Draw a sphere

From Rosetta Code
Task
Draw a sphere
You are encouraged to solve this task according to the task description, using any language you may know.

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.

BASIC

Works with: QBasic

<lang QBASIC> SCREEN 13 ' enter high-color graphic mode

' sets palette colors B/N FOR i = 0 TO 255

PALETTE 255 - i, INT(i / 4) + INT(i / 4) * 256 + INT(i / 4) * 65536

NEXT i PALETTE 0, 0

' draw the sphere FOR i = 255 TO 0 STEP -1

x = 50 + i / 3
y = 99
CIRCLE (x, y), i / 3, i
PAINT (x, y), i

NEXT i

' wait until keypress DO: LOOP WHILE INKEY$ = "" END </lang>

Brlcad

<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 </lang>

C

The lighting calculation is somewhere between crude and bogus, but hey, I'm shading it with ASCII characters, don't expect too much. <lang C>#include <stdio.h>

  1. include <stdlib.h>
  2. include <string.h>
  3. include <ctype.h>
  4. include <math.h>

char shades[] = ".:!*oe&#%@";

double light[3] = { 30, 30, -50 }; void normalize(double * v) {

       double len = sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
       v[0] /= len; v[1] /= len; v[2] /= len;

}

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;

}

void draw_sphere(double R, double k, double ambient) {

       int i, j, intensity;
       double b;
       double vec[3], x, y;
       for (i = floor(-R); i <= ceil(R); i++) {
               x = i + .5;
               for (j = floor(-2 * R); j <= ceil(2 * R); j++) {
                       y = j / 2. + .5;
                       if (x * x + y * y <= R * R) {
                               vec[0] = x;
                               vec[1] = y;
                               vec[2] = sqrt(R * R - x * x - y * y);
                               normalize(vec);
                               b = pow(dot(light, vec), k) + ambient;
                               intensity = (1 - b) * (sizeof(shades) - 1);
                               if (intensity < 0) intensity = 0;
                               if (intensity >= sizeof(shades) - 1)
                                       intensity = sizeof(shades) - 2;
                               putchar(shades[intensity]);
                       } else
                               putchar(' ');
               }
               putchar('\n');
       }

}


int main() {

       normalize(light);
       draw_sphere(20, 4, .1);
       draw_sphere(10, 2, .4);
       return 0;

}</lang>Output:<lang> #############%%%%

                      ##&&eeeeeeeeee&&&&&&&####%%%%%%%%                         
                  &&eeooooooooooooooeeeee&&&&######%%%%%%%%                     
                eeoo**************oooooooeeee&&&&####%%%%%%%%                   
            &&oo**!!!!!!::!!!!!!!!****oooooee&&&&######%%%%%%%%%%               
          eeoo!!!!::::::::::::::!!!!*****ooeeee&&&&####%%%%%%%%%%%%             
        ee**!!::::............::::!!!!***ooooeeee&&######%%%%%%%%%%%%           
      &&oo!!::..................::!!!!*****ooeeee&&&&####%%%%%%%%%%%%%%         
      oo!!::....................::::!!*****ooeeee&&&&####%%%%%%%%%%%%%%         
    ee**!!::....................::::!!*****ooeeee&&&&####%%%%%%%%%%%%%%%%       
  &&oo!!::......................::::!!*****ooeeee&&&&######%%%%%%%%%%%%%%%%     
  ee**!!::......................::::!!*****ooeeee&&&&######%%%%%%%%%%%%%%%%     
##oo**!!::......................::!!!!*****ooeeee&&&&####%%%%%%%%%%%%%%%%%%%%   
&&oo**::::....................::::!!!!***ooooeeee&&&&####%%%%%%%%%%%%%%%%%%%%   
eeoo**!!::..................::::!!!!*****ooooee&&&&######%%%%%%%%%%%%%%%%%%%%   
eeoo**!!::................::::!!!!****oooooeeee&&&&######%%%%%%%%%%%%%%%%%%%%   
  1. eeoo**!!::::............::::!!!!!!****oooeeee&&&&&&######%%%%%%%%%%%%%%%%%%%%%%
  2. eeoo**!!!!::::::::::::::::!!!!!!****oooooeeee&&&&######%%%%%%%%%%%%%%%%%%%%%%%%
  3. eeoooo**!!!!!!::::::::!!!!!!******ooooeeeee&&&&&&######%%%%%%%%%%%%%%%%%%%%%%%%
  4. &&eeoo****!!!!!!!!!!!!!!!!******ooooeeeee&&&&&&######%%%%%%%%%%%%%%%%%%%%%%%%%%
  5. &&eeoooo********************ooooooeeee&&&&&&&######%%%%%%%%%%%%%%%%%%%%%%%%%%%%
  6. &&&&eeoooooo************ooooooeeeeee&&&&&&&########%%%%%%%%%%%%%%%%%%%%%%%%%%%%

