How to resolve the algorithm Draw a sphere step by step in the Haskell programming language
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
, andwhite
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 thedisplay
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 theshades
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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