF;">,</span><span style="color: #008000;">"TITLE"</span><span style="color: #0000FF;">,</span><span style="color: #000000;">title</span><span style="color: #0000FF;">)</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">procedure</span>
<span style="color: #008080;">function</span> <span style="color: #000000;">redraw_cb</span><span style="color: #0000FF;">(</span><span style="color: #004080;">Ihandle</span> <span style="color: #000080;font-style:italic;">/*ih*/</span><span style="color: #0000FF;">,</span> <span style="color: #004080;">integer</span> <span style="color: #000080;font-style:italic;">/*posx*/</span><span style="color: #0000FF;">,</span> <span style="color: #000080;font-style:italic;">/*posy*/</span><span style="color: #0000FF;">)</span>
<span style="color: #004080;">integer</span> <span style="color: #0000FF;">{</span><span style="color: #000000;">width</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">height</span><span style="color: #0000FF;">}</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">IupGetIntInt</span><span style="color: #0000FF;">(</span><span style="color: #000000;">canvas</span><span style="color: #0000FF;">,</span> <span style="color: #008000;">"DRAWSIZE"</span><span style="color: #0000FF;">)</span>
<span style="color: #7060A8;">cdCanvasActivate</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">)</span>
<span style="color: #7060A8;">cdCanvasClear</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">)</span>
<span style="color: #000000;">drawSphere</span><span style="color: #0000FF;">(</span><span style="color: #000000;">width</span><span style="color: #0000FF;">,</span><span style="color: #000000;">height</span><span style="color: #0000FF;">,</span><span style="color: #000000;">1.5</span><span style="color: #0000FF;">,</span><span style="color: #000000;">0.2</span><span style="color: #0000FF;">,</span><span style="color: #000000;">normalize</span><span style="color: #0000FF;">({-</span><span style="color: #000000;">30</span><span style="color: #0000FF;">,-</span><span style="color: #000000;">30</span><span style="color: #0000FF;">,</span><span style="color: #000000;">50</span><span style="color: #0000FF;">}))</span>
<span style="color: #7060A8;">cdCanvasFlush</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">)</span>
<span style="color: #008080;">return</span> <span style="color: #004600;">IUP_DEFAULT</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">function</span>
<span style="color: #008080;">function</span> <span style="color: #000000;">map_cb</span><span style="color: #0000FF;">(</span><span style="color: #004080;">Ihandle</span> <span style="color: #000000;">ih</span><span style="color: #0000FF;">)</span>
<span style="color: #000000;">cdcanvas</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">cdCreateCanvas</span><span style="color: #0000FF;">(</span><span style="color: #004600;">CD_IUP</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">ih</span><span style="color: #0000FF;">)</span>
<span style="color: #000000;">cddbuffer</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">cdCreateCanvas</span><span style="color: #0000FF;">(</span><span style="color: #004600;">CD_DBUFFER</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">cdcanvas</span><span style="color: #0000FF;">)</span>
<span style="color: #7060A8;">cdCanvasSetBackground</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">,</span> <span style="color: #004600;">CD_BLACK</span><span style="color: #0000FF;">)</span>
<span style="color: #008080;">return</span> <span style="color: #004600;">IUP_DEFAULT</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">function</span>
<span style="color: #008080;">procedure</span> <span style="color: #000000;">main</span><span style="color: #0000FF;">()</span>
<span style="color: #7060A8;">IupOpen</span><span style="color: #0000FF;">()</span>
<span style="color: #000000;">canvas</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">IupCanvas</span><span style="color: #0000FF;">(</span><span style="color: #008000;">"RASTERSIZE=340x340"</span><span style="color: #0000FF;">)</span>
<span style="color: #7060A8;">IupSetCallbacks</span><span style="color: #0000FF;">(</span><span style="color: #000000;">canvas</span><span style="color: #0000FF;">,</span> <span style="color: #0000FF;">{</span><span style="color: #008000;">"MAP_CB"</span><span style="color: #0000FF;">,</span> <span style="color: #7060A8;">Icallback</span><span style="color: #0000FF;">(</span><span style="color: #008000;">"map_cb"</span><span style="color: #0000FF;">),</span>
<span style="color: #008000;">"ACTION"</span><span style="color: #0000FF;">,</span> <span style="color: #7060A8;">Icallback</span><span style="color: #0000FF;">(</span><span style="color: #008000;">"redraw_cb"</span><span style="color: #0000FF;">)})</span>
<span style="color: #000000;">dlg</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">IupDialog</span><span style="color: #0000FF;">(</span><span style="color: #000000;">canvas</span><span style="color: #0000FF;">,</span><span style="color: #008000;">`TITLE="%s"`</span><span style="color: #0000FF;">,{</span><span style="color: #000000;">title</span><span style="color: #0000FF;">})</span>
<span style="color: #7060A8;">IupShow</span><span style="color: #0000FF;">(</span><span style="color: #000000;">dlg</span><span style="color: #0000FF;">)</span>
<span style="color: #7060A8;">IupSetAttribute</span><span style="color: #0000FF;">(</span><span style="color: #000000;">canvas</span><span style="color: #0000FF;">,</span> <span style="color: #008000;">"RASTERSIZE"</span><span style="color: #0000FF;">,</span> <span style="color: #004600;">NULL</span><span style="color: #0000FF;">)</span> <span style="color: #000080;font-style:italic;">-- release the minimum limitation</span>
<span style="color: #008080;">if</span> <span style="color: #7060A8;">platform</span><span style="color: #0000FF;">()!=</span><span style="color: #004600;">JS</span> <span style="color: #008080;">then</span>
<span style="color: #7060A8;">IupMainLoop</span><span style="color: #0000FF;">()</span>
<span style="color: #7060A8;">IupClose</span><span style="color: #0000FF;">()</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">procedure</span>
<span style="color: #000000;">main</span><span style="color: #0000FF;">()</span>
<!--</syntaxhighlight>-->
 
=={{header|PicoLisp}}==
{{libheader|GLUT}}
This is for the 64-bit version.
<langsyntaxhighlight PicoLisplang="picolisp">(load "@lib/openGl.l")
 
(glutInit)
Line 338 ⟶ 3,852:
# Exit upon mouse click
(mouseFunc '((Btn State X Y) (bye)))
(glutMainLoop)</langsyntaxhighlight>
 
{{trans|C}}
 
<syntaxhighlight lang="picolisp">(scl 24)
 
(setq *Shades
(list "." ":" "!" "*" "o" "e" "&" "#" "%" "@"))
 
(setq *Light
(list 30.0 30.0 -50.0))
 
(de normalize (V)
(let Len
(sqrt
(sum
(quote (X)
(** X 2))
V))
(mapcar
(quote (X)
(*/ X 1.0 Len))
V)))
 
(de dot (X Y)
(let D (sum (quote (A B) (*/ A B 1.0)) X Y)
(if (< D 0) (- D) 0)))
 
(de floor (N)
(* 1.0 (*/ (- N 0.5) 1.0)))
 
(de ceil (N)
(* 1.0 (*/ (+ N 0.5) 1.0)))
 
(de drawSphere (R K Ambient)
(let Vec NIL
(for (I (floor (- R)) (<= I (ceil R)) (+ I 1.0))
(let X (+ I 0.5)
(for (J (floor (* -2 R)) (<= J (ceil (* 2 R))) (+ J 1.0))
(let Y (+ (/ J 2) 0.5)
(if (<= (+ (*/ X X 1.0) (*/ Y Y 1.0)) (*/ R R 1.0))
(prog
(setq Vec
(list X Y
(sqrt
(* 1.0
(- (*/ R R 1.0)
(*/ X X 1.0)
(*/ Y Y 1.0))))))
(setq Vec (normalize Vec))
(let (B NIL
Intensity NIL)
(setq B (+ (/ (** (dot *Light Vec) K) (** 1.0 (- K 1))) Ambient))
(setq Intensity
(if (<= B 0)
(- (length *Shades) 2)
(max (format (round (*/ (- 1.0 B) (* (- (length *Shades) 1) 1.0) 1.0) 0)) 0)))
(prin (nth *Shades (+ Intensity 1) 1))))
(prin " "))))
(prinl)))))
 
(setq *Light (normalize *Light))
(drawSphere 20.0 4 0.1)
(drawSphere 10.0 2 0.4)</syntaxhighlight>
{{out}}
<pre> ##############%%%
#&&eeeeeeeeeee&&&&&&######%%%%%
&eeeoooooooooooooeeeee&&&&&######%%%%%%
&eooo**************oooooeeee&&&&&#####%%%%%%%
&eoo**!!!!!!!!!!!!!!*****ooooeeee&&&&######%%%%%%%%
eoo**!!!::::::::::::!!!!****ooooeeee&&&&######%%%%%%%%%
eoo*!!!::::.......::::::!!!!****oooeeee&&&&######%%%%%%%%%%
&eo*!!:::..............::::!!!!***ooooeeee&&&&######%%%%%%%%%%%
eo**!!::.................::::!!!****oooeeee&&&&######%%%%%%%%%%%%
&eo*!!:::..................::::!!!!***oooeeee&&&&&######%%%%%%%%%%%%%
&eo*!!:::...................::::!!!!***oooeeee&&&&&######%%%%%%%%%%%%%%
&eo**!!::....................::::!!!****oooeeee&&&&&######%%%%%%%%%%%%%%%
#eoo*!!:::...................::::!!!!***ooooeeee&&&&#######%%%%%%%%%%%%%%%%
&eo**!!:::.................:::::!!!!****oooeeee&&&&&#######%%%%%%%%%%%%%%%%
&eoo**!!::::...............:::::!!!!****ooooeeee&&&&#######%%%%%%%%%%%%%%%%%%
&eoo**!!!::::...........::::::!!!!*****ooooeeee&&&&&#######%%%%%%%%%%%%%%%%%%
#&eoo***!!!::::::::::::::::::!!!!!****ooooeeeee&&&&&#######%%%%%%%%%%%%%%%%%%%%
#&eeoo***!!!!::::::::::::!!!!!!!*****ooooeeeee&&&&&#######%%%%%%%%%%%%%%%%%%%%%
#&eeooo****!!!!!!!!!!!!!!!!!!******ooooeeeee&&&&&&#######%%%%%%%%%%%%%%%%%%%%%%
#&&eeooo******!!!!!!!!!!!*******ooooooeeeee&&&&&&#######%%%%%%%%%%%%%%%%%%%%%%%
#&&&eeooooo******************ooooooeeeeee&&&&&&########%%%%%%%%%%%%%%%%%%%%%%%%
##&&&eeeooooooo********oooooooooeeeeeee&&&&&&#########%%%%%%%%%%%%%%%%%%%%%%%%%
###&&&eeeeeooooooooooooooooooeeeeeee&&&&&&&&#########%%%%%%%%%%%%%%%%%%%%%%%%%%
%###&&&&eeeeeeeeeeeoeeeeeeeeeeeee&&&&&&&&##########%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%####&&&&&eeeeeeeeeeeeeeeeee&&&&&&&&&&##########%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%#####&&&&&&&&&&&&&&&&&&&&&&&&&&&############%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%#######&&&&&&&&&&&&&&&&&&&&##############%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%############&&&&&###################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%##############################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%#######################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%#########%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%
!::::::!!!**o
............:::!!**oe
:................::!!**ooee
:...................::!!**ooeee
......................::!!**ooeee
.......................::!!**ooeeee
.......................:::!!**ooeeeee
:.......................::!!***ooeeeeee
:......................::!!!**oooeeeeee
:....................:::!!!**oooeeeeeee
!:..................:::!!***oooeeeeeeee
!!:..............::::!!!***oooeeeeeeeee
*!!::::.....::::::!!!!***ooooeeeeeeeeee
o*!!!!::::::!!!!!!****ooooeeeeeeeeeee
o****!!!!!!!******oooooeeeeeeeeeeee
eooo********oooooooeeeeeeeeeeeeee
eeeoooooooooooeeeeeeeeeeeeeeeee
eeeeeeeeeeeeeeeeeeeeeeeeeee
eeeeeeeeeeeeeeeeeeeee
eeeeeeeeeeeee
</pre>
 
=={{header|PostScript}}==
Gradient filled circle:
<langsyntaxhighlight PostScriptlang="postscript">%!PS-Adobe-3.0
%%BoundingBox 0 0 300 300
 
Line 364 ⟶ 4,008:
showpage
%%EOF
</syntaxhighlight>
</lang>
 
=={{header|POV-Ray}}==
Line 370 ⟶ 4,014:
This is what POVray was made for. An example with a sky, surface and transparency:
 
<syntaxhighlight lang="povray">
<lang POVray>
camera { location <0.0 , .8 ,-3.0> look_at 0}
Line 386 ⟶ 4,030:
interior { ior 1.5}
}
</syntaxhighlight>
</lang>
 
Yields this:
Line 392 ⟶ 4,036:
[[image:PovRay-sphere.jpg]]
 
=={{header|PureBasicProcessing}}==
3D rendering is built into Processing.
3D Sphere animation.
<lang PureBasic>; Original by Comtois @ 28/03/06
;
; Updated/Formated by Fluid Byte @ March.24,2009
;
; http://www.purebasic.fr/english/viewtopic.php?p=281258#p281258
 
<syntaxhighlight lang="java">void setup() {
Declare CreateSphere(M,P)
size(500, 500, P3D);
Declare UpdateMesh()
}
void draw() {
background(192);
translate(width/2, height/2);
// optional color and lighting style
stroke(200);
fill(255);
lights();
// draw sphere
sphere(200);
}</syntaxhighlight>
A sphere build from triangles (to for instance allow distortion)
<syntaxhighlight lang="java">float rotX, rotY;
 
PVector[][] sphere;
#_SIZEVERT = 36
int detail = 50;
#_SIZETRIS = 6
#FULLSCREEN = 0
 
void setup() {
Structure VECTOR
size(600, 600, P3D);
X.f
background(50, 50, 200);
Y.f
fill(255, 0, 200);
Z.f
stroke(0, 40);
EndStructure
sphere = new PVector[detail+1][detail+1];
}
 
void draw() {
Structure VERTEX
pointLight(255, 255, 255, -width, -height, 2*height);
X.f
translate(width/2, height/2);
Y.f
rotateX(rotX);
Z.f
rotateY(rotY);
NX.f
float r = 200;
NY.f
for (int i = 0; i <= detail; i++) {
NZ.f
float rows = map(i, 0, detail, 0, PI);
Color.l
for (int j = 0; j <= detail; j++) {
U.f
float columns = map(j, 0, detail, 0, TWO_PI);
V.f
float x = r * sin(rows) * cos(columns);
EndStructure
float y = r * sin(rows) * sin(columns);
float z = r * cos(rows);
sphere[i][j] = new PVector(x, y, z);
}
}
for (int i = 0; i < detail; i++) {
beginShape(TRIANGLE_STRIP);
for (int j = 0; j <= detail; j++) {
PVector v1 = sphere[i][j];
vertex(v1.x, v1.y, v1.z);
PVector v2 = sphere[i+1][j];
vertex(v2.x, v2.y, v2.z);
}
endShape();
}
}
 
void mouseDragged() {
Structure TRIANGLE
rotY -= (mouseX - pmouseX) * 0.01;
V1.w
rotX -= (mouseY - pmouseY) * 0.01;
V2.w
}</syntaxhighlight>
V3.w
EndStructure
 
=={{header|Python}}==
Macro CALC_NORMALS
===Ascii-Art===
*PtrV\NX = *PtrV\X
{{trans|C}}
*PtrV\NY = *PtrV\Y
<syntaxhighlight lang="python">import math
*PtrV\NZ = *PtrV\Z
EndMacro
 
shades = ('.',':','!','*','o','e','&','#','%','@')
Global *VBuffer, *IBuffer
Global Meridian = 50, Parallele = 50, PasLength = 4, Length
 
def normalize(v):
Define EventID, i, NbSommet, CameraMode, Angle.f, Pas.f = 0.5
len = math.sqrt(v[0]**2 + v[1]**2 + v[2]**2)
return (v[0]/len, v[1]/len, v[2]/len)
 
def dot(x,y):
InitEngine3D() : InitSprite() : InitKeyboard()
d = x[0]*y[0] + x[1]*y[1] + x[2]*y[2]
return -d if d < 0 else 0
 
def draw_sphere(r, k, ambient, light):
Add3DArchive(GetTemporaryDirectory(),#PB_3DArchive_FileSystem)
for i in range(int(math.floor(-r)),int(math.ceil(r)+1)):
Add3DArchive(#PB_Compiler_Home + "Examples\Sources\Data\",#PB_3DArchive_FileSystem)
x = i + 0.5
line = ''
 
for j in range(int(math.floor(-2*r)),int(math.ceil(2*r)+1)):
If #FULLSCREEN
y = j/2 + 0.5
OpenScreen(800,600,32,"Sphere 3D")
if x*x + y*y <= r*r:
Else
vec = normalize((x,y,math.sqrt(r*r - x*x - y*y)))
OpenWindow(0,0,0,800,600,"Sphere 3D",#PB_Window_SystemMenu | 1)
b = dot(light,vec)**k + ambient
OpenWindowedScreen(WindowID(0),0,0,800,600,0,0,0)
intensity = int((1-b)*(len(shades)-1))
EndIf
line += shades[intensity] if 0 <= intensity < len(shades) else shades[0]
else:
line += ' '
 
print(line)
;-Texture
CreateImage(0,128,128)
StartDrawing(ImageOutput(0))
For i = 0 To 127 Step 4
Box(0,i,ImageWidth(0),2,RGB(255,255,255))
Box(0,i + 2,ImageWidth(0),2,RGB(0,0,155))
Next i
StopDrawing()
SaveImage(0,GetTemporaryDirectory() + "temp.bmp") : FreeImage(0)
 
light = normalize((30,30,-50))
;-Material
draw_sphere(20,4,0.1, light)
CreateMaterial(0,LoadTexture(0,"temp.bmp"))
draw_sphere(10,2,0.4, light)</syntaxhighlight>
RotateMaterial(0,0.1,#PB_Material_Animated)
{{out}}
<pre> &&&&&&&&&&######
&&eeeeeeeeeeeeeeee&&&&&&######%%
&&oooo********ooooooeeeeee&&&&########%%
oo****!!!!!!!!******ooooooeeee&&&&########%%
eeoo**!!!!::::::::!!!!******ooooeeee&&&&########%%%%
ee**!!::::::....::::::!!!!!!**ooooeeee&&&&&&########%%%%
ee**!!::..............::::!!!!****ooooeeee&&&&########%%%%%%
ee**!!::..................::::!!!!**ooooeeee&&&&##########%%%%%%
oo!!::....................::::!!!!****ooeeee&&&&&&########%%%%%%
oo**::......................::::!!!!****ooeeee&&&&&&##########%%%%%%
&&**!!::......................::::!!!!****ooeeee&&&&&&##########%%%%%%%%
oo**!!::......................::::!!!!**ooooeeee&&&&&&##########%%%%%%%%
&&oo!!::........................::::!!****ooooeeee&&&&&&##########%%%%%%%%%%
ee**!!::......................::::!!!!****ooooeeee&&&&&&##########%%%%%%%%%%
ee**!!::::..................::::::!!!!****ooooeeee&&&&############%%%%%%%%%%
ee**!!::::................::::::!!!!****ooooeeee&&&&&&############%%%%%%%%%%
&&ee****!!::::............::::::!!!!****ooooooeeee&&&&&&##########%%%%%%%%%%%%%%
&&eeoo**!!!!::::::::::::::::::!!!!******ooooeeee&&&&&&############%%%%%%%%%%%%%%
&&eeoo****!!!!::::::::::::!!!!!!******ooooeeeeee&&&&&&############%%%%%%%%%%%%%%
&&eeoooo**!!!!!!!!!!!!!!!!!!!!******ooooeeeeee&&&&&&############%%%%%%%%%%%%%%%%
&&eeeeoo******!!!!!!!!!!********ooooooeeeeee&&&&&&&&############%%%%%%%%%%%%%%%%
##&&eeoooooo******************ooooooeeeeee&&&&&&&&############%%%%%%%%%%%%%%%%%%
##&&eeeeoooooooo******ooooooooooooeeeeee&&&&&&&&##############%%%%%%%%%%%%%%%%%%
##&&&&eeeeeeooooooooooooooooooeeeeeeee&&&&&&&&##############%%%%%%%%%%%%%%%%%%%%
##&&&&eeeeeeeeeeeeeeeeeeeeeeeeee&&&&&&&&&&################%%%%%%%%%%%%%%%%%%
####&&&&&&eeeeeeeeeeeeeeeeee&&&&&&&&&&&&################%%%%%%%%%%%%%%%%%%%%
######&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&##################%%%%%%%%%%%%%%%%%%%%%%
%%######&&&&&&&&&&&&&&&&&&&&&&&&####################%%%%%%%%%%%%%%%%%%%%%%%%
############&&&&&&&&&&&&########################%%%%%%%%%%%%%%%%%%%%%%%%
%%############################################%%%%%%%%%%%%%%%%%%%%%%%%%%
%%######################################%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%################################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%########################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%##############%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%
::..::::!!**
..............::!!oo
..................::!!**ooee
......................::!!**ooee
......................::!!**ooee
........................::!!**ooooee
........................::!!**ooooee
::........................::!!**ooooeeee
........................::!!!!**ooooeeee
::......................::!!****ooeeeeee
::....................::!!!!**ooooeeeeee
!!..................::!!!!****ooeeeeeeee
**::::..........::::!!!!****ooooeeeeeeee
!!!!::::::::::!!!!!!****ooooeeeeeeee
oo**!!!!!!!!!!!!******ooooeeeeeeeeee
oo**************ooooooeeeeeeeeee
eeooooooooooooooooeeeeeeeeeeeeee
eeeeooooooooeeeeeeeeeeeeeeee
eeeeeeeeeeeeeeeeeeee
eeeeeeeeeeee
</pre>
 
==={{libheader|Pygame}}===
;-Mesh
[[File:PythonSphere.png|thumb|Python Sphere]]
CreateSphere(Meridian,Parallele)
Renders a sphere with random Perlin noise. <br>
This code contains unnecessary functions which are part of a 3D graphics library I wrote. <br>
Uses Pygame and Python 3.2.2
<syntaxhighlight lang="python">
import pygame
from pygame.locals import *
import time
import sys
import random
import math
</syntaxhighlight>
<syntaxhighlight lang="python">
class Tricubic:
def __init__(self,pts):
self.coefficients = []
for plane in pts:
planecoeffs = []
for line in plane:
p = (line[3]-line[2])-(line[0]-line[1])
q = (line[0]-line[1])-p
r = line[2]-line[0]
s = line[1]
planecoeffs.append([p,q,r,s])
self.coefficients.append(planecoeff)
def Eval(at):
return Misc.Cubic([CoeffBicubic(coeffs[0],d),CoeffBicubic(coeffs[1],d),CoeffBicubic(coeffs[2],d),CoeffBicubic(coeffs[3],d)],d.z)
def CoeffCubic(coeffs,d):
return (coeffs[0]*(d.x**3))+(coeffs[1]*(d.x**2))+(coeffs[2]*d.x)+coeffs[3]
def CoeffBicubic(coeffs,d):
return Misc.Cubic([CoeffCubic(coeffs[0],d),CoeffCubic(coeffs[1],d),CoeffCubic(coeffs[2],d),CoeffCubic(coeffs[3],d)],d.y)
class Misc:
def LinePara(line,t):
return Vector3.Add(line[0],Vector3.Scale(Vector3.Subtract(line[1],line[0]),t))
def LUR(at,above):
look = at.Unit()
right = Vector3.Cross(look,above).Unit()
up = Vector3.Scale(Vector3.Cross(look,right),-1)
return [look,up,right]
def LinePlane(line,triangle,cp=True):
try:
u = Vector3.Subtract(triangle.points[1].point,triangle.points[0])
v = Vector3.Subtract(triangle.points[2],triangle.points[0])
n = Vector3.Cross(u,v)
r = (Vector3.Dot(n,Vector3.Subtract(triangle.points[0],line.start))/Vector3.Dot(n,line.direction))
if stp:
point = Vector3.Add(Vector3.Scale(line.direction,r),line.start)
w = Vector3.Subtract(point,triangle.points[0])
udv = Vector3.Dot(u,v)
wdv = Vector3.Dot(w,v)
vdv = Vector3.Dot(v,v)
wdu = Vector3.Dot(w,u)
udu = Vector3.Dot(u,u)
denominator = (udv**2)-(udu*vdv)
s = ((udv*wdv)-(vdv*wdu))/denominator
t = ((udv*wdu)-(udu*wdv))/denominator
return [r,Vector2(s,t),point]
print('hooray')
else:
return [r]
except:
return None
def Cubic(pts,d):
p = (pts[3]-pts[2])-(pts[0]-pts[1])
q = (pts[0]-pts[1])-p
r = pts[2]-pts[0]
s = pts[1]
return (p*(d**3))+(q*(d**2))+(r*d)+s
def Bicubic(pts,d):
return Misc.Cubic([Misc.Cubic(pts[0],d.x),Misc.Cubic(pts[1],d.x),Misc.Cubic(pts[2],d.x),Misc.Cubic(pts[3],d.x)],d.y)
def Tricubic(pts,d):
return Misc.Cubic([Misc.Bicubic(pts[0],d),Misc.Bicubic(pts[1],d),Misc.Bicubic(pts[2],d),Misc.Bicubic(pts[3],d)],d.z)
def Quadcubic(pts,d):
return Misc.Cubic([Misc.Tricubic(pts[0],d),Misc.Tricubic(pts[1],d),Misc.Tricubic(pts[2],d),Misc.Tricubic(pts[3],d)],d.w)
def Linear(pts,d):
return (pts[2]*d)+(pts[1]*(1-d))
def Bilinear(pts,d):
return Misc.Linear([0,Misc.Linear(pts[1],d.x),Misc.Linear(pts[2],d.x)],d.y)
def Trilinear(pts,d):
return Misc.Linear([0,Misc.Bilinear(pts[1],d),Misc.Bilinear(pts[2],d)],d.z)
def LP2(line,triangle,cp=True):
try:
bla = triangle.points[1]
bla = triangle.points[0]
u = Vector3.Subtract(triangle.points[1].point,triangle.points[0].point)
v = Vector3.Subtract(triangle.points[2].point,triangle.points[0].point)
n = Vector3.Cross(u,v)
d = Vector3.Subtract(line[1],line[0])
r = (Vector3.Dot(n,Vector3.Subtract(triangle.points[0].point,line[0]))/Vector3.Dot(n,d))
if cp:
point = Vector3.Add(Vector3.Scale(d,r),line[0])
w = Vector3.Subtract(point,triangle.points[0].point)
udv = Vector3.Dot(u,v)
wdv = Vector3.Dot(w,v)
vdv = Vector3.Dot(v,v)
wdu = Vector3.Dot(w,u)
udu = Vector3.Dot(u,u)
denominator = (udv**2)-(udu*vdv)
s = ((udv*wdv)-(vdv*wdu))/denominator
t = ((udv*wdu)-(udu*wdv))/denominator
return (r,Vector2(s,t),point)
else:
return (r)
except:
return None
def Phong(normal,viewer,light,material,term):
# light (vector_to,diffuse,specular)
# material (ambient,diffuse,specular,shininess)
n = normal.Unit()
v = viewer.Unit()
l = light[0].Unit()
ldn = Vector3.Dot(l,n)
#print(ldn)
val = 0
if ldn > 0:
val += material[1][term]*ldn*light[1][term]
rdv = Vector3.Dot(Vector3.Subtract(Vector3.Scale(n,2*ldn),l),v)
if rdv > 0:
val += (material[2][term]*(rdv**material[3])*light[2][term])
#print(val)
return val
def Lighting(ambient,normal,viewer,lights,material,term):
# lights [(vector_to,diffuse,specular)]
# material (ambient,diffuse,specular,shininess)
val = material[0][term]*ambient[term]
for light in lights:
val += Misc.Phong(normal,viewer,light,material,term)
return val
def Lighting2(start,direction,ambient,intersect,triangle,lights):
coord = intersect[1]
val = Color.Add(Color.Multiply(ambient,Color.Multiply(triangle.material.color['ambient'],triangle.Map('ambient',coord))),
Color.Multiply(triangle.material.color['glow'],triangle.Map('glow',coord)))
for light in lights:
for n in range(3):
val[n] += Misc.Phong(triangle.InterpolatedNormal(coord),
Vector3.Scale(direction,-1),
(light.To(intersect[2]),light.Diffuse(intersect[2]),light.Specular(intersect[2])),
(Color(),
Color.Multiply(triangle.material.color['diffuse'],triangle.Map('diffuse',coord)),
Color.Multiply(triangle.material.color['specular'],triangle.Map('specular',coord)),
triangle.material.shiny),n)
return val
def Ray(start,direction,scene,color=True,sector=None):
intersect = None
intersected = None
col = None
for triangle in scene.triangles:
possible = True
if sector != None:
possible = False
for point in triangle.points:
if not(point.sector.x < sector.x):
possible = True
if possible:
possible = False
for point in triangle.points:
if not(point.sector.x > sector.x):
possible = True
if possible:
possible = False
for point in triangle.points:
if not(point.sector.y < sector.y):
possible = True
if possible:
possible = False
for point in triangle.points:
if not(point.sector.y > sector.y):
possible = True
possible = True
if possible:
tmp = Misc.LP2([start,Vector3.Add(start,direction)],triangle,color)
write = False
if type(tmp) == type(5.1):
tmp = None
if (tmp != None):
if (intersect == None):
if (tmp[0] > 0) and (tmp[1].x >= 0) and (tmp[1].y >= 0) and (tmp[1].x+tmp[1].y <= 1):
write = True
elif (tmp[0] > 0) and (tmp[0] < intersect[0]) and (tmp[1].x >= 0) and (tmp[1].y >= 0) and (tmp[1].x+tmp[1].y <= 1):
write = True
if write:
intersect = tmp
intersected = triangle
if color and (intersect != None):
applicable = []
for light in scene.lights:
block = Misc.Ray(intersect[2],light.To(intersect[2]),scene,False)
if block == None:
applicable.append(light)
elif light.location != None:
if Vector3.Subtract(light.location,intersect[2]).Magnitude() < block[0]:
applicable.append(light)
col = Misc.Lighting2(start,direction,scene.ambient,intersect,intersected,applicable)
return (intersect,col)
else:
return intersect
class DirLight:
def __init__(self,direction,diffuse,specular):
self.location = None
self.direction = direction.Unit()
self.diffuse = diffuse
self.specular = specular
def To(self,frm):
return Vector3.Scale(self.direction,-1)
def Diffuse(self,to):
return self.diffuse
def Specular(self,to):
return self.specular
class Material:
def __init__(self):
self.color = {'ambient':Color(1,1,1),
'diffuse':Color(1,1,1),
'specular':Color(1,1,1),
'glow':Color(1,1,1)}
self.maps = {'ambient':Map(),
'diffuse':Map(),
'specular':Map(),
'glow':Map(),
'bump':Map()}
self.shiny = 10
class Map:
def __init__(self,surface=None):
self.surface = surface
if self.surface != None:
self.width = self.surface.get_width()
self.height = self.surface.get_height()
def __getitem__(self,index):
if self.surface == None:
return Color(1,1,1)
else:
try:
return Color.From255(self.surface.get_at((int(index.x*(self.width-1)),int(index.y*(self.height-1)))))
except:
return Color(0,0,1)
class Color:
def __init__(self,r=0,g=0,b=0):
self.r = r
self.g = g
self.b = b
def __getitem__(self,index):
if index == 0:
return self.r
elif index == 1:
return self.g
elif index == 2:
return self.b
def __setitem__(self,index,value):
if index == 0:
self.r = value
elif index == 1:
self.g = value
elif index == 2:
self.b = value
def Multiply(A,B):
return Color(A.r*B.r,A.g*B.g,A.b*B.b)
def Add(A,B):
return Color(A.r+B.r,A.g+B.g,A.b+B.b)
def From255(A):
return Color(A.r/255,A.g/255,A.b/255)
class Vertex:
def __init__(self,point,normal,maps):
self.bpoint = point
self.bnormal = normal
self.maps = maps
for name in ['ambient','diffuse','specular','glow','bump']:
try:
bla = self.maps[name]
except:
self.maps[name] = Vector2()
self.sector = None
def Transform(self,points,norms):
self.point = Matrix2.Multiply(self.bpoint.Horizontal(),points).Vectorize()
self.normal = Matrix2.Multiply(self.bnormal.Horizontal(),norms).Vectorize()
class Triangle:
def __init__(self,vertices,material=Material()):
self.points = vertices
self.material = material
def Map(self,name,coord):
pts = []
for n in range(3):
pts.append(self.points[n].maps[name])
loc = Vector2.Add(pts[0],
Vector2.Add(Vector2.Scale(Vector2.Subtract(pts[1],pts[0]),coord.x),
Vector2.Scale(Vector2.Subtract(pts[2],pts[0]),coord.y)))
#print(loc.x,loc.y)
return self.material.maps[name][loc]
def InterpolatedNormal(self,coord):
return Vector3.Add(Vector3.Scale(self.points[0].normal,1-coord.x-coord.y),
Vector3.Add(Vector3.Scale(self.points[1].normal,coord.x),Vector3.Scale(self.points[2].normal,coord.y))).Unit()
class Line:
def __init__(self,A,B=None,direction=None):
self.start = A
if B != None:
self.direction = Vector3.Subtract(B,A).Unit()
elif direction != None:
self.direction = direction
else:
raise RuntimeError('Neither B nor direction are specified')
class Scene:
def __init__(self):
self.triangles = []
self.vertices = []
self.lights = []
self.exterior = []
self.ambient = 0
class Matrix2:
def __init__(self,data=[[]]):
self.FromData(data)
def __getitem__(self,index):
return self.data[index[1]][index[0]]
def __setitem__(self,index,value):
self.data[index[1]][index[0]]=value
def Dimension(self):
self.rows = len(self.data)
self.cols = len(self.data[0])
def FromData(self,data):
self.data = data
length=len(data[0])
for row in data:
if len(row)!=length:
self.data=None
raise RuntimeError('Data rows are not of uniform length.')
self.Dimension()
def Multiply(A,B):
if A.cols!=B.rows:
raise RuntimeError('Column count of Matrix2 \"A\" does not match row count of Matrix2 \"B\".')
matrix = Matrix2.Empty(B.cols,A.rows)
x=0
while x<matrix.cols:
y=0
while y<matrix.rows:
val=0
n=0
while n<A.cols:
val+=A[(n,y)]*B[(x,n)]
n+=1
matrix[(x,y)]=val
y+=1
x+=1
return matrix
def Scalar(A,n):
pass
def Empty(rows,cols):
data = []
row = [0]*rows
n = 0
while n < cols:
data.append(row[:])
n+=1
matrix=Matrix2(data)
matrix.Dimension()
return matrix
def Identity(cols):
matrix = Matrix2.Empty(cols,cols)
n = 0
while n < cols:
matrix[(n,n)]=1
n += 1
return matrix
def Vectorize(self):
if self.cols==1:
if self.rows!=4:
raise RuntimeError('Only 1 by 4 or 4 by 1 Matrix2s can be cast to Vector3s.')
vertical=True
elif self.rows==1:
if self.cols!=4:
raise RuntimeError('Only 1 by 4 or 4 by 1 Matrix2s can be cast to Vector3s.')
vertical = False
else:
raise RuntimeError('Only 1 by 4 or 4 by 1 Matrix2s can be cast to Vector3s.')
vector=[0]*4
n=0
while n<4:
if vertical:
vector[n]=self[(0,n)]
else:
vector[n]=self[(n,0)]
n+=1
return Vector3(vector[0],vector[1],vector[2],vector[3])
def Print(self,decimals,spaces):
length=0
for row in self.data:
for val in row:
string=str(round(val,decimals))
if length<len(string):
length=len(string)
text=''
for row in self.data:
temp=''
for value in row:
val=str(round(float(value),decimals))
pads=length-len(val)
pad=int(pads/2)
temp+=(' '*pad)+val+(' '*(pads-pad))+(' '*spaces)
text+=(' '*spaces)+temp[0:len(temp)-1]+(' '*spaces)+'\n'
return(text[0:len(text)-1])
def RotX(angle):
return Matrix2([
[1,0,0,0],
[0,math.cos(angle),0-math.sin(angle),0],
[0,math.sin(angle),math.cos(angle),0],
[0,0,0,1]])
def RotY(angle):
return Matrix2([
[math.cos(angle),0,0-math.sin(angle),0],
[0,1,0,0],
[math.sin(angle),0,math.cos(angle),0],
[0,0,0,1]])
def RotZ(angle):
return Matrix2([
[math.cos(angle),0-math.sin(angle),0,0],
[math.sin(angle),math.cos(angle),0,0],
[0,0,1,0],
[0,0,0,1]])
def Translate(vector):
return Matrix2([
[1,0,0,0],
[0,1,0,0],
[0,0,1,0],
[vector.x,vector.y,vector.z,1]])
def Scale(vector):
return Matrix2([
[vector.x,0,0,0],
[0,vector.y,0,0],
[0,0,vector.z,0],
[0,0,0,1]])
def Clone(self):
data = []
for row in self.data:
data.append(row[:])
return Matrix2(data)
def Inverse(self):
adjoint = self.Adjoint()
det = self.Determinant()
if det == 0:
raise RuntimeError('Cannot find the inverse of a matrix with a determinant of 0')
inverse = Matrix2.Empty(self.rows,self.cols)
x = 0
while x < self.cols:
y = 0
while y < self.rows:
inverse[(x,y)] = adjoint[(x,y)]/det
y += 1
x += 1
return inverse
def Transpose(self):
transpose = Matrix2.Empty(self.cols,self.rows)
x = 0
while x < self.cols:
y = 0
while y < self.rows:
transpose[(y,x)] = self[(x,y)]
y += 1
x += 1
return transpose
def Adjoint(self):
return self.Cofactors().Transpose()
def Determinant(self):
if self.rows != self.cols:
raise RuntimeError('Cannot find the determinant of a non-square matrix')
if self.rows == 1:
return self[(0,0)]
cofactors = self.Cofactors()
determinant = 0
n = 0
while n < self.cols:
determinant += self[(n,0)]*cofactors[(n,0)]
n += 1
return determinant
def Minors(self):
if self.rows != self.cols:
raise RuntimeError('Cannot find the minors of a non-square matrix')
if self.rows == 1:
raise RuntimeError('Cannot find the minors of a 1 by 1 matrix')
minors = Matrix2.Empty(self.rows,self.cols)
lines = range(self.rows)
x = 0
while x < self.cols:
y = 0
while y < self.cols:
tiny = Matrix2.Empty(self.rows-1,self.cols-1)
ox = 0
nx = 0
while ox < self.cols:
oy = 0
ny = 0
while oy < self.cols:
if not((ox == x) or (oy == y)):
tiny[(nx,ny)] = self[(ox,oy)]
if oy != y:
ny += 1
oy += 1
if ox != x:
nx += 1
ox += 1
minors[(x,y)] = tiny.Determinant()
y += 1
x += 1
return minors
def Cofactors(self):
minors = self.Minors()
cofactors = Matrix2.Empty(self.rows,self.cols)
x = 0
while x < self.cols:
y = 0
while y < self.rows:
if int((x+y)/2) == ((x+y)/2):
cofactors[(x,y)] = minors[(x,y)]
else:
cofactors[(x,y)] = -1*minors[(x,y)]
y += 1
x += 1
return cofactors
def Perspective(e):
return Matrix2([
[1,0,0,0],
[0,1,0,0],
[0,0,1,1/e[2]],
[-e[0],-e[1],0,0]])
def Add(A,B):
if A.rows != B.rows:
RuntimeError('The row counts of Matrix \"A\" and Matrix \"B\" are not identical.')
if A.cols != B.cols:
RuntimeError('The column counts of Matrix \"A\" and Matrix \"B\" are not identical.')
matrix = Matrix.Empty(A.rows,A.cols)
for x in range(A.cols):
for y in range(A.rows):
matrix[(x,y)] = A[(x,y)]+B[(x,y)]
return matrix
def Subtract(A,B):
if A.rows != B.rows:
RuntimeError('The row counts of Matrix \"A\" and Matrix \"B\" are not identical.')
if A.cols != B.cols:
RuntimeError('The column counts of Matrix \"A\" and Matrix \"B\" are not identical.')
matrix = Matrix.Empty(A.rows,A.cols)
for x in range(A.cols):
for y in range(A.rows):
matrix[(x,y)] = A[(x,y)]+B[(x,y)]
return matrix
def DivHomogeneous(self):
if (self.cols,self.rows) == (1,4):
for y in range(3):
self[(0,y)] = self[(0,y)]/self[(0,3)]
self[(0,3)] = 1
if (self.cols,self.rows) == (4,1):
for x in range(3):
self[(x,0)] = self[(x,0)]/self[(3,0)]
self[(3,0)] = 1
else:
raise RuntimeError('1 by 4 or 4 by 1 Matrix2 expected')
def Object(pos,look,up,right):
return Matrix2([
[right.x,right.y,right.z,0],
[up.x,up.y,up.z,0],
[look.x,look.y,look.z,0],
[pos.x,pos.y,pos.z,1]])
def Camera(eye,look,up,right):
return Matrix2([
[right.x,up.x,look.x,0],
[right.y,up.y,look.y,0],
[right.z,up.z,look.z,0],
[-Vector3.Dot(eye,right),
-Vector3.Dot(eye,up),
-Vector3.Dot(eye,look),1]])
def YPR(rot):
return Matrix2.Multiply(
Matrix2.Multiply(Matrix2.RotZ(rot.z),
Matrix2.RotX(rot.x)),
Matrix2.RotY(rot.y))
class Vector2:
def __init__(self,data=0,y=0):
if (type(data) == type(5)) or (type(data) == type(5.1)):
self.x = data
self.y = y
else:
self.x = data[0]
self.y = data[1]
def __getitem__(self,index):
if index == 0:
return self.x
elif index == 1:
return self.y
def __setitem__(self,index,value):
if index == 0:
self.x = value
elif index == 1:
self.y = 1
def Add(A,B):
return Vector2(A.x+B.x,A.y+B.y)
def Subtract(A,B):
return Vector2(A.x-B.x,A.y-B.y)
def Scale(A,n):
return Vector2(A.x*n,A.y*n)
def Magnitude(self):
return ((self.x**2)+(self.y**2))**.5
def Unit(self):
return Vector2.Scale(self,1/self.Magnitude())
def Clone(self):
return Vector2(self.x,self.y)
class Vector3:
def __init__(self,data=0,y=0,z=0,w=1):
if (type(data) == type(5)) or (type(data) == type(5.1)):
self.x = data/w
self.y = y/w
self.z = z/w
else:
try:
temp = data[3]
except:
temp = 1
self.x = data[0]/temp
self.y = data[1]/temp
self.z = data[2]/temp
def __getitem__(self,index):
if index == 0:
return self.x
elif index == 1:
return self.y
elif index == 2:
return self.z
def __setitem__(self,index,value):
if index == 0:
self.x = value
elif index == 1:
self.y = value
elif index == 2:
self.z = value
def Vertical(self):
return Matrix2([[self.x],[self.y],[self.z],[1]])
def Horizontal(self):
return Matrix2([[self.x,self.y,self.z,1]])
def Dot(A,B):
return (A.x*B.x)+(A.y*B.y)+(A.z*B.z)
def Cross(A,B):
return Vector3([
(A.y*B.z)-(A.z*B.y),
(A.z*B.x)-(A.x*B.z),
(A.x*B.y)-(A.y*B.x)])
def Add(A,B):
return Vector3(A.x+B.x,A.y+B.y,A.z+B.z)
def Subtract(A,B):
return Vector3(A.x-B.x,A.y-B.y,A.z-B.z)
def Scale(A,n):
return Vector3(A.x*n,A.y*n,A.z*n)
def Magnitude(self):
return ((self.x**2)+(self.y**2)+(self.z**2))**.5
def Print(self,decimals,spaces):
return self.Horizontal().Print(decimals,spaces)
def Same(A,B):
same = False
if A.x == B.x:
if A.y == B.y:
if A.z == B.z:
same = True
return same
def Unit(self):
return Vector3.Scale(self,1/self.Magnitude())
def Clone(self):
return Vector3(self.x,self.y,self.z)
class Vector4:
def __init__(self,data=0,y=0,z=0,w=0):
if (type(data) == type(5)) or (type(data) == type(5.1)):
self.x = data
self.y = y
self.z = z
self.w = w
else:
self.x = data[0]
self.y = data[0]
self.z = data[0]
self.w = data[0]
 
points = [Vector3([-1,-1,0]),Vector3([1,-1,0]),Vector3([0,1,0])]
;-Entity
width = 255
CreateEntity(0,MeshID(0),MaterialID(0))
height = width
ScaleEntity(0,60,60,60)
screen = pygame.display.set_mode((width,height),0,32)
scl = 2
pos = Vector3([0,0,5])
view = Vector3([0,0,1])
frames = 0
 
def Transform(point,mat):
;-Camera
return Matrix2.Multiply(point.Horizontal(),mat).Vectorize()
CreateCamera(0,0,0,100,100)
MoveCamera(0,0,0,-200)
CameraLookAt(0,EntityX(0),EntityY(0),EntityZ(0))
 
def RV():
;-Light
return Vector3([random.random(),random.random(),random.random()])
AmbientColor(RGB(105, 105, 105))
CreateLight(0, RGB(255, 255, 55), EntityX(0) + 150, EntityY(0) , EntityZ(0))
CreateLight(1, RGB( 55, 255, 255), EntityX(0) - 150, EntityY(0) , EntityZ(0))
CreateLight(2, RGB( 55, 55, 255), EntityX(0) , EntityY(0) + 150, EntityZ(0))
CreateLight(3, RGB(255, 55, 255), EntityX(0) , EntityY(0) - 150, EntityZ(0))
 
green = pygame.Color(0,255,0)
; ----------------------------------------------------------------------------------------------------
def XY(bla):
; MAINLOOP
return (((width*bla[0])+width)/2,((height*bla[1])+width)/2)
; ----------------------------------------------------------------------------------------------------
 
screen.fill(pygame.Color(0,0,0))
size = 255
 
world = Matrix2.Identity(4)
inv = world.Inverse()
invt = world.Inverse().Transpose()
center = Vector3(0,0,2)
 
 
Repeat
def Texture(size):
If #FULLSCREEN = 0
texture Repeat= []
for pa in range(size):
EventID = WindowEvent()
plane = []
for pb in range(size):
line = []
for pc in range(size):
line.append(random.random())
plane.append(line)
texture.append(plane)
return texture
 
lights = [(Vector3(-10,6,-9),[.7,.7*.9,.7*.8],[.7,.7*.9,.9*.8])]
lights = [(Vector3(-10,6,-9),[.8,.8,.8],[.7,.7,.7])]
 
depth = 3
groups = []
for n in range(1):
textures = []
for n in range(depth):
textures.append(Texture(4**(n+1)))
groups.append(textures)
 
def Select(texture,at):
sel = []
for pa in range(4):
aplane = texture[pa+math.floor(at.z)]
bplane = []
for pb in range(4):
aline = aplane[pb+math.floor(at.y)]
bline = []
for pc in range(4):
bline.append(aline[pc+math.floor(at.x)])
bplane.append(bline)
sel.append(bplane)
return (sel,Vector3(at.x%1,at.y%1,at.z%1))
def Round(val):
return val-(val-math.floor(val))
theta = math.tan(70*math.pi/360)
Select EventID
for x in range(width):
Case #PB_Event_CloseWindow : End
for event in pygame.event.get():
EndSelect
if event.type == QUIT:
Until EventID = 0
pygame.quit()
EndIf
sys.exit()
if event.type == KEYDOWN:
Angle + Pas
pass
RotateEntity(0, Angle, Angle,Angle)
for y in range(height):
l = Vector3(theta*2*((x/width)-.5),theta*2*((y/width)-.5),1).Unit()
If PasLength > 0 : UpdateMesh() : EndIf
ldc = Vector3.Dot(l,center)
d = ldc-(((ldc**2)-Vector3.Dot(center,center)+1)**.5)
If ExamineKeyboard()
if type(d) != type((-1)**.5):
If KeyboardReleased(#PB_Key_F1)
intersection = Vector3.Scale(l,d)
CameraMode = 1 - CameraMode
normal = Vector3.Subtract(intersection,center).Unit()
CameraRenderMode(0, CameraMode)
point = Transform(normal,world)
EndIf
EndIf
RenderWorld()
FlipBuffers()
Until KeyboardPushed(#PB_Key_Escape)
 
s = Vector3.Scale(Vector3.Add(point,Vector3(1,1,1)),.5)
; ----------------------------------------------------------------------------------------------------
val = 0
; FUNCTIONS
for i in range(depth):
; ----------------------------------------------------------------------------------------------------
sel = Select(groups[0][i],Vector3.Scale(s,4**i))
val += Misc.Tricubic(sel[0],sel[1])*((1/2)**i)/4
val = (25*val)%1
vals = [0,Misc.Linear([0,.3,1],val),1]
 
coloring = []
Procedure CreateSphere(M,P)
for i in range(3):
; M = Meridian
#light = Misc.Lighting([1,1,1],normal,Vector3.Scale(intersection,-1),lights,([0,.03*val,.03],[0,.7*val,.7],[.3,.3,.3],7),i)
; P = Parallele
light = Misc.Lighting([.1,.1,.1],normal,Vector3.Scale(intersection,-1),lights,(vals,vals,[1,1,1],10),i)
; The radius is 1. Front to remove it later, it's just for the demo.
if light > 1:
light = 1
elif light < 0:
light = 0
coloring.append(round(255*light))
screen.set_at((x,height-y),pygame.Color(coloring[0],coloring[1],coloring[2]))
pygame.display.update()
pygame.image.save(screen,"PythonSphere.png")
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
pass
</syntaxhighlight>
 
==={{libheader|VPython}}===
{{works with|Python|2.7.5}}
'''Short version''':
<syntaxhighlight lang="python">from visual import *
scene.title = "VPython: Draw a sphere"
sphere() # using defaults, see http://www.vpython.org/contents/docs/defaults.html </syntaxhighlight>
 
'''Regular version''', with some window-dressing:
<syntaxhighlight lang="python">
from __future__ import print_function, division
from visual import *
 
title = "VPython: Draw a sphere"
scene.title = title
print( "%s\n" % title )
 
print( 'Drag with right mousebutton to rotate view' )
print( 'Drag up+down with middle mousebutton to zoom')
 
scene.autocenter = True
 
# uncomment any (or all) of those variants:
S1 = sphere(pos=(0.0, 0.0, 0.0), radius=1.0, color=color.blue)
#S2 = sphere(pos=(2.0, 0.0, 0.0), radius=1.0, material=materials.earth)
#S3 = sphere(pos=(0.0, 2.0, 0.0), radius=1.0, material=materials.BlueMarble)
#S4 = sphere(pos=(0.0, 0.0, 2.0), radius=1.0,
# color=color.orange, material=materials.marble)
 
while True: # Animation-loop
rate(100)
pass # no animation in this demo
</syntaxhighlight>
 
=={{header|Racket}}==
 
[[File:Racket-sphere-plot.png|200px|thumb|right]]
 
Using the Typed Racket language with the plot library:
 
<syntaxhighlight lang="racket">
#lang typed/racket
 
(require plot/typed)
(plot3d (polar3d (λ (θ ρ) 1)) #:altitude 25)
</syntaxhighlight>
 
=={{header|Raku}}==
(formerly Perl 6)
 
===Pure Raku===
{{trans|C}}
 
The C code is modified to output a .pgm file.
{{works with|Rakudo|2018.10}}
 
[[File:Sphere-perl6.png|thumb]]
<syntaxhighlight lang="raku" line>my $width = my $height = 255; # must be odd
 
my @light = normalize([ 3, 2, -5 ]);
 
my $depth = 255;
 
sub MAIN ($outfile = 'sphere-perl6.pgm') {
spurt $outfile, "P5\n$width $height\n$depth\n"; # .pgm header
my $out = open( $outfile, :a, :bin ) orelse .die;
$out.write( Blob.new(draw_sphere( ($width-1)/2, .9, .2) ) );
$out.close;
}
 
sub normalize (@vec) { @vec »/» ([+] @vec »*« @vec).sqrt }
 
sub dot (@x, @y) { -([+] @x »*« @y) max 0 }
 
sub draw_sphere ( $rad, $k, $ambient ) {
my @pixels[$height];
my $r2 = $rad * $rad;
my @range = -$rad .. $rad;
@range.hyper.map: -> $x {
my @row[$width];
@range.map: -> $y {
if (my $x2 = $x * $x) + (my $y2 = $y * $y) < $r2 {
my @vector = normalize([$x, $y, ($r2 - $x2 - $y2).sqrt]);
my $intensity = dot(@light, @vector) ** $k + $ambient;
my $pixel = (0 max ($intensity * $depth).Int) min $depth;
@row[$y+$rad] = $pixel;
}
else {
@row[$y+$rad] = 0;
}
}
@pixels[$x+$rad] = @row;
}
flat |@pixels.map: *.list;
}</syntaxhighlight>
 
===Cairo graphics library===
<syntaxhighlight lang="raku" line>use Cairo;
 
given Cairo::Image.create(Cairo::FORMAT_ARGB32, 256, 256) {
given Cairo::Context.new($_) {
 
my Cairo::Pattern::Solid $bg .= create(.5,.5,.5);
.rectangle(0, 0, 256, 256);
.pattern($bg);
.fill;
$bg.destroy;
 
my Cairo::Pattern::Gradient::Radial $shadow .=
create(105.2, 102.4, 15.6, 102.4, 102.4, 128.0);
$shadow.add_color_stop_rgba(0, .3, .3, .3, .3);
$shadow.add_color_stop_rgba(1, .1, .1, .1, .02);
.pattern($shadow);
.arc(136.0, 134.0, 110, 0, 2 * pi);
.fill;
$shadow.destroy;
 
my Cairo::Pattern::Gradient::Radial $sphere .=
create(115.2, 102.4, 25.6, 102.4, 102.4, 128.0);
$sphere.add_color_stop_rgba(0, 1, 1, .698, 1);
$sphere.add_color_stop_rgba(1, .923, .669, .144, 1);
.pattern($sphere);
.arc(128.0, 128.0, 110, 0, 2 * pi);
.fill;
$sphere.destroy;
};
.write_png('sphere2-perl6.png');
}</syntaxhighlight>
See [https://github.com/thundergnat/rc/blob/master/img/sphere2-perl6.png sphere2-perl6.png] (offsite .png image)
 
=={{header|REXX}}==
This program is modeled after the &nbsp; '''C''' &nbsp; version.
 
The REXX language doesn't have a &nbsp; '''SQRT''' &nbsp; function, so a version is included here.
<br>Same with the &nbsp; '''CEIL'''ing &nbsp; and &nbsp; '''FLOOR''' &nbsp; functions.
 
Programming note: &nbsp; the output will appear slightly different when executed on an EBCDIC machine &nbsp; (due to different dithering characters).
<syntaxhighlight lang="rexx">/*REXX program expresses a lighted sphere with simple characters used for shading. */
call drawSphere 19, 4, 2/10, '30 30 -50' /*draw a sphere with a radius of 19. */
call drawSphere 10, 2, 4/10, '30 30 -50' /* " " " " " " " ten. */
exit /*stick a fork in it, we're all done. */
/*──────────────────────────────────────────────────────────────────────────────────────*/
ceil: procedure; parse arg x; _= trunc(x); return _ +(x>0) * (x\=_)
floor: procedure; parse arg x; _= trunc(x); return _ -(x<0) * (x\=_)
norm: parse arg $a $b $c; _= sqrt($a**2 + $b**2 + $c**2); return $a/_ $b/_ $c/_
/*──────────────────────────────────────────────────────────────────────────────────────*/
drawSphere: procedure; parse arg r, k, ambient, lightSource /*obtain the four arguments*/
if 8=='f8'x then shading= ".:!*oe&#%@" /* EBCDIC dithering chars. */
else shading= "·:!°oe@░▒▓" /* ASCII " " */
parse value norm(lightSource) with s1 s2 s3 /*normalize light source. */
shadeLen= length(shading) - 1; rr= r**2; r2= r+r /*handy─dandy variables. */
 
do i=floor(-r ) to ceil(r ); x= i + .5; xx= x**2; $=
do j=floor(-r2) to ceil(r2); y= j * .5 + .5; yy= y**2; z= xx+yy
if z<=rr then do /*is point within sphere ? */
parse value norm(x y sqrt(rr - xx - yy) ) with v1 v2 v3
dot= min(0, s1*v1 + s2*v2 + s3*v3) /*the dot product of above.*/
b= -dot**k + ambient /*calculate the brightness.*/
if b<=0 then brite= shadeLen
else brite= max(0, (1-b) * shadeLen) % 1
$= $ || substr(shading, brite + 1, 1)
end /* [↑] build display line.*/
else $= $' ' /*append a blank to line. */
end /*j*/ /*[↓] strip trailing blanks*/
say strip($, 'T') /*show a line of the sphere*/
end /*i*/ /* [↑] display the sphere.*/
return
/*──────────────────────────────────────────────────────────────────────────────────────*/
sqrt: procedure; parse arg x; if x=0 then return 0; d= digits(); numeric digits; h= d+6
numeric form; m.=9; parse value format(x,2,1,,0) 'E0' with g "E" _ .; g= g*.5'e'_%2
do j=0 while h>9; m.j=h; h=h%2+1; end /*j*/
do k=j+5 to 0 by -1; numeric digits m.k; g=(g+x/g)*.5; end /*k*/; return g</syntaxhighlight>
{{out|output|text=&nbsp; when using the default input and executed on an '''ASCII''' machine:}}
(Shown at &nbsp; <big>'''<sup>1</sup>/<sub>2</sub>'''</big> &nbsp; size.)
 
<pre style="font-size:50%">
eeeeeeeeee@@@@@@@
eoooooooooooooooeeeee@@@@@@@░
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o°°!!!:::::::::!!!!!°°°°°ooooeeee@@@@@@@░░░
o°!!::::·········:::::!!!!°°°ooooeeeee@@@@@@@░░░░
o°!:::················::::!!!°°°°oooeeeee@@@@@@@░░░░░
o°!::····················::::!!!°°°°oooeeeee@@@@@@@░░░░░░
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o°!::·························:::!!!°°°ooooeeeee@@@@@@@░░░░░░░░
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o°!::···························:::!!!!°°°ooooeeeee@@@@@@@@░░░░░░░░░░
o°!!::··························::::!!!°°°°ooooeeeee@@@@@@@@░░░░░░░░░░░
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eoo°°!!:::·················:::::!!!!!°°°°ooooeeeeee@@@@@@@@@░░░░░░░░░░░░░░░
eoo°°!!!:::::··········:::::::!!!!!°°°°oooooeeeeee@@@@@@@@@@░░░░░░░░░░░░░░░
eeoo°°°!!!:::::::::::::::::!!!!!!°°°°°oooooeeeeee@@@@@@@@@@░░░░░░░░░░░░░░░░
eeooo°°°!!!!!!!:::::::!!!!!!!!°°°°°°oooooeeeeee@@@@@@@@@@@░░░░░░░░░░░░░░░░░
@eeooo°°°°°!!!!!!!!!!!!!!!°°°°°°°ooooooeeeeeee@@@@@@@@@@@░░░░░░░░░░░░░░░░░░
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@@@eeeeeooooooooooooooooooooooeeeeeeeee@@@@@@@@@@@@@░░░░░░░░░░░░░░░░░░░░░
@@@@@eeeeeeeooooooooooooeeeeeeeeeeee@@@@@@@@@@@@@@░░░░░░░░░░░░░░░░░░░░░░░
@@@@@@eeeeeeeeeeeeeeeeeeeeeeeee@@@@@@@@@@@@@@@@░░░░░░░░░░░░░░░░░░░░░░░░
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░@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@░░░░░░░░░░░░░░░░░░░░░░░░░░░
░░@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@░░░░░░░░░░░░░░░░░░░░░░░░░░░░░
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░░░░░░░@@@@@@@@@@@@@@@@@@░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░
░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░
░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░
░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░
░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░
░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░
░░░░░░░░░░░░░░░░░░░░░░░░░░░░░
░░░░░░░░░░░░░░░░░
 
::···:::!!!°o
··············::!!°oo
··················::!!°°ooe
·····················::!!°°ooee
·······················::!!°°ooee
························::!!°°oooee
·························::!!°°oooeee
:························::!!!°°oooeeee
························::!!!°°ooooeeee
:······················::!!!°°°oooeeeee
:····················:::!!!°°°oooeeeeee
!:·················:::!!!°°°°oooeeeeeee
°!:::···········::::!!!!°°°ooooeeeeeeee
°!!!:::::::::::!!!!!°°°°oooooeeeeeeee
o°°!!!!!!!!!!!!!°°°°°oooooeeeeeeeee
oo°°°°°°°°°°°°°°ooooooeeeeeeeeeee
eoooooooooooooooooeeeeeeeeeeeee
eeeooooooooeeeeeeeeeeeeeeee
eeeeeeeeeeeeeeeeeeeee
eeeeeeeeeeeee
</pre>
 
=={{header|Ruby}}==
{{libheader|Shoes}}
Shoes comes with this sample program.
[[File:sphere.shoes.png|thumb|right]]
<syntaxhighlight lang="ruby">Shoes.app :width => 500, :height => 500, :resizable => false do
image 400, 470, :top => 30, :left => 50 do
nostroke
fill "#127"
image :top => 230, :left => 0 do
oval 70, 130, 260, 40
blur 30
end
oval 10, 10, 380, 380
image :top => 0, :left => 0 do
fill "#46D"
oval 30, 30, 338, 338
blur 10
end
fill gradient(rgb(1.0, 1.0, 1.0, 0.7), rgb(1.0, 1.0, 1.0, 0.0))
oval 80, 14, 240, 176
image :top => 0, :left => 0 do
fill "#79F"
oval 134, 134, 130, 130
blur 40
end
image :top => 150, :left => 40, :width => 320, :height => 260 do
fill gradient(rgb(0.7, 0.9, 1.0, 0.0), rgb(0.7, 0.9, 1.0, 0.6))
oval 60, 60, 200, 136
blur 20
end
end
end</syntaxhighlight>
 
=={{header|Rust}}==
{{trans|Go}}
<syntaxhighlight lang="rust">// [dependencies]
// image = "0.23"
 
use image::{GrayImage, Luma};
 
type Vector = [f64; 3];
 
fn normalize(v: &mut Vector) {
let inv_len = 1.0/dot_product(v, v).sqrt();
v[0] *= inv_len;
v[1] *= inv_len;
v[2] *= inv_len;
}
 
fn dot_product(v1: &Vector, v2: &Vector) -> f64 {
v1.iter().zip(v2.iter()).map(|(x, y)| *x * *y).sum()
}
 
fn draw_sphere(radius: u32, k: f64, ambient: f64, dir: &Vector) -> GrayImage {
let width = radius * 4;
let height = radius * 3;
let mut image = GrayImage::new(width, height);
let mut vec = [0.0; 3];
let diameter = radius * 2;
let r = radius as f64;
let xoffset = (width - diameter)/2;
let yoffset = (height - diameter)/2;
for i in 0..diameter {
let x = i as f64 - r;
for j in 0..diameter {
let y = j as f64 - r;
let z = r * r - x * x - y * y;
if z >= 0.0 {
vec[0] = x;
vec[1] = y;
vec[2] = z.sqrt();
normalize(&mut vec);
let mut s = dot_product(&dir, &vec);
if s < 0.0 {
s = 0.0;
}
let mut lum = 255.0 * (s.powf(k) + ambient)/(1.0 + ambient);
if lum < 0.0 {
lum = 0.0;
} else if lum > 255.0 {
lum = 255.0;
}
image.put_pixel(i + xoffset, j + yoffset, Luma([lum as u8]));
}
}
}
image
}
 
fn main() {
let mut dir = [-30.0, -30.0, 50.0];
normalize(&mut dir);
match draw_sphere(200, 1.5, 0.2, &dir).save("sphere.png") {
Ok(()) => {}
Err(error) => eprintln!("{}", error),
}
}</syntaxhighlight>
 
{{out}}
[[Media:Draw a sphere rust.png]]
 
=={{header|Scala}}==
<syntaxhighlight lang="scala">object Sphere extends App {
private val (shades, light) = (Seq('.', ':', '!', '*', 'o', 'e', '&', '#', '%', '@'), Array(30d, 30d, -50d))
 
private def drawSphere(r: Double, k: Double, ambient: Double): Unit = {
def dot(x: Array[Double], y: Array[Double]) = {
val d = x.head * y.head + x(1) * y(1) + x.last * y.last
if (d < 0) -d else 0D
}
 
for (i <- math.floor(-r).toInt to math.ceil(r).toInt; x = i + .5)
println(
(for (j <- math.floor(-2 * r).toInt to math.ceil(2 * r).toInt; y = j / 2.0 + .5)
yield if (x * x + y * y <= r * r) {
 
def intensity(vec: Array[Double]) = {
val b = math.pow(dot(light, vec), k) + ambient
if (b <= 0) shades.length - 2
else math.max((1 - b) * (shades.length - 1), 0).toInt
}
 
shades(intensity(normalize(Array(x, y, scala.math.sqrt(r * r - x * x - y * y)))))
} else ' ').mkString)
}
 
private def normalize(v: Array[Double]): Array[Double] = {
val len = math.sqrt(v.head * v.head + v(1) * v(1) + v.last * v.last)
v.map(_ / len)
}
 
normalize(light).copyToArray(light)
drawSphere(20, 4, .1)
drawSphere(10, 2, .4)
 
}</syntaxhighlight>
{{Out}}See it in running in your browser by [https://scalafiddle.io/sf/uSm8bJ9/0 ScalaFiddle (JavaScript)] or by [https://scastie.scala-lang.org/TtVHUp3aS0eDEB6YCW4gKg Scastie (JVM)].
 
=={{header|Sidef}}==
{{trans|Raku}}
Produces a PGM image.
<syntaxhighlight lang="ruby">func normalize (vec) { vec »/» (vec »*« vec -> sum.sqrt) }
func dot (x, y) { -(x »*« y -> sum) `max` 0 }
 
var x = var y = 255
x += 1 if x.is_even # must be odd
 
var light = normalize([ 3, 2, -5 ])
var depth = 255
 
func draw_sphere(rad, k, ambient) {
var pixels = []
var r2 = (rad * rad)
var range = (-rad .. rad)
for x,y in (range ~X range) {
if ((var x2 = x*x) + (var y2 = y*y) < r2) {
var vector = normalize([x, y, (r2 - x2 - y2).sqrt])
var intensity = (dot(light, vector)**k + ambient)
var pixel = (0 `max` (intensity*depth -> int) `min` depth)
pixels << pixel
}
else {
pixels << 0
}
}
return pixels
}
 
var outfile = %f'sphere-sidef.pgm'
var out = outfile.open('>:raw')
 
out.say("P5\n#{x} #{y}\n#{depth}") # .pgm header
out.print(draw_sphere((x-1)/2, .9, .2).map{.chr}.join)
out.close</syntaxhighlight>
 
=={{header|Smalltalk}}==
 
there are various OpenGL bindings available; here is a translation of the bare-bones code from C/Go:
 
{{works with|Smalltalk/X}}
although there is a Point3 class in some loadable library, here is some self contained code, defining a local anon Point3D class.
<syntaxhighlight lang="smalltalk">
Point3D :=
Point subclass:#Point3D
instanceVariableNames:'z'
classVariableNames:''
poolDictionaries:''
category:''
inEnvironment:nil.
 
Point3D compile:'z ^ z'.
Point3D compile:'z:v z := v'.
 
normalize := [:v | |invLen|
invLen := 1 / (dot value:v value:v) sqrt.
v x: v x * invLen.
v y: v y * invLen.
v z: v z * invLen.
].
 
dot := [:a :b |
(a x * b x) + (a y * b y) + (a z * b z)
].
 
drawSphere := [:r :k :amb :dir |
|w h imh vec img|
 
w := r*4. h := r*3.
img := Image width:w height:h depth:8.
img photometric:#blackIs0; createPixelStore.
vec := Point3D new.
0-r to:r do:[:x |
0-r to:r do:[:y |
|z s lum|
(z := (r*r) - (x*x) - (y*y)) >= 0 ifTrue:[
vec x: x.
vec y: y.
vec z: z sqrt.
normalize value:vec.
s := dot value:dir value:vec.
s < 0 ifTrue:[ s := 0 ].
lum := 255 * ((s raisedTo: k) + amb) / (1 + amb).
lum < 0 ifTrue:[
lum := 0
] ifFalse:[ lum > 255 ifTrue:[
lum := 255
]].
img atX:(x+(w//2)) y:(y+(h//2)) put:(Color greyByte:lum).
]
]
].
img
].
 
main := [
|dir img|
 
dir := Point3D new x:-30; y:-30; z:50; yourself.
normalize value:dir.
img := drawSphere value: 100 value: 1.5 value: 0.2 value: dir.
img displayOn:(View new extent:400@400; openAndWait).
img saveOn:'sphere.png'.
].
 
main value.
</syntaxhighlight>
[[file:sphere-smalltalk.png]]
 
=={{header|SVG}}==
Not quite a sphere.
[[file:sphere-ish.svg]]
 
=={{header|Swift}}==
In Playground for example:
<syntaxhighlight lang="swift">
class Sphere: UIView{
override func drawRect(rect: CGRect)
If M < 3 Or P < 2 : ProcedureReturn 0 : EndIf
{
let context = UIGraphicsGetCurrentContext()
Protected Normale.VECTOR, NbSommet, i, j, Theta.f, cTheta.f, sTheta.f
let locations: [CGFloat] = [0.0, 1.0]
Protected Alpha.f, cAlpha.f, sAlpha.f, *PtrV.VERTEX, *PtrF.TRIANGLE, NbTriangle
NbSommet = 2 + ((M + 1) * P)
*VBuffer = AllocateMemory(#_SIZEVERT * Nbsommet)
For i = 0 To M
Theta = i * #PI * 2.0 / M
cTheta = Cos(theta)
sTheta = Sin(theta)
let colors = [UIColor.whiteColor().CGColor,
For j = 1 To P
UIColor.blueColor().CGColor]
Alpha = j * #PI / (P + 1)
cAlpha = Cos(Alpha)
let colorspace = CGColorSpaceCreateDeviceRGB()
sAlpha = Sin(Alpha)
*PtrV = *VBuffer + #_SIZEVERT * ((i * P) + (j - 1))
let gradient = CGGradientCreateWithColors(colorspace,
*PtrV\X = sAlpha * cTheta
*PtrV\Ycolors, = sAlpha * sThetalocations)
*PtrV\Z = cAlpha
var *PtrV\U startPoint = Theta / CGPoint(2.0 * #PI)
var *PtrV\V endPoint = Alpha / #PICGPoint()
startPoint.x = self.center.x - (self.frame.width * 0.1)
CALC_NORMALS
startPoint.y = self.center.y - (self.frame.width * 0.15)
Next j
endPoint.x = self.center.x
Next i
endPoint.y = self.center.y
let startRadius: CGFloat = 0
; Southpole
let endRadius: CGFloat = self.frame.width * 0.38
*PtrV = *VBuffer + #_SIZEVERT * ((M + 1) * P)
*PtrV\X = 0
CGContextDrawRadialGradient (context, gradient, startPoint,
*PtrV\Y = 0
startRadius, endPoint, endRadius,
*PtrV\Z = -1
*PtrV\U = 0)
}
*PtrV\V = 0
}
CALC_NORMALS
; Northpole
*PtrV + #_SIZEVERT
*PtrV\X = 0
*PtrV\Y = 0
*PtrV\Z = 1
*PtrV\U = 0
*PtrV\V = 0
CALC_NORMALS
; Les facettes
NbTriangle = 4 * M * P
*IBuffer = AllocateMemory(#_SIZETRIS * NbTriangle)
*PtrF = *IBuffer
For i = 0 To M - 1
For j = 1 To P - 1
*PtrF\V1 = ((i + 1) * P) + j
*PtrF\V2 = ((i + 1) * P) + (j - 1)
*PtrF\V3 = (i * P) + (j - 1)
*PtrF + #_SIZETRIS
*PtrF\V3 = ((i + 1) * P) + j ;Recto
*PtrF\V2 = ((i + 1) * P) + (j - 1) ;Recto
*PtrF\V1 = (i * P) + (j - 1) ;Recto
*PtrF + #_SIZETRIS
*PtrF\V1 = i * P + j
*PtrF\V2 = ((i + 1) * P) + j
*PtrF\V3 = (i * P) + (j - 1)
*PtrF + #_SIZETRIS
*PtrF\V3 = i * P + j ;Recto
*PtrF\V2 = ((i + 1) * P) + j ;Recto
*PtrF\V1 = (i * P) + (j - 1) ;Recto
*PtrF + #_SIZETRIS
Next j
Next i
; The Poles
For i = 0 To M - 1
*PtrF\V3 = (M + 1) * P + 1
*PtrF\V2 = (i + 1) * P
*PtrF\V1 = i * P
*PtrF + #_SIZETRIS
*PtrF\V1 = (M + 1) * P + 1 ;Recto
*PtrF\V2 = (i + 1) * P ;Recto
*PtrF\V3 = i * P ;Recto
*PtrF + #_SIZETRIS
Next i
For i = 0 To M - 1
*PtrF\V3 = (M + 1) * P
*PtrF\V2 = i * P + (P - 1)
*PtrF\V1 = (i + 1) * P + (P - 1)
*PtrF + #_SIZETRIS
*PtrF\V1 = (M + 1) * P ;Recto
*PtrF\V2 = i * P + (P - 1) ;Recto
*PtrF\V3 = (i + 1) * P + (P - 1) ;Recto
*PtrF + #_SIZETRIS
Next i
If CreateMesh(0,100)
Protected Flag = #PB_Mesh_Vertex | #PB_Mesh_Normal | #PB_Mesh_UVCoordinate | #PB_Mesh_Color
SetMeshData(0,Flag,*VBuffer,NbSommet)
SetMeshData(0,#PB_Mesh_Face,*IBuffer,NbTriangle)
ProcedureReturn 1
EndIf
ProcedureReturn 0
EndProcedure
 
var s = Sphere(frame: CGRectMake(0, 0, 200, 200))
; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
</syntaxhighlight>
 
In SwiftUI:
Procedure UpdateMesh()
<syntaxhighlight lang="swift">
Protected NbTriangle = 4 * Meridian * Parallele
struct ContentView: View {
Length + PasLength
If Length >= NbTriangle
PasLength = 0
Length = Nbtriangle
EndIf
SetMeshData(0,#PB_Mesh_Face,*IBuffer,Length)
EndProcedure</lang>
[[image:PB_Animated_sphere.png]]
 
var body: some View {
=={{header|Tcl}}==
 
let gradient = RadialGradient(gradient: Gradient(colors:[.white, .black]),
center: .init(x: 0.4, y: 0.4), startRadius: 10, endRadius: 100)
return Circle()
.fill(gradient)
.frame(width: 200, height: 200)
 
}
}
</syntaxhighlight>
 
=={{header|Tcl}}==
{{libheader|Tk}}
Assuming the task is to draw a <i>likeness</i> of a sphere, this would usually do:
 
<syntaxhighlight lang="tcl">proc grey {n} {format "#%2.2x%2.2x%2.2x" $n $n $n}
<lang Tcl>
proc grey {n} {format "#%2.2x%2.2x%2.2x" $n $n $n}
 
pack [canvas .c -height 400 -width 640 -background white]
Line 659 ⟶ 5,537:
set h [grey $i]
.c create arc [expr {100+$i/5}] [expr {50+$i/5}] [expr {400-$i/1.5}] [expr {350-$i/1.5}] \
-start 0 -extent 359 -fill $h -outline $h}
}</syntaxhighlight>
}
</lang>
Results in this image:
 
[[image:Tcl-spheroid.gif]]
 
=={{header|LaTeX}}==
 
{{libheader|PGF}}
The PGF <code>shadings</code> library includes a "ball" for a 3-D style highlight.
 
<syntaxhighlight lang="latex">\documentclass{minimal}
\usepackage{tikz}
\usetikzlibrary{shadings}
\begin{document}
\begin{tikzpicture}
\shade[ball color=black] (0,0) circle (4);
\end{tikzpicture}
\end{document}</syntaxhighlight>
 
=={{header|Turing}}==
Translated and optimized from the Algol W solution and others posted here.
 
<syntaxhighlight lang="turing">% Draw a sphere in ASCII art in Turing
% Light intensity to character map
const shades := '.:!*oe&#%@'
const maxShades := length (shades)
 
% Absolute dot product of x and y
function dot (x, y : array 1 .. 3 of real) : real
result abs (x(1) * y(1) + x(2) * y(2) + x(3) * y(3))
end dot
 
% Vector normalization
procedure normalize (var v : array 1 .. 3 of real)
const norm := sqrt (v(1)**2 + v(2)**2 + v(3)**2)
for i : 1 .. 3
v(i) := v(i) / norm
end for
end normalize
 
% Draws a sphere using ASCII art
procedure drawSphere (radius : real, k : int, lightsource : array 1 .. 3 of real, brightness : real)
const diameter := 2.0 * radius
for i : floor (-radius) .. ceil (radius)
var x := i + 0.5
for j : floor (-diameter) .. ceil (diameter)
var y := j / 2 + 0.5
 
if x**2 + y**2 <= radius**2 then
var vec : array 1 .. 3 of real
vec(1) := x; vec(2) := y; vec(3) := sqrt (radius**2 - x**2 - y**2)
normalize (vec)
 
const b := dot (lightsource, vec) ** k + brightness
var intensity := round ((1 - b) * maxShades)
 
if intensity < 1 then
intensity := 1
elsif intensity > maxShades then
intensity := maxShades
end if
 
put shades (intensity) ..
else
put ' ' ..
end if
end for
put ""
end for
end drawSphere
 
% Light source
var lightsource : array 1 .. 3 of real := init (30, 30, -59)
normalize (lightsource)
const brightness := 0.1
 
% Draw some spheres
drawSphere (20, 4, lightsource, brightness)
drawSphere (15, 10, lightsource, brightness)</syntaxhighlight>
 
{{Out}}
<pre>
###############%%
#&&&eeeeeeeeee&&&&&&#######%%%%
&&eeeoooooooooooooeeeee&&&&&######%%%%%
&eeooo**************oooooeeee&&&&&#####%%%%%%
&eoo***!!!!!!!!!!!!!!!*****ooooeee&&&&&#####%%%%%%%
&eo**!!!:::::::::::::::!!!!****oooeeee&&&&######%%%%%%%
&eo**!!:::.............::::!!!!***ooooeee&&&&######%%%%%%%%
&eo**!!::..................::::!!!***ooooeee&&&&######%%%%%%%%%
&oo*!!::.....................::::!!!***oooeeee&&&&#####%%%%%%%%%%
#eo**!::........................:::!!!!***oooeee&&&&######%%%%%%%%%%%
&eo**!::.........................::::!!!***oooeeee&&&&#####%%%%%%%%%%%%
&eoo*!!::.........................::::!!!***oooeeee&&&&######%%%%%%%%%%%%
#&eo*!!::..........................:::!!!!***oooeeee&&&&######%%%%%%%%%%%%%
&eo**!!::.........................::::!!!***ooooeee&&&&&######%%%%%%%%%%%%%
&eeo**!!::.........................:::!!!****oooeeee&&&&#######%%%%%%%%%%%%%%
&eeo**!!::.......................::::!!!!***ooooeee&&&&&######%%%%%%%%%%%%%%%
#&eeo**!!:::.....................::::!!!****ooooeeee&&&&#######%%%%%%%%%%%%%%%%
#&eeoo**!!::::................:::::!!!!****ooooeeee&&&&&######%%%%%%%%%%%%%%%%%
#&eeoo***!!!:::::.........:::::::!!!!****oooooeeee&&&&&#######%%%%%%%%%%%%%%%%%
#&&eeoo***!!!!::::::::::::::::!!!!!*****ooooeeeee&&&&&#######%%%%%%%%%%%%%%%%%%
#&&eeeoo****!!!!!!!:::::!!!!!!!!******ooooeeeee&&&&&&#######%%%%%%%%%%%%%%%%%%%
##&&eeeooo*****!!!!!!!!!!!!!*******oooooeeeeee&&&&&########%%%%%%%%%%%%%%%%%%%%
###&&eeeooooo*******************ooooooeeeeee&&&&&&########%%%%%%%%%%%%%%%%%%%%%
%##&&&&eeeeooooooo********oooooooooeeeeee&&&&&&&#########%%%%%%%%%%%%%%%%%%%%%%
####&&&&eeeeeoooooooooooooooooeeeeeeee&&&&&&&#########%%%%%%%%%%%%%%%%%%%%%%%
%####&&&&&eeeeeeeeeeeeeeeeeeeeeeee&&&&&&&&##########%%%%%%%%%%%%%%%%%%%%%%%%%
%#####&&&&&&&&eeeeeeeeeeeeee&&&&&&&&&&&##########%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%######&&&&&&&&&&&&&&&&&&&&&&&&&&############%%%%%%%%%%%%%%%%%%%%%%%%%%%#
%%%%########&&&&&&&&&&&&&&&&&###############%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%##################################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%#
%%%%%%%############################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%#
%%%%%%%%%%#################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%#
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%#
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%#
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%#
%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%
%%%%########%%%%%%%%%%%%%%%
%####&&&&&&&&#######%%%%%%%%%%%%%
%###&&eeeeooeeeee&&&#####%%%%%%%%%%%%%%
%##&eeoo********oooee&&&####%%%%%%%%%%%%%%%
%##&eo**!!::::::!!!**ooee&&#####%%%%%%%%%%%%%%%
%#&eo**!:.........::!**ooee&&####%%%%%%%%%%%%%%%%
##&eo*!:............:!!*ooee&&&####%%%%%%%%%%%%%%%%
%%#&eo*!:.............:!!**oee&&&####%%%%%%%%%%%%%%%%%%
%#&&eo*!:............::!!*ooee&&#####%%%%%%%%%%%%%%%%%%
%##&eoo*!:...........::!!**oee&&&####%%%%%%%%%%%%%%%%%%%%
%%##&eeo*!!:........:::!!*ooeee&&#####%%%%%%%%%%%%%%%%%%%%%
%%##&&eoo*!!::::::::!!!**ooee&&&#####%%%%%%%%%%%%%%%%%%%%%%
%%###&eeoo***!!!!!!***oooeee&&&#####%%%%%%%%%%%%%%%%%%%%%%%
%%%##&&&eeooooo**oooooeeee&&&######%%%%%%%%%%%%%%%%%%%%%%%%
%%%####&&&eeeeeeeeeeeee&&&&######%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%#####&&&&&&&&&&&&&&&#######%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%########&&&&###########%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%#####%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%
</pre>
 
=={{header|VBScript}}==
{{trans|C}}
<syntaxhighlight lang="vb">shades = Array(".", ":", "!", "*", "o", "e", "&", "#", "%", "@")
light = Array(30, 30, -50)
 
Sub Normalize(v)
length = Sqr(v(0)*v(0) + v(1)*v(1) + v(2)*v(2))
v(0) = v(0)/length : v(1) = v(1)/length : v(2) = v(2)/length
End Sub
 
Function Dot(x, y)
d = x(0)*y(0) + x(1)*y(1) + x(2)*y(2)
If d < 0 Then Dot = -d Else Dot = 0 End If
End Function
 
'floor function is the Int function
'ceil function implementation
Function Ceil(x)
Ceil = Int(x)
If Ceil <> x Then Ceil = Ceil + 1 End if
End Function
 
Sub DrawSphere(R, k, ambient)
Dim i, j, intensity, inten, b, x, y
Dim vec(3)
For i = Int(-R) to Ceil(R)
x = i + 0.5
line = ""
For j = Int(-2*R) to Ceil(2*R)
y = j / 2 + 0.5
If x * x + y * y <= R*R Then
vec(0) = x
vec(1) = y
vec(2) = Sqr(R * R - x * x - y * y)
Normalize vec
b = dot(light, vec)^k + ambient
intensity = Int((1 - b) * UBound(shades))
If intensity < 0 Then intensity = 0 End If
If intensity >= UBound(shades) Then
intensity = UBound(shades)
End If
line = line & shades(intensity)
Else
line = line & " "
End If
Next
WScript.StdOut.WriteLine line
Next
End Sub
 
Normalize light
DrawSphere 20, 4, 0.1
DrawSphere 10,2,0.4</syntaxhighlight>
{{Out}}
<pre> &&&&&&&&&&#######
&eeeeeeeeeeeeeeee&&&&&&#######%
&eoooo*******oooooooeeeee&&&&&########%
eoo****!!!!!!!!******oooooeeee&&&&&########%%
eoo**!!!!::::::::!!!!!*****ooooeeee&&&&&########%%%
eo**!!::::::...:::::::!!!!!***ooooeeee&&&&&########%%%%
eo*!!:::.............:::::!!!!***ooooeeee&&&&&########%%%%%
eo*!!:::.................::::!!!!***ooooeeee&&&&#########%%%%%%
eo*!!::....................::::!!!****oooeeee&&&&&#########%%%%%%
&o**!::......................::::!!!****oooeeee&&&&&##########%%%%%%%
&o**!::.......................::::!!!****oooeeee&&&&&##########%%%%%%%%
&oo*!!::.......................:::!!!!***ooooeeee&&&&&##########%%%%%%%%%
&eo*!!::.......................::::!!!****ooooeeee&&&&&##########%%%%%%%%%%
eo**!!::......................::::!!!!***ooooeeeee&&&&&##########%%%%%%%%%%
&eo**!!:::...................:::::!!!!****ooooeeee&&&&&###########%%%%%%%%%%%
eeo**!!::::................:::::!!!!!****ooooeeee&&&&&&###########%%%%%%%%%%%
&eeo***!!:::::...........::::::!!!!!****oooooeeee&&&&&&###########%%%%%%%%%%%%%
&eeoo**!!!!::::::::::::::::::!!!!!*****ooooeeeee&&&&&&############%%%%%%%%%%%%%
&eeooo***!!!!::::::::::::!!!!!!!*****oooooeeeee&&&&&&############%%%%%%%%%%%%%%
&&eeooo***!!!!!!!!!!!!!!!!!!!******oooooeeeeee&&&&&&############%%%%%%%%%%%%%%%
&&eeeooo******!!!!!!!!!!********ooooooeeeeee&&&&&&&############%%%%%%%%%%%%%%%%
#&&eeeooooo******************oooooooeeeeee&&&&&&&#############%%%%%%%%%%%%%%%%%
#&&&eeeeoooooooo******oooooooooooeeeeeee&&&&&&&&#############%%%%%%%%%%%%%%%%%%
##&&&&eeeeeooooooooooooooooooeeeeeeee&&&&&&&&&##############%%%%%%%%%%%%%%%%%%%
##&&&&&eeeeeeeeeeeeeeeeeeeeeeeeee&&&&&&&&&################%%%%%%%%%%%%%%%%%%%
####&&&&&&eeeeeeeeeeeeeeeeeee&&&&&&&&&&&################%%%%%%%%%%%%%%%%%%%%%
#####&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&#################%%%%%%%%%%%%%%%%%%%%%%
%#######&&&&&&&&&&&&&&&&&&&&&&&&###################%%%%%%%%%%%%%%%%%%%%%%%%
%###########&&&&&&&&&&&&&#######################%%%%%%%%%%%%%%%%%%%%%%%%%
%############################################%%%%%%%%%%%%%%%%%%%%%%%%%%
%%#######################################%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%#################################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%#########################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%#############%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%
 
::...:::!!!*o
..............::!!*oo
..................::!!**ooe
.....................::!!**ooee
.......................::!!**ooee
........................::!!**oooee
.........................::!!**oooeee
:........................::!!!**oooeeee
........................::!!!**ooooeeee
:......................::!!!***oooeeeee
:....................:::!!!***oooeeeeee
!:.................:::!!!****oooeeeeeee
*!:::...........::::!!!!***ooooeeeeeeee
*!!!:::::::::::!!!!!****oooooeeeeeeee
o**!!!!!!!!!!!!!*****oooooeeeeeeeee
oo**************ooooooeeeeeeeeeee
eoooooooooooooooooeeeeeeeeeeeee
eeeooooooooeeeeeeeeeeeeeeee
eeeeeeeeeeeeeeeeeeeee
eeeeeeeeeeeee</pre>
 
=={{header|V (Vlang)}}==
Graphical
<syntaxhighlight lang="Zig">
import gg
import gx
 
const (
win_width = 600
win_height = 600
)
 
struct App {
mut:
gg &gg.Context = unsafe {nil}
}
 
fn main() {
mut app := &App{
gg: 0
}
app.gg = gg.new_context(
bg_color: gx.white
width: win_width
height: win_height
create_window: true
window_title: 'Circle'
frame_fn: frame
user_data: app
)
app.gg.run()
}
 
fn frame(app &App) {
app.gg.begin()
app.draw()
app.gg.end()
}
 
fn (app &App) draw() {
app.gg.draw_circle_filled(300, 300, 150, gx.red)
}
</syntaxhighlight>
 
=={{header|Wren}}==
{{trans|C}}
<syntaxhighlight lang="wren">var shades = ".:!*oe&#\%@"
var light = [30, 30, -50]
 
var normalize = Fn.new { |v|
var len = (v[0]*v[0] + v[1]*v[1] + v[2]*v[2]).sqrt
for (i in 0..2) v[i] = v[i] / len
}
 
var dot = Fn.new { |x, y|
var d = x[0]*y[0] + x[1]*y[1] + x[2]*y[2]
return (d < 0) ? -d : 0
}
 
var drawSphere = Fn.new { |r, k, ambient|
var vec = [0] * 3
for (i in (-r).floor..r.ceil) {
var x = i + 0.5
for (j in (-2*r).floor..(2*r).ceil) {
var y = j/2 + 0.5
if (x*x + y*y <= r*r) {
var vec = [x, y, (r*r - x*x - y*y).sqrt]
normalize.call(vec)
var b = dot.call(light, vec).pow(k) + ambient
var intensity = ((1 - b) * (shades.count - 1)).truncate
if (intensity < 0) intensity = 0
if (intensity >= shades.count - 1) intensity = shades.count - 2
System.write(shades[intensity])
} else {
System.write(" ")
}
}
System.print()
}
}
 
normalize.call(light)
drawSphere.call(20, 4, 0.1)
drawSphere.call(10, 2, 0.4)</syntaxhighlight>
 
{{out}}
<pre>
&&&&&&&&&&#######
&eeeeeeeeeeeeeeee&&&&&&#######%
&eoooo*******oooooooeeeee&&&&&########%
eoo****!!!!!!!!******oooooeeee&&&&&########%%
eoo**!!!!::::::::!!!!!*****ooooeeee&&&&&########%%%
eo**!!::::::...:::::::!!!!!***ooooeeee&&&&&########%%%%
eo*!!:::.............:::::!!!!***ooooeeee&&&&&########%%%%%
eo*!!:::.................::::!!!!***ooooeeee&&&&#########%%%%%%
eo*!!::....................::::!!!****oooeeee&&&&&#########%%%%%%
&o**!::......................::::!!!****oooeeee&&&&&##########%%%%%%%
&o**!::.......................::::!!!****oooeeee&&&&&##########%%%%%%%%
&oo*!!::.......................:::!!!!***ooooeeee&&&&&##########%%%%%%%%%
&eo*!!::.......................::::!!!****ooooeeee&&&&&##########%%%%%%%%%%
eo**!!::......................::::!!!!***ooooeeeee&&&&&##########%%%%%%%%%%
&eo**!!:::...................:::::!!!!****ooooeeee&&&&&###########%%%%%%%%%%%
eeo**!!::::................:::::!!!!!****ooooeeee&&&&&&###########%%%%%%%%%%%
&eeo***!!:::::...........::::::!!!!!****oooooeeee&&&&&&###########%%%%%%%%%%%%%
&eeoo**!!!!::::::::::::::::::!!!!!*****ooooeeeee&&&&&&############%%%%%%%%%%%%%
&eeooo***!!!!::::::::::::!!!!!!!*****oooooeeeee&&&&&&############%%%%%%%%%%%%%%
&&eeooo***!!!!!!!!!!!!!!!!!!!******oooooeeeeee&&&&&&############%%%%%%%%%%%%%%%
&&eeeooo******!!!!!!!!!!********ooooooeeeeee&&&&&&&############%%%%%%%%%%%%%%%%
#&&eeeooooo******************oooooooeeeeee&&&&&&&#############%%%%%%%%%%%%%%%%%
#&&&eeeeoooooooo******oooooooooooeeeeeee&&&&&&&&#############%%%%%%%%%%%%%%%%%%
##&&&&eeeeeooooooooooooooooooeeeeeeee&&&&&&&&&##############%%%%%%%%%%%%%%%%%%%
##&&&&&eeeeeeeeeeeeeeeeeeeeeeeeee&&&&&&&&&################%%%%%%%%%%%%%%%%%%%
####&&&&&&eeeeeeeeeeeeeeeeeee&&&&&&&&&&&################%%%%%%%%%%%%%%%%%%%%%
#####&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&#################%%%%%%%%%%%%%%%%%%%%%%
%#######&&&&&&&&&&&&&&&&&&&&&&&&###################%%%%%%%%%%%%%%%%%%%%%%%%
%###########&&&&&&&&&&&&&#######################%%%%%%%%%%%%%%%%%%%%%%%%%
%############################################%%%%%%%%%%%%%%%%%%%%%%%%%%
%%#######################################%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%#################################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%#########################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%#############%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%
::...:::!!!*o
..............::!!*oo
..................::!!**ooe
.....................::!!**ooee
.......................::!!**ooee
........................::!!**oooee
.........................::!!**oooeee
:........................::!!!**oooeeee
........................::!!!**ooooeeee
:......................::!!!***oooeeeee
:....................:::!!!***oooeeeeee
!:.................:::!!!****oooeeeeeee
*!:::...........::::!!!!***ooooeeeeeeee
*!!!:::::::::::!!!!!****oooooeeeeeeee
o**!!!!!!!!!!!!!*****oooooeeeeeeeee
oo**************ooooooeeeeeeeeeee
eoooooooooooooooooeeeeeeeeeeeee
eeeooooooooeeeeeeeeeeeeeeee
eeeeeeeeeeeeeeeeeeeee
eeeeeeeeeeeee
</pre>
 
=={{header|XPL0}}==
[[File:SphereXPL0.png|right]]
<syntaxhighlight lang="xpl0">include c:\cxpl\codes; \intrinsic 'code' declarations
def R=100, R2=R*R; \radius, in pixels; radius squared
def X0=640/2, Y0=480/2; \coordinates of center of screen
int X, Y, Z, C, D2; \coords, color, distance from center squared
[SetVid($112); \set 640x480x24 graphics mode
for Y:= -R to +R do \for all the coordinates near the circle
for X:= -R to +R do \ which is under the sphere
[D2:= X*X + Y*Y;
C:= 0; \default color is black
if D2 <= R2 then \coordinate is inside circle under sphere
[Z:= sqrt(R2-D2); \height of point on surface of sphere above X,Y
C:= Z-(X+Y)/2+130; \color is proportional; offset X and Y, and
]; \ shift color to upper limit of its range
Point(X+X0, Y+Y0, C<<8+C); \green + blue = cyan
];
repeat until KeyHit; \wait for keystroke
SetVid($03); \restore normal text mode
]</syntaxhighlight>
 
=={{header|Yabasic}}==
<syntaxhighlight lang="yabasic">ancho = 640 : alto = 480
open window 640,480
backcolor 16,16,16
clear window
sphera()
 
sub sphera()
local n
for n = 1 to 100
color 2*n, 2*n, 2*n
fill circle ancho/2-2*n/3, alto/2-n/2, 150-n
next n
end sub</syntaxhighlight>
 
=={{header|Zig}}==
{{trans|Factor}}
{{libheader|raylib}}
<syntaxhighlight lang="zig">
const std = @import("std");
const c = @cImport({
@cInclude("raylib.h");
});
 
pub fn main() !void {
c.SetConfigFlags(c.FLAG_WINDOW_RESIZABLE | c.FLAG_VSYNC_HINT);
c.InitWindow(600, 480, "Draw a Sphere");
defer c.CloseWindow();
 
const camera = c.Camera3D{
.position = .{ .x = 4.5, .y = 4.5, .z = 4.5 },
.target = .{ .x = 0, .y = 0, .z = 0 },
.up = .{ .x = 0, .y = 1, .z = 0 },
.fovy = 45.0,
.projection = c.CAMERA_PERSPECTIVE,
};
 
c.SetTargetFPS(60);
 
while (!c.WindowShouldClose()) {
c.BeginDrawing();
defer c.EndDrawing();
 
c.ClearBackground(c.BLACK);
 
{
c.BeginMode3D(camera);
defer c.EndMode3D();
 
c.DrawSphereWires(.{ .x = 0, .y = 0, .z = 0 }, 2, 20, 20, c.LIME);
}
}
}
</syntaxhighlight>
 
=={{header|zkl}}==
Uses the PPM class from http://rosettacode.org/wiki/Bitmap/Bresenham%27s_line_algorithm#zkl
{{trans|XPL0}}
[[File:Sphere.zkl.jpg|200px|thumb|right]]
<syntaxhighlight lang="zkl">img:=PPM(640,480);
R:=100; R2:=R*R; //radius, in pixels; radius squared
X0:=640/2; Y0:=480/2; //coordinates of center of screen
foreach Y in ([-R..R]){ //for all the coordinates near the circle
foreach X in ([-R..R]){ // which is under the sphere
D2:=X*X + Y*Y;
C:=0; //default color is black
if(D2<=R2){ //coordinate is inside circle under sphere
Z:=(R2-D2).toFloat().sqrt();//height of point on surface of sphere above X,Y
C=0x82+Z-(X+Y)/2; //color is proportional; offset X and Y, and
} // shift color to upper limit of its range
img[X+X0,Y+Y0]=C.shiftLeft(8)+C; //green + blue = cyan
}
}
img.write(File("foo.ppm","wb"));</syntaxhighlight>
The radius of 100 is the max before the color calculation overflows 24 bits so for a radius (R) of, say 200, use
<syntaxhighlight lang="zkl">img[X+X0,Y+Y0]=C*140+C;</syntaxhighlight>
Perhaps a more useful solution is to use GnuPlot (I grabbed the code from http://ayapin-film.sakura.ne.jp/Gnuplot/):
[[File:GnuplotSphere.zkl.png|250px|thumb|right]]
<syntaxhighlight lang="zkl">#<<<
cmd:=0'|
set term wxt
set parametric
set urange [0:pi]
set vrange [0:2*pi]
set xyplane 0
set view equal xyz
set pm3d hidden3d 100 depthorder
set style line 100 lt 7 lw 0.1
set palette defined (0 "dark-blue", 1 "light-blue")
unset key
set samples 24
set isosamples 36
set title 'sphere (pm3d)' font "Times,20"
R = 3
splot R*sin(u)*cos(v), R*sin(u)*sin(v), R*cos(u) w pm3d
|;
#<<<
 
gnuplot:=System.popen("gnuplot","w");
gnuplot.write(cmd); gnuplot.flush();
ask("Hit return to finish"); gnuplot.close();</syntaxhighlight>
Where "term wxt" is X11 on my Linux box. A window pops up and stays until the pipe is closed.
 
=={{header|ZX Spectrum Basic}}==
<syntaxhighlight lang="zxbasic">1 REM fast
50 REM spheer with hidden lines and rotation
100 CLS
110 PRINT "sphere with lenght&wide-circles"
120 PRINT "_______________________________"''
200 INPUT "rotate x-as:";a
210 INPUT "rotate y-as:";b
220 INPUT "rotate z-as:";c
225 INPUT "distance lines(10-45):";d
230 LET u=128: LET v=87: LET r=87: LET bm=PI/180: LET h=.5
240 LET s1=SIN (a*bm): LET s2=SIN (b*bm): LET s3=SIN (c*bm)
250 LET c1=COS (a*bm): LET c2=COS (b*bm): LET c3=COS (c*bm)
260 REM calc rotate matrix
270 LET ax=c2*c3: LET ay=-c2*s3: LET az=s2
280 LET bx=c1*s3+s1*s2*c3
290 LET by=c1*c3-s1*s2*s3: LET bz=-s1*c2
300 LET cx=s1*s3-c1*s2*c3
310 LET cy=s1*c3+c1*s2*s3: LET cz=c1*c2
400 REM draw outer
410 CLS : CIRCLE u,v,r
500 REM draw lenght-circle
510 FOR l=0 TO 180-d STEP d
515 LET f1=0
520 FOR p=0 TO 360 STEP 5
530 GO SUB 1000: REM xx,yy,zz calc
540 IF yy>0 THEN LET f2=0: LET f1=0: GO TO 580
550 LET xb=INT (u+xx+h): LET yb=INT (v+zz+h): LET f2=1
560 IF f1=0 THEN LET x1=xb: LET y1=yb: LET f1=1: GO TO 580
570 PLOT x1,y1: DRAW xb-x1,yb-y1: LET x1=xb: LET y1=yb: LET f1=f2
580 NEXT p
590 NEXT l
600 REM draw wide-circle
610 FOR p=-90+d TO 90-d STEP d
615 LET f1=0
620 FOR l=0 TO 360 STEP 5
630 GO SUB 1000: REM xx,yy,zz
640 IF yy>0 THEN LET f2=0: LET f1=0: GO TO 680
650 LET xb=INT (u+xx+h): LET yb=INT (v+zz+h): LET f2=1
660 IF f1=0 THEN LET x1=xb: LET y1=yb: LET f1=1: GO TO 680
670 PLOT x1,y1: DRAW xb-x1,yb-y1: LET x1=xb: LET y1=yb: LET f1=f2
680 NEXT l
690 NEXT p
700 PRINT #0;"...press any key...": PAUSE 0: RUN
999 REM sfere-coordinates>>>Cartesis Coordinate
1000 LET x=r*COS (p*bm)*COS (l*bm)
1010 LET y=r*COS (p*bm)*SIN (l*bm)
1020 LET z=r*SIN (p*bm)
1030 REM p(x,y,z) rotate to p(xx,yy,zz)
1040 LET xx=ax*x+ay*y+az*z
1050 LET yy=bx*x+by*y+bz*z
1060 LET zz=cx*x+cy*y+cz*z
1070 RETURN</syntaxhighlight>
 
[[Category:Geometry]]
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