%##&&eeeeeeooooooooooooooooooeeeeee&&&&&&&########%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %####&&&&eeeeeeeeeeeeeeeeeeeeee&&&&&&&&#########%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

%%##&&&&&&eeeeeeeeeeeeeeee&&&&&&&&&&#########%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%   
%%######&&&&&&&&&&&&&&&&&&&&&&&&###########%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%   
%%%%########&&&&&&&&&&&&&&############%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%   
%%%%%%##############################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%   
  %%%%%%%%######################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%     
  %%%%%%%%%%%%%%%%####%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%     
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%       
      %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%         
      %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%         
        %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%           
          %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%             
            %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%               
                %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%                   
                  %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%                     
                      %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%                         
                              %%%%%%%%%%%%%%%%%                                 
                                                                                
            ::..:::::!!**               
        .............::!!**oo           
    ...................::!!**ooee       
  .......................::!!ooeeee     
  .......................::!!**ooee     
.........................::!!**ooeeee   
.........................::!!**ooeeee   
.........................::!!**ooeeeeee

........................::!!**ooooeeeeee

.......................::!!**ooeeeeeeee
.....................::!!****ooeeeeeeee

!::................:::!!****ooeeeeeeeeee

  • !!::..........::::!!!****ooooeeeeeeeeee
**!!::::::::::!!!!*****ooooeeeeeeeeee   
oo**!!!!!!!!!!*******ooooeeeeeeeeeeee   
  oooo********oooooooeeeeeeeeeeeeee     
  eeeeooooooooooeeeeeeeeeeeeeeeeeee     
    eeeeeeeeeeeeeeeeeeeeeeeeeeeee       
        eeeeeeeeeeeeeeeeeeeee           
            eeeeeeeeeeeee               </lang>

Delphi

Translation of: 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.

<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. </lang>

Output:

                             &&&&&&&&&&#######
                       &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

DWScript

PBM output magnified 5 times
Translation of: C

but adapted to spit out a PGM image

<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); </lang>

Icon and Unicon

Unicon provides a built-in interface to openGL including some higher level abstractions (for more information see Unicon Technical References, 3D Graphics). The example below draws a blue sphere on a black background and waits for input to quit.

Unicon Sphere

<lang 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" ) Fg(W, "emission blue") DrawSphere(W, 0, 0, -5, 1) Event(W) end</lang>

J

J Sphere

The simplest way to draw a sphere is to run the sphere demo code from J's simple demos. (This assumes J version 6.)

Normally you would bring up this demo by using the menu system:

Studio
 > Demos...
  > opengl simple... [ok]
    > sphere [Run]

<lang j>load 'system/examples/graphics/opengl/simple/sphere.ijs'</lang>

Java

Translation of: C

<lang java>public class Sphere{

   static char[] shades = {'.', ':', '!', '*', 'o', 'e', '&', '#', '%', '@'};
   static 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){
       double[] vec = new double[3];
       for(int i = (int)Math.floor(-R); i <= (int)Math.ceil(R); i++){
           double x = i + .5;
           for(int j = (int)Math.floor(-2 * R); j <= (int)Math.ceil(2 * R); j++){
               double y = j / 2. + .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);
                   System.out.print(shades[intensity]);
               } else
                   System.out.print(' ');
           }
           System.out.println();
       }
   }
   public static void main(String[] args){
       normalize(light);
       drawSphere(20, 4, .1);
       drawSphere(10, 2, .4);
   }

}</lang> Output:

                               &&&&&&&&&&#######                                 
                        &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               
                                         

Drawing a sphere is actually very simple in logo, using the perspective function to make life easier.

