[ADDED] simple house generation
This commit is contained in:
2
.gitignore
vendored
2
.gitignore
vendored
@@ -2,6 +2,8 @@
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# Created by https://www.toptal.com/developers/gitignore/api/c++,visualstudio,visualstudiocode,opencv
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# Created by https://www.toptal.com/developers/gitignore/api/c++,visualstudio,visualstudiocode,opencv
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# Edit at https://www.toptal.com/developers/gitignore?templates=c++,visualstudio,visualstudiocode,opencv
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# Edit at https://www.toptal.com/developers/gitignore?templates=c++,visualstudio,visualstudiocode,opencv
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res/**
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### C++ ###
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### C++ ###
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# Prerequisites
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# Prerequisites
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*.d
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*.d
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4495
res/House.obj
4495
res/House.obj
File diff suppressed because it is too large
Load Diff
35
src/entities/HouseGenerator.cpp
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35
src/entities/HouseGenerator.cpp
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@@ -0,0 +1,35 @@
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#include "HouseGenerator.h"
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#include "../renderEngine/obj_loader.h"
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#include "../renderEngine/Loader.h"
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namespace entities
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{
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HouseGenerator::HouseGenerator()
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{
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models::RawModel raw_model = render_engine::LoadObjModel("res/HouseNew.obj");
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models::ModelTexture texture = { render_engine::loader::LoadTexture("res/Texture.png") };
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texture.shine_damper = 10;
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house_model = { raw_model, texture };
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GenerateFurnