Draw a sphere

From Rosetta Code
Revision as of 06:28, 1 June 2016 by rosettacode>Gerard Schildberger (added whitespace before the TOC (table of contents), corrected a misspelling.)
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

BASIC256

<lang basic256>clg color white rect 0,0,graphwidth, graphheight For n = 1 to 100 color rgb(2*n,2*n,2*n) circle 150-2*n/3,150-n/2,150-n next n</lang>

Output:

http://s30.postimg.org/7gup06lq9/Sphere_BASIC256_Output.jpg

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:

DarkBASIC

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

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

FreeBASIC

<lang FreeBASIC>' "\" = a integer division (CPU) ' "/" = a floating point division (FPU) ' the compiler takes care of the conversion between floating point and integer ' compile with: FBC -s console "filename.bas" or FBC -s GUI "filename.bas" ' filename is whatever name you give it, .bas is mandatory

' Sphere using XPL0 code from rosetacode sphere page ' Altered freebasic version to compile in default mode ' version 17-06-2015 ' compile with: fbc -s console or fbc -s gui

  1. Define W 640
  2. Define H 480

ScreenRes W, H, 32 ' set 640x480x32 graphics mode, 32 bits color mode WindowTitle "32 bpp Cyan Sphere FreeBASIC"

' wait until keypress ' Color(RGB(255,255,255),RGB(0,0,0)) ' default white foreground, black background Locate 50,2 Print "Enter any key to start" Sleep

Dim As UInteger R = 100, R2 = R * R ' radius, in pixels; radius squared Dim As UInteger X0 = W \ 2, Y0 = H \ 2 ' coordinates of center of screen Dim As Integer X, Y, C, D2 ' coords, color, distance from center squared

For Y = -R To R ' for all the coordinates near the circle

 For X = -R To R                            ' which is under the sphere
   D2 = X * X + Y * Y 
   If D2 <= R2 Then                         ' coordinate is inside circle under sphere
                                            ' height of point on surface of sphere above X,Y
     C = Sqr(R2 - D2) - ( X + Y) / 2 + 130  ' color is proportional; offset X and Y, and
     Color C Shl 8 + C                      ' = color RGB(0, C, C)
                                            ' green + blue = cyan
     PSet(X + X0, Y + Y0)
   End If
 Next 

Next

' wait until keypress Locate 50,2 Color(RGB(255,255,255),RGB(0,0,0)) ' foreground color is changed ' empty keyboard buffer While InKey <> "" : Wend Print : Print "hit any key to end program" Sleep End</lang>

Works with: FreeBASIC

needs #Lang "fblite", #Lang "qb" or #Lang "deprecated" to compile. <lang FreeBASIC>'Sphere for FreeBASIC May 2015 'spherefb4.bas 'Sphere using XPL0 code from rosetacode sphere page ' screenres 640,480,32 '\set 640x480x32 graphics mode windowtitle "32 bpp Blue Sphere FreeBASIC" ' ' wait until keypress locate 50,2 color(rgb(255,255,255),rgb(0,0,0)) Print "Enter any key to start" sleep

R=100 : R2=R*R	               '\radius, in pixels; radius squared
X0=640/2 : Y0=480/2           '\coordinates of center of screen
dim as integer X, Y, Z, C, D2 '\coords, color, distance from center squared

' for Y= -R to +R '\for all the coordinates near the circle

   for X = -R to +R          '\ which is under the sphere
       D2 = X*X + Y*Y        '
       C = 0                  '\default color is black
       if D2 <= R2 then       '\coordinate is inside circle under sphere
           Z = sqr(R2-D2)     '\height of point on surface of sphere above X,Y
           C = Z-(X+Y)/2+130  ' \color is proportional; offset X and Y, and
       endif
        color c                ' \ shift color to upper limit of its range
                               '\green + blue = cyan orginal line don't understand
        Pset(X+X0, Y+Y0)
   next x
 next y

' ' wait until keypress locate 50,2 color(rgb(255,255,255),rgb(0,0,0)) Print "Enter any key to exit " sleep END</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>

