//球心坐标为(x,y,z),球的半径为radius,M,N分别表示球体的横纵向被分成多少份
void drawSphere(GLfloat xx, GLfloat yy, GLfloat zz, GLfloat radius, GLfloat M, GLfloat N)
{
float step_z = PI/M;
float step_xy = 2*PI/N;
float x[4],y[4],z[4];
float angle_z = 0.0;
float angle_xy = 0.0;
int i=0, j=0;
glBegin(GL_QUADS);
for(i=0; i<M; i++)
{
angle_z = i * step_z;
for(j=0; j<N; j++)
{
angle_xy = j * step_xy;
x[0] = radius * sin(angle_z) * cos(angle_xy);
y[0] = radius * sin(angle_z) * sin(angle_xy);
z[0] = radius * cos(angle_z);
x[1] = radius * sin(angle_z + step_z) * cos(angle_xy);
y[1] = radius * sin(angle_z + step_z) * sin(angle_xy);
z[1] = radius * cos(angle_z + step_z);
x[2] = radius*sin(angle_z + step_z)*cos(angle_xy + step_xy);
y[2] = radius*sin(angle_z + step_z)*sin(angle_xy + step_xy);
z[2] = radius*cos(angle_z + step_z);
x[3] = radius * sin(angle_z) * cos(angle_xy + step_xy);
y[3] = radius * sin(angle_z) * sin(angle_xy + step_xy);
z[3] = radius * cos(angle_z);
for(int k=0; k<4; k++)
{
glVertex3f(xx+x[k], yy+y[k],zz+z[k]);
}
}
}
glEnd();
}