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.

Ada

Library: GtkAda

Translation from the C code at http://cairographics.org/samples/gradient Uses the Cairo component of GtkAda to create and save as png

<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;</lang>

Library: 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

<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; </lang>

Arendelle

[ #j , 
   [ #i , 
      { ( #x - 19 ) ^ 2 + 
        ( #y - 14 ) ^ 2 < 125 , p 
      } r
   ] [ #i , l ] d
]

AutoHotkey

Library: GDIP

<lang ahk>#NoEnv SetBatchLines, -1

  1. SingleInstance, Force
Uncomment if Gdip.ahk is not in your standard library
  1. 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</lang>

BASIC

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>

DarkBASIC

Some simple 3D objects are built into DarkBASIC. Creating a sphere only takes 1 line:

<lang darkbasic>MAKE OBJECT SPHERE 1,1</lang>

BBC BASIC

Using Direct3D. <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

</lang>

Output:

Befunge

<lang befunge>"o",@</lang>

Output:
o


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>

const 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:
                               #############%%%%                                 
                       ##&&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&&&&######%%%%%%%%%%%%%%%%%%%%   
#eeoo**!!::::............::::!!!!!!****oooeeee&&&&&&######%%%%%%%%%%%%%%%%%%%%%% 
#eeoo**!!!!::::::::::::::::!!!!!!****oooooeeee&&&&######%%%%%%%%%%%%%%%%%%%%%%%% 
#eeoooo**!!!!!!::::::::!!!!!!******ooooeeeee&&&&&&######%%%%%%%%%%%%%%%%%%%%%%%% 
#&&eeoo****!!!!!!!!!!!!!!!!******ooooeeeee&&&&&&######%%%%%%%%%%%%%%%%%%%%%%%%%% 
#&&eeoooo********************ooooooeeee&&&&&&&######%%%%%%%%%%%%%%%%%%%%%%%%%%%% 
#&&&&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               

Fun with 3D noise texture

<lang c>#include <stdio.h>

  1. include <stdlib.h>
  2. include <math.h>
  1. define MAXD 8

int g[] = { -1, 1, -1, 1 }; /* Perlin-like noise */ inline void hashed(int *data, int *out, int len) {

  1. 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);

  1. 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) {

  1. 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; }</lang>

C#

Translation of: C

<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();
       }
   }

}</lang>

Clojure

Library: quil

<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)

</lang>

Output:

[1]

D

Translation of: C

<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);

}</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>

ERRE

Using ASCII art: output is written to 'SPHERE.PRN' sequential file. <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 </lang>

Output:
             !::::::!!!**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&&&&&&&&&&##########%%%%%%%%%%%%%%%%%%%%%%%%%%%%%   
 %%#####&&&&&&&&&&&&&&&&&&&&&&&&&&&############%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%   
  %%#######&&&&&&&&&&&&&&&&&&&&##############%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%    
  %%%%############&&&&&###################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%    
   %%%%%##############################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%     
    %%%%%%%#######################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%      
     %%%%%%%%%%%%%#########%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%       
       %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%         
        %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%          
          %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%            
            %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%              
              %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%                
                 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%                   
                    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%                      
                        %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%                          
                               %%%%%%%%%%%%%%%%%                                 
                                                                                 

FreeBASIC

<lang fb>'Sphere for FreeBASIC May 2015 'spherefb4.bas 'Sphere using XPL0 code from rossetacode 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</lang>

Go

Output png
Translation of: C

Using image library rather than ASCII art. <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)
   }

}</lang>

HTML

See Draw_a_sphere#Javascript

Haskell

<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</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>

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.

<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' togreyscale =. 256 #. [: <. 255 255 255 *"1 0 ] 'rgb' viewmat togreyscale luminosity</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               
                                         

JavaScript

Translation of: 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 c) and still work. If you remove the HTML, call the draw_sphere function to draw the thing.

<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>
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>
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>
<canvas id="c">Unsupportive browser...</canvas>
</body> </html></lang>

jq

Works with: jq version 1.4

The approach adopted here is to generate an SVG file, which may then be viewed, for example, in a web browser. <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'>" ;
  1. A radial gradient to make a circle look like a sphere.
  2. "colors" should be [startColor, intermediateColor, endColor]
  3. 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)' />" ;</lang>

Example: <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</lang>

Output:

<lang sh>$ jq -r -n -f spheres.jq > spheres.svg</lang>

One way to view the output as an image is to point your browser to the generated SVG.


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>

Liberty BASIC

<lang lb> WindowWidth =420 WindowHeight =460

nomainwin

open "Sphere" for graphics_nsb_nf as #w

  1. 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

  1. w "flush"

wait close #w end </lang>

Lua

Translation of: C
Works with: Lua version 5.1.4

<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)</lang>

Output:
                               &&&&&&&&&&&&#####                                 
                        &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               
                                         

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>

Maxima

<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))$</lang>

Nim

Translation of: C

<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, k, ambient) =

 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</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

Openscad

Drawing a sphere is easy in openscad:

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

Pascal

Works with: Free_Pascal

After changing "{$APPTYPE CONSOLE}" to "{$mode delphi}" or "{$mode objfpc}" the Delphi example works with FreePascal.


Perl

Translation of: Perl 6

This produces a PGM image which can't be uploaded on rosettacode at the moment. It looks similar as the Perl 6 solution, though.

<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()} };

}</lang>

Perl 6

Translation of: C

The C code is modified to output a .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
   $out.write( Blob.new(draw_sphere( ($x-1)/2, .9, .2) ) );
   $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

Library: GLUT

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>

Translation of: C

<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)</lang>

Output:
                               ##############%%%                                  
                        #&&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                
                                          
                                          

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:

Processing

3D rendering is built into Processing.

<lang Processing>void setup() {

 size(500,500,P3D);
 background(200);

}

void draw() {

 stroke(200);
 translate(250,250);
 lights();
 sphere(100);

}</lang>

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>

Python

Ascii-Art

Translation of: C

<lang python>import math

shades = ('.',':','!','*','o','e','&','#','%','@')

def normalize(v): 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): 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): for i in range(int(math.floor(-r)),int(math.ceil(r)+1)): x = i + 0.5 line =

for j in range(int(math.floor(-2*r)),int(math.ceil(2*r)+1)): y = j/2 + 0.5 if x*x + y*y <= r*r: vec = normalize((x,y,math.sqrt(r*r - x*x - y*y))) b = dot(light,vec)**k + ambient intensity = int((1-b)*(len(shades)-1)) line += shades[intensity] if 0 <= intensity < len(shades) else shades[0] else: line += ' '

print(line)

light = normalize((30,30,-50)) draw_sphere(20,4,0.1, light) draw_sphere(10,2,0.4, light)</lang>

Output:
                                &&&&&&&&&&######                                 
                        &&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

Library: Pygame

Python Sphere

Renders a sphere with random Perlin noise.
This code contains unnecessary functions which are part of a 3D graphics library I wrote.
Uses Pygame and Python 3.2.2 <lang python> import pygame from pygame.locals import * import time import sys import random import math </lang> <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])] width = 255 height = width 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):

  return Matrix2.Multiply(point.Horizontal(),mat).Vectorize()

def RV():

  return Vector3([random.random(),random.random(),random.random()])

green = pygame.Color(0,255,0) def XY(bla):

  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)


def Texture(size):

  texture = []
  for pa in range(size):
     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) for x in range(width):

  for event in pygame.event.get():
     if event.type == QUIT:
        pygame.quit()
        sys.exit()
     if event.type == KEYDOWN:
        pass
  for y in range(height):
     l = Vector3(theta*2*((x/width)-.5),theta*2*((y/width)-.5),1).Unit()
     ldc = Vector3.Dot(l,center) 
     d = ldc-(((ldc**2)-Vector3.Dot(center,center)+1)**.5)
     if type(d) != type((-1)**.5):
        intersection = Vector3.Scale(l,d)
        normal = Vector3.Subtract(intersection,center).Unit()
        point = Transform(normal,world)
        s = Vector3.Scale(Vector3.Add(point,Vector3(1,1,1)),.5)
        val = 0
        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 = []
        for i in range(3):
           #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)
           light = Misc.Lighting([.1,.1,.1],normal,Vector3.Scale(intersection,-1),lights,(vals,vals,[1,1,1],10),i)
           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

</lang>

Library: VPython

Works with: Python version 2.7.5

Short version: <lang python>from visual import * scene.title = "VPython: Draw a sphere" sphere() # using defaults, see http://www.vpython.org/contents/docs/defaults.html </lang>

Regular version, with some window-dressing: <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

  1. uncomment any (or all) of those variants:

S1 = sphere(pos=(0.0, 0.0, 0.0), radius=1.0, color=color.blue)

  1. S2 = sphere(pos=(2.0, 0.0, 0.0), radius=1.0, material=materials.earth)
  2. S3 = sphere(pos=(0.0, 2.0, 0.0), radius=1.0, material=materials.BlueMarble)
  3. S4 = sphere(pos=(0.0, 0.0, 2.0), radius=1.0,
  4. color=color.orange, material=materials.marble)

while True: # Animation-loop

   rate(100)
   pass                    # no animation in this demo

</lang>

Racket

Using the Typed Racket language with the plot library:

<lang racket>

  1. lang typed/racket

(require plot/typed) (plot3d (polar3d (λ (θ ρ) 1)) #:altitude 25) </lang>

REXX

This program is modeled after the   C   version.
The REXX language doesn't have a   SQRT   function, so a version is included here.
Same with the   CEILing   and   FLOOR   functions.

Programming note:   the output will appear slightly different when executed on an EBCDIC machine   (due to different dithering characters). <lang rexx>/*REXX program expresses a lighted sphere with simple chars for shading.*/ call drawSphere 19, 4, 2/10 /*draw a sphere with radius 19. */ call drawSphere 10, 2, 4/10 /*draw a sphere with radius ten. */ exit /*stick a fork in it, we're done.*/ /*──────────────────────────────────DRAWSPHERE subroutine───────────────*/ drawSphere: procedure; parse arg r, k, ambient /*get the arguments*/ if 1=='f1'x then shading='.:!*oe&#%@' /*EBCDIC dithering.*/

            else shading='·:!°oe@░▒▓'               /*ASCII      "     */

lightSource = '30 30 -50' /*the light source.*/ parse value norm(lightSource) with s1 s2 s3 /*normalize light S*/ sLen=length(shading); sLen1=sLen-1; rr=r*r /*handy-dandy vars.*/

 do   i=floor(-r)   to ceil(r)  ;    x=  i+.5;    xx=x**2;       aLine=
   do j=floor(-2*r) to ceil(2*r);    y=j/2+.5;    yy=y**2
   if xx+yy<=rr then do                             /*within the phere?*/
                     parse value norm(x y sqrt(rr-xx-yy))  with  v1 v2 v3
                     dot=s1*v1 + s2*v2 + s3*v3      /*dot product of Vs*/
                     if dot>0  then dot=0           /*if pos, make it 0*/
                     b=abs(dot)**k + ambient        /*calc. brightness.*/
                     if b<=0 then brite=sLenm1
                             else brite=trunc( max( (1-b) * sLen1, 0) )
                     aLine=aLine || substr(shading,brite+1,1)  /*build.*/
                     end
                else aLine=aLine' '                 /*append a blank.  */
   end   /*j*/
 say strip(aLine,'trailing')                        /*show a line of it*/
 end     /*i*/                                      /* [↑]  show sphere*/

return /*─────────────────────────────────────subroutines────────────────────────────*/ 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 _1 _2 _3; _=sqrt(_1**2+_2**2+_3**2); return _1/_ _2/_ _3/_ /*─────────────────────────────────────SQRT subroutine────────────────────────*/ sqrt: procedure; parse arg x; if x=0 then return 0; d=digits(); p=d+d%4+2; m.=11

numeric digits m.;numeric form;parse value format(x,2,1,,0) 'E0' with g 'E' _ .
g=g*.5'E'_%2;                         do j=0  while p>9;  m.j=p;  p=p%2+1;  end
      do k=j+5 to 0 by -1; if m.k>11 then numeric digits m.k; g=.5*(g+x/g); end
numeric digits d;     return g/1</lang>
Output:

when executed on an ASCII machine

                             eeeeeeeeee@@@@@@@
                       eoooooooooooooooeeeee@@@@@@@░
                   oo°°°!!!!!!!!°°°°°°ooooeeeee@@@@@@@░░
                o°°!!!:::::::::!!!!!°°°°°ooooeeee@@@@@@@░░░
             o°!!::::·········:::::!!!!°°°ooooeeeee@@@@@@@░░░░
           o°!:::················::::!!!°°°°oooeeeee@@@@@@@░░░░░
         o°!::····················::::!!!°°°°oooeeeee@@@@@@@░░░░░░
       o°!::·······················:::!!!!°°°ooooeeee@@@@@@@@░░░░░░░
      o°!::·························:::!!!°°°ooooeeeee@@@@@@@░░░░░░░░
     o°!:···························:::!!!°°°°oooeeeee@@@@@@@@░░░░░░░░
    o°!::··························::::!!!°°°ooooeeeee@@@@@@@@░░░░░░░░░
   o°!::···························:::!!!!°°°ooooeeeee@@@@@@@@░░░░░░░░░░
  o°!!::··························::::!!!°°°°ooooeeeee@@@@@@@@░░░░░░░░░░░
 eo°!!::·························::::!!!°°°°ooooeeeee@@@@@@@@@░░░░░░░░░░░░
 oo°!!::························::::!!!°°°°ooooeeeeee@@@@@@@@░░░░░░░░░░░░░
eoo°!!:::·····················::::!!!!°°°°oooooeeeee@@@@@@@@@░░░░░░░░░░░░░░
eoo°°!!:::·················:::::!!!!!°°°°ooooeeeeee@@@@@@@@@░░░░░░░░░░░░░░░
eoo°°!!!:::::··········:::::::!!!!!°°°°oooooeeeeee@@@@@@@@@@░░░░░░░░░░░░░░░
eeoo°°°!!!:::::::::::::::::!!!!!!°°°°°oooooeeeeee@@@@@@@@@@░░░░░░░░░░░░░░░░
eeooo°°°!!!!!!!:::::::!!!!!!!!°°°°°°oooooeeeeee@@@@@@@@@@@░░░░░░░░░░░░░░░░░
@eeooo°°°°°!!!!!!!!!!!!!!!°°°°°°°ooooooeeeeeee@@@@@@@@@@@░░░░░░░░░░░░░░░░░░
@@eeeoooo°°°°°°°°°°°°°°°°°°°°°oooooooeeeeeee@@@@@@@@@@@@░░░░░░░░░░░░░░░░░░░
@@@eeeoooooo°°°°°°°°°°°°°oooooooooeeeeeeee@@@@@@@@@@@@░░░░░░░░░░░░░░░░░░░░░
 @@@eeeeeooooooooooooooooooooooeeeeeeeee@@@@@@@@@@@@@░░░░░░░░░░░░░░░░░░░░░
 @@@@@eeeeeeeooooooooooooeeeeeeeeeeee@@@@@@@@@@@@@@░░░░░░░░░░░░░░░░░░░░░░░
  @@@@@@eeeeeeeeeeeeeeeeeeeeeeeee@@@@@@@@@@@@@@@@░░░░░░░░░░░░░░░░░░░░░░░░
   @@@@@@@@@eeeeeeeeeeeeeeeee@@@@@@@@@@@@@@@@@@░░░░░░░░░░░░░░░░░░░░░░░░░
    ░@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@░░░░░░░░░░░░░░░░░░░░░░░░░░░
     ░░@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@░░░░░░░░░░░░░░░░░░░░░░░░░░░░░
      ░░░░@@@@@@@@@@@@@@@@@@@@@@@@@@@░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░
       ░░░░░░░@@@@@@@@@@@@@@@@@@░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░
         ░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░
           ░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░
             ░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░
                ░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░
                   ░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░
                       ░░░░░░░░░░░░░░░░░░░░░░░░░░░░░
                             ░░░░░░░░░░░░░░░░░

             ::···:::!!!°o
         ··············::!!°oo
      ··················::!!°°ooe
    ·····················::!!°°ooee
   ·······················::!!°°ooee
  ························::!!°°oooee
 ·························::!!°°oooeee
:························::!!!°°oooeeee
························::!!!°°ooooeeee
:······················::!!!°°°oooeeeee
:····················:::!!!°°°oooeeeeee
!:·················:::!!!°°°°oooeeeeeee
°!:::···········::::!!!!°°°ooooeeeeeeee
 °!!!:::::::::::!!!!!°°°°oooooeeeeeeee
  o°°!!!!!!!!!!!!!°°°°°oooooeeeeeeeee
   oo°°°°°°°°°°°°°°ooooooeeeeeeeeeee
    eoooooooooooooooooeeeeeeeeeeeee
      eeeooooooooeeeeeeeeeeeeeeee
         eeeeeeeeeeeeeeeeeeeee
             eeeeeeeeeeeee

Ruby

Library: Shoes

Shoes comes with this sample program.

<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</lang>

Run BASIC

<lang runbasic>graphic #g, 300, 300 'create a graphic object

  1. g place(100,100) 'place the drawing pen at 100,100
  2. g circle(75) 'make a circle with radius 75

render #g 'show it</lang>

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. <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. </lang>

SVG

Not quite a sphere.

Tcl

Library: Tk

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:

Plain TeX

Library: PGF

The PGF shadings library includes a "ball" for a 3-D style highlight. For example with LaTeX,

<lang TeX>\documentclass{article} \usepackage{tikz} \usetikzlibrary{shadings} \begin{document} \begin{tikzpicture}

 \shade[ball color=black] (0,0) circle (4);

\end{tikzpicture} \end{document}</lang>

XPL0

<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 ]</lang>

zkl

Uses the PPM class from http://rosettacode.org/wiki/Bitmap/Bresenham%27s_line_algorithm#zkl

Translation of: XPL0

<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"));</lang>

Output:

See the XPL0 image or http://home.comcast.net/~zenkinetic/Images/sphere.jpg

The radius of 100 is the max before the color calculation overflows 24 bits so for a radius (R) of, say 200, use <lang zkl>img[X+X0,Y+Y0]=C*140+C;</lang> Perhaps a more useful solution is to use GnuPlot (I grabbed the code from (http://ayapin-film.sakura.ne.jp/Gnuplot/): <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 |;

  1. <<<

gnuplot:=System.popen("gnuplot","w"); gnuplot.write(cmd); gnuplot.flush(); ask("Hit return to finish"); gnuplot.close();</lang> Where "term wxt" is X11 on my Linux box. A window pops up and stays until the pipe is closed.

Output:

http://home.comcast.net/~zenkinetic/Images/gnuplotSphere.png