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>

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>

Run BASIC

<lang runbasic>'Run BASIC White Sphere, Black background 'runbasic.com graphic #win, 300, 300

  1. win size(1)
R=100
R2=R*R
X0=300/2
Y0=300/2

for Y = -150 to 150 for X = -150 to 150

D2 = X*X + Y*Y
C = 0
if D2 <= R2 then Z = sqr(R2-D2) : C = int(Z-(X+Y)/2+130)
#win color(C,C,C)
#win set(X+X0, Y+Y0)

next X next Y render #win</lang>

<lang Runbasic>'This is a simple Circle 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>

Batch File

In my console the sphere looked more or less spheric, but this site has a larger interval between lines, so the result looks more like an egg. The code of this sample is not ported from the C sample. Integer square root by Aacini.

<lang Batch File> @echo off setlocal enabledelayedexpansion mode con cols=80

set /a r=220,cent=340,r2=r/2 set "spaces= " set "block1=MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM" set "block2=#########" set "block3=XXXXXXXXX" set "block4=ooooooooo" set "block5=?????????" set "block6=*********" set "block7=~~~~~~~~~" set "block8=---------"

set wy=0 set linea= echo Batch-File ASCII Ball echo. for /L %%y in (-%r%,10,%r%) do (

  set /a "w1=r*r-%%y*%%y"
  call:sqrt2 w1 w1 
  set /a "w1=14*w1/10,wy=(cent-w1),cnt=0,sp=wy/10,centre=cent/10-sp"
  call set "linea=%%spaces:~0,!sp!%%%%block1:~0,!centre!%%
  set /a wy=0,sum=0
  for %%i in (30 80 120 150 170 185 195 200) do (
       set /a "cnt+=1,wy2=(%%i+r2)*w1/r,ww=(wy2+5)/10-sum,wy=wy2,sum+=ww" 
       call set miblock=%%block!cnt!%% 
       call set "Linea=%%linea%%%%miblock:~0,!ww!%%"   
  )  
  call echo(!linea!

) echo. exit /b

sqrt2 [num] calculates integer square root . By AAcini

set "s=!%~1!" set /A "x=s/(11*1024)+40,x=(s/x+x)>>1,x=(s/x+x)>>1,x=(s/x+x)>>1,x=(s/x+x)>>1,x=(s/x+x)>>1,x+=(s-x*x)>>31 set %~2=%x% exit /b </lang>

Output:
                          Batch-File ASCII Ball


                        MMMMMMMMMMMMMMMM##XXo?~
                     MMMMMMMMMMMMMMMMMMMMM###XXoo?*~
                  MMMMMMMMMMMMMMMMMMMMMMMMMM###XXXoo??*-
                MMMMMMMMMMMMMMMMMMMMMMMMMMMMM####XXXooo?**-
              MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM#####XXXooo??*~
             MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM#####XXXXooo??*~-
           MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM#####XXXXooo???*~-
          MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM#####XXXXXooo??**~
         MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM#####XXXXXooo??**~-
        MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM######XXXXXooo???*~~
       MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM######XXXXXooo???**~
      MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM#######XXXXXooo???**~
      MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM######XXXXXoooo???**~
     MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM#######XXXXXoooo??**~~
    MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM######XXXXXoooo???**~-
    MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM######XXXXXXoooo???**~-
    MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM#######XXXXXoooo???**~-
   MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM#######XXXXXXoooo??**~~-
   MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM#######XXXXXXoooo???**~-
   MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM#######XXXXXXoooo???**~-
   MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM#######XXXXXXoooo???**~-
   MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM#######XXXXXoooo???**~~
   MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM#######XXXXXXoooo???**~-
   MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM#######XXXXXXoooo???**~-
   MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM#######XXXXXXoooo???**~-
   MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM#######XXXXXXoooo??**~~-
    MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM#######XXXXXoooo???**~-
    MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM######XXXXXXoooo???**~-
    MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM######XXXXXoooo???**~-
     MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM#######XXXXXoooo??**~~
      MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM######XXXXXoooo???**~
      MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM#######XXXXXooo???**~
       MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM######XXXXXooo???**~
        MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM######XXXXXooo???*~~
         MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM#####XXXXXooo??**~-
          MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM#####XXXXXooo??**~
           MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM#####XXXXooo???*~-
             MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM#####XXXXooo??*~-
              MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM#####XXXooo??*~
                MMMMMMMMMMMMMMMMMMMMMMMMMMMMM####XXXooo?**-
                  MMMMMMMMMMMMMMMMMMMMMMMMMM###XXXoo??*-
                     MMMMMMMMMMMMMMMMMMMMM###XXoo?*~
                        MMMMMMMMMMMMMMMM##XXo?~

Befunge

Translation of: C

While based on the C implementation, the algorithm has been considerably simplified to try and avoid floating point (which Befunge doesn't support) and minimise the need for sqrt calculations (which we approximate using the Babylonian method).

The first four values on the stack define the radius (45* = 20) and the light vector (65*65*"2" = 30;30;50). The k parameter has been hardcoded to 2, and the ambient light is approximated by adjusting the shade characters (defined on the last line).

Also note that the z-coordinate of the light vector is negated at runtime to more closely match the C defaults. This is preferable to making the initial constant negative since negative data values aren't supported across all Befunge implementations.

<lang befunge>45*65*65*"2"30p20p10p::00p2*40p4*5vv< >60p140g->:::*00g50g*60g40g-:*-\-v0>1 ^_@#`\g0<|`\g04:+1, <*84$$_v#`\0:<>p^ >v>g2+:5^$>g:*++*/7g^>*:9$#<"~"/:"~"v g:^06,+55<^03*<v09p07%"~"p09/"~"p08%< ^>#0 *#12#<0g:^>+::"~~"90g*80g+*70gv| g-10g*+:9**00gv|!*`\2\`-20::/2-\/\+<> %#&eo*!:..^g05<>$030g-*9/\20g*+60g40^</lang>

Output:
                               eeeeeeeeeee&&&&&#                               
                        eooo********oooooooeeee&&&&###%                        
                    oo****!!!!!!!!********ooooeeeee&&&###%%                    
                 o**!!!!!!!!!!!!!!!!!!!*****oooooeeee&&&####%%                 
              o*!!!!:::::::::::::::!!!!!!*****ooooeeee&&&&####%%%              
            **!!:::::::....::::::::::!!!!!!****ooooeeeee&&&####%%%%            
          **!!::::.............::::::::!!!!!****ooooeeee&&&&####%%%%%          
        o*!!::::.................::::::!!!!!!****ooooeeee&&&&####%%%%%%        
       *!!::::....................::::::!!!!!****ooooeeeee&&&&####%%%%%%       
     e*!!:::......................::::::!!!!!*****ooooeeee&&&&####%%%%%%%%     
    o*!!:::.......................::::::!!!!!*****ooooeeee&&&&#####%%%%%%%%    
   o*!!::::.......................::::::!!!!!****oooooeeee&&&&#####%%%%%%%%%   
  e**!!:::.......................::::::!!!!!*****ooooeeeee&&&&#####%%%%%%%%%%  
  o*!!!:::......................:::::::!!!!!*****ooooeeeee&&&&#####%%%%%%%%%%  
 o**!!!::::...................::::::::!!!!!*****oooooeeee&&&&&#####%%%%%%%%%%% 
 o**!!!:::::................::::::::!!!!!!*****oooooeeeee&&&&#####%%%%%%%%%%%% 
eo**!!!:::::::............:::::::::!!!!!!*****oooooeeeee&&&&&#####%%%%%%%%%%%%%
eo***!!!:::::::::::::::::::::::::!!!!!!******oooooeeeee&&&&&#####%%%%%%%%%%%%%%
eoo**!!!!!::::::::::::::::::::!!!!!!!!******oooooeeeee&&&&&######%%%%%%%%%%%%%%
eoo***!!!!!!:::::::::::::::!!!!!!!!!******ooooooeeeee&&&&&######%%%%%%%%%%%%%%%
eeoo****!!!!!!!!!!!!!!!!!!!!!!!!!*******ooooooeeeeee&&&&&######%%%%%%%%%%%%%%%%
&eooo*****!!!!!!!!!!!!!!!!!!!!********ooooooeeeeee&&&&&&######%%%%%%%%%%%%%%%%%
&eeoooo*******!!!!!!!!!!***********oooooooeeeeeee&&&&&&######%%%%%%%%%%%%%%%%%#
&&eeeoooo***********************ooooooooeeeeeee&&&&&&#######%%%%%%%%%%%%%%%%%%#
 &&eeeooooooo**************ooooooooooeeeeeeee&&&&&&#######%%%%%%%%%%%%%%%%%%%# 
 #&&eeeeeoooooooooooooooooooooooooeeeeeeee&&&&&&&########%%%%%%%%%%%%%%%%%%%## 
  #&&&eeeeeeeooooooooooooooooeeeeeeeeee&&&&&&&&########%%%%%%%%%%%%%%%%%%%%##  
  %##&&&&eeeeeeeeeeeeeeeeeeeeeeeeee&&&&&&&&&&########%%%%%%%%%%%%%%%%%%%%%##&  
   %###&&&&&&eeeeeeeeeeeeeeeeee&&&&&&&&&&&#########%%%%%%%%%%%%%%%%%%%%%%##&   
    %####&&&&&&&&&&&&&&&&&&&&&&&&&&&&&##########%%%%%%%%%%%%%%%%%%%%%%%%##&    
     %%######&&&&&&&&&&&&&&&&&&&&############%%%%%%%%%%%%%%%%%%%%%%%%%%##e     
       %%%################################%%%%%%%%%%%%%%%%%%%%%%%%%%%##&       
        %%%%%########################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%###&        
          %%%%%%%%%###########%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%###&          
            %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%###&            
              %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%##&&              
                 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%###&                 
                    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%####&                    
                        %%%%%%%%%%%%%%%%%%%%%%%%%%####&                        
                               %%%%%%%%%%%%#####                               

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&&&&&&&&&&##########%%%%%%%%%%%%%%%%%%%%%%%%%%%%%   
 %%#####&&&&&&&&&&&&&&&&&&&&&&&&&&&############%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%   
  %%#######&&&&&&&&&&&&&&&&&&&&##############%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%    
  %%%%############&&&&&###################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%    
   %%%%%##############################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%     
    %%%%%%%#######################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%      
     %%%%%%%%%%%%%#########%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%       
       %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%         
        %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%          
          %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%            
            %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%              
              %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%                
                 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%                   
                    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%                      
                        %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%                          
                               %%%%%%%%%%%%%%%%%                                 
                                                                                 

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]

But bringing up the example with a line of code is trivial enough:

<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' torgb =. 256 #. [: <. 255 255 255 *"1 0 ] 'rgb' viewmat torgb 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>

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 / Wolfram Language

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.

Works with: Rakudo version 2015.09

<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 »*« @vec).sqrt }

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

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

   my @pixels;
   my $r2 = $rad * $rad;
   my @range = -$rad .. $rad;
   for flat @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>

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 characters used for shading. */ call drawSphere 19, 4, 2/10 /*draw a sphere with a radius of 19. */ call drawSphere 10, 2, 4/10 /* " " " " " " " ten. */ exit /*stick a fork in it, we're all done. */ /*──────────────────────────────────────────────────────────────────────────────────────*/ ceil: procedure; parse arg x; _=trunc(x); return _ + (x>0) *(x\=_) floor: procedure; parse arg x; _=trunc(x); return _ - (x<0) *(x\=_) norm: parse arg $a $b $c; _=sqrt($a**2 + $b**2 + $c**2); return $a/_ $b/_ $c/_ /*──────────────────────────────────────────────────────────────────────────────────────*/ drawSphere: procedure; parse arg r, k, ambient /*get the arguments from CL*/

      if 5=='f5'x  then shading= ".:!*oe&#%@"               /* EBCDIC dithering chars. */
                   else shading= "·:!°oe@░▒▓"               /* ASCII      "       "    */
      lightSource= '30  30  -50'                            /*position of light source.*/
      parse value  norm(lightSource)   with   s1 s2 s3      /*normalize light source.  */
      sLen=length(shading)-1;          rr=r*r               /*handy─dandy variables.   */
        do   i=floor(-r)    to ceil(r)  ;     x=  i+.5;       xx=x**2;        $=
          do j=floor(-2*r)  to ceil(r+r);     y=j/2+.5;       yy=y**2
          if xx+yy<=rr  then do                             /*is point within sphere ? */
                             parse value  norm(x y sqrt(rr-xx-yy))   with   v1  v2  v3
                             dot=s1*v1  + s2*v2  + s3*v3    /*the dot product of the Vs*/
                             if dot>0  then dot=0           /*if positive, make it zero*/
                             b=abs(dot)**k + ambient        /*calculate the brightness.*/
                             if b<=0   then brite=sLen
                                       else brite=trunc( max( (1-b) * sLen, 0) )
                             $=($)substr(shading,brite+1,1) /*construct a display line.*/
                             end
                        else $=$' '                         /*append a blank to line.  */
          end   /*j*/
        say strip($, 'T')                                   /*show a line of the sphere*/
        end     /*i*/                                       /* [↑]  display the sphere.*/
      return

/*──────────────────────────────────────────────────────────────────────────────────────*/ sqrt: procedure; parse arg x; if x=0 then return 0; d=digits(); m.=9; numeric form

      numeric digits; parse value format(x,2,1,,0) 'E0'  with  g "E" _ .;    g=g*.5'e'_%2
      h=d+6;       do j=0  while h>9;      m.j=h;              h=h%2+1;        end  /*j*/
                   do k=j+5  to 0  by -1;  numeric digits m.k; g=(g+x/g)*.5;   end  /*k*/
      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>

Sidef

Translation of: Perl 6

Produces a PGM image. <lang ruby>func normalize (vec) { vec »/» (vec »*« vec -> sum.sqrt) } func dot (x, y) { -(x »*« y -> sum) ^max^ 0 }   var x = var y = 255 x += 1 if x.is_even # must be odd   var light = normalize([ 3, 2, -5 ]) var depth = 255   func draw_sphere(rad, k, ambient) {

   var pixels = []
   var r2 = (rad * rad)
   var range = (-rad .. rad)
   for x,y in (range ~X range) {
       if ((var x2 = x*x) + (var y2 = y*y) < r2) {
           var vector = normalize([x, y, (r2 - x2 - y2).sqrt])
           var intensity = (dot(light, vector)**k + ambient)
           var pixel = (0 ^max^ (intensity*depth -> int) ^min^ depth)
           pixels << pixel
       }
       else {
           pixels << 0
       }
   }
   return pixels

}   var outfile = %f'sphere-sidef.pgm' var out = outfile.open('>:raw')   out.say("P5\n#{x} #{y}\n#{depth}") # .pgm header out.write(draw_sphere((x-1)/2, .9, .2).map{.chr}.join) out.close</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.

Swift

In Playground for example: <lang Swift> class Sphere: UIView{

 override func drawRect(rect: CGRect)
 {
   let context = UIGraphicsGetCurrentContext()
   let locations: [CGFloat] = [0.0, 1.0]
   
   let colors = [UIColor.whiteColor().CGColor,
     UIColor.blueColor().CGColor]
   
   let colorspace = CGColorSpaceCreateDeviceRGB()
   
   let gradient = CGGradientCreateWithColors(colorspace,
     colors, locations)
   
   var startPoint = CGPoint()
   var endPoint = CGPoint()
   startPoint.x = self.center.x - (self.frame.width * 0.1)
   startPoint.y = self.center.y - (self.frame.width * 0.15)
   endPoint.x = self.center.x
   endPoint.y = self.center.y
   let startRadius: CGFloat = 0
   let endRadius: CGFloat = self.frame.width * 0.38
   
   CGContextDrawRadialGradient (context, gradient, startPoint,
     startRadius, endPoint, endRadius,
     0)
 }

}

var s = Sphere(frame: CGRectMake(0, 0, 200, 200)) </lang>


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> 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.