Works with: MSWlogo

<lang logo>to sphere :r cs perspective ht ;making the room ready to use repeat 180 [polystart circle :r polyend down 1] polyview end</lang>

Mathematica

Mathematica has many 3D drawing capabilities. To create a sphere with radius one centered at (0,0,0): <lang Mathematica>Graphics3D[Sphere[{0,0,0},1]]</lang>

Openscad

Drawing a sphere is easy in openscad:

<lang openscad>// This will produce a sphere of radius 5 sphere(5);</lang>

Perl 6

Translation of C. Modified to output .pgm file.

<lang perl6>my $x = my $y = 255; $x +|= 1; # must be odd

my @light = normalize([ 3, 2, -5 ]);

my $depth = 255;

sub MAIN ($outfile = 'sphere-perl6.pgm') {

   my $out = open( $outfile, :w, :bin ) or die "$!\n";
   $out.say("P5\n$x $y\n$depth"); # .pgm header
   $out.print( draw_sphere( ($x-1)/2, .9, .2)».chrs );
   $out.close;

}

sub normalize (@vec) { return @vec »/» ([+] @vec Z* @vec).sqrt }

sub dot (@x, @y) { return -([+] @x Z* @y) max 0 }

sub draw_sphere ( $rad, $k, $ambient ) {

   my @pixels;
   my $r2 = $rad * $rad;
   my @range = -$rad .. $rad;
   for @range X @range -> $x, $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 $depth;
           @pixels.push($pixel);
       }
       else {
           @pixels.push(0);
       }
   }
   return @pixels;

}</lang>

PicoLisp

This is for the 64-bit version. <lang PicoLisp>(load "@lib/openGl.l")

(glutInit) (glutInitDisplayMode (| GLUT_RGBA GLUT_DOUBLE GLUT_ALPHA GLUT_DEPTH)) (glutInitWindowSize 400 400) (glutCreateWindow "Sphere")

(glEnable GL_LIGHTING) (glEnable GL_LIGHT0) (glLightiv GL_LIGHT0 GL_POSITION (10 10 -10 0))

(glEnable GL_COLOR_MATERIAL) (glColorMaterial GL_FRONT_AND_BACK GL_AMBIENT_AND_DIFFUSE)

(glClearColor 0.3 0.3 0.5 0) (glColor4f 0.0 0.8 0.0 1.0)

(displayPrg

  (glClear (| GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT))
  (glutSolidSphere 0.9 40 32)
  (glFlush)
  (glutSwapBuffers) )
  1. Exit upon mouse click

(mouseFunc '((Btn State X Y) (bye))) (glutMainLoop)</lang>

PostScript

Gradient filled circle: <lang PostScript>%!PS-Adobe-3.0 %%BoundingBox 0 0 300 300

150 150 translate 0 0 130 0 360 arc

/Pattern setcolorspace << /PatternType 2

       /Shading <<     
               /ShadingType    3
               /ColorSpace     /DeviceRGB
               /Coords         [-60 60 0 0 0 100]
               /Function <<    
                       /FunctionType   2
                       /Domain         [0 1]
                       /C0             [1 1 1]
                       /C1             [0 0 0]
                       /N              2
               >>
       >>

>> matrix makepattern setcolor fill

showpage %%EOF </lang>

POV-Ray

This is what POVray was made for. An example with a sky, surface and transparency:

<lang POVray> camera { location <0.0 , .8 ,-3.0> look_at 0}

light_source{< 3,3,-3> color rgb 1}

sky_sphere { pigment{ gradient <0,1,0> color_map {[0 color rgb <.2,.1,0>][.5 color rgb 1]} scale 2}}

plane {y,-2 pigment { hexagon color rgb .7 color rgb .5 color rgb .6 }}

sphere { 0,1

 texture { 
   pigment{ color rgbft <.8,1,1,.4,.4> } 
   finish { phong 1 reflection {0.40 metallic 0.5} }
 } 
 interior { ior 1.5}

} </lang>

Yields this:

PureBasic

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

Declare CreateSphere(M,P) Declare UpdateMesh()

  1. _SIZEVERT = 36
  2. _SIZETRIS = 6
  3. 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</lang>

SVG

Not quite a sphere.

Tcl

Assuming the task is to draw a likeness of a sphere, this would usually do:

<lang Tcl> proc grey {n} {format "#%2.2x%2.2x%2.2x" $n $n $n}

pack [canvas .c -height 400 -width 640 -background white]

for {set i 0} {$i < 255} {incr i} {

 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}

} </lang> Results in this image: