How to resolve the algorithm Draw a sphere step by step in the Haskell programming language

Published on 7 June 2024 03:52 AM

How to resolve the algorithm Draw a sphere step by step in the Haskell programming language

Table of Contents

Problem Statement

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.

Let's start with the solution:

Step by Step solution about How to resolve the algorithm Draw a sphere step by step in the Haskell programming language

This code is a program that renders a sphere using OpenGL and GLUT.

Here's a detailed breakdown of the code:

  • The import statements at the beginning of the code import the necessary libraries for 3D graphics, user interface, and input/output.

  • The setProjection function sets up the projection matrix for the scene.

  • The grey1, grey9, red, and white constants define colors that are used in the scene.

  • The setLights function sets up the lighting for the scene.

  • The setMaterial function sets up the material properties for the sphere.

  • The display function is the main rendering function. It clears the screen, renders the sphere, and swaps the buffers to display the rendered image.

  • The main function is the entry point of the program. It initializes GLUT, creates a window, sets up the rendering environment, and registers the display function as the display callback.

  • The shades variable defines a string of characters that are used to create a grayscale gradient.

  • The n variable stores the length of the shades string.

  • The dot function calculates the dot product of two vectors.

  • The normalize function normalizes a vector.

  • The sphere function takes the radius, shininess, ambient light intensity, and light intensity as arguments and returns a string representing the sphere.

  • The outer list comprehension in the sphere function generates a list of lists of characters. Each inner list represents a row of the sphere.

  • The inner list comprehension in the sphere function calculates the color value for each character in the row.

Source code in the haskell programming language

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


import Data.List (genericLength)

shades = ".:!*oe%#&@"
n = genericLength shades
dot a b = sum $ zipWith (*) a b
normalize x = (/ sqrt (x `dot` x)) <$> x

sphere r k amb light = unlines $
  [ [ if x*x + y*y <= r*r
      then let vec = normalize [x, y, sqrt (r*r-x*x-y*y)]
               b = (light `dot` vec) ** k + amb
               intensity = (1 - b)*(n - 1)
           in shades !! round ((0 `max` intensity) `min` n)
      else ' '
    | y <- map (/2.12) [- 2*r - 0.5 .. 2*r + 0.5]  ]
  | x <- [ - r - 0.5 .. r + 0.5] ]


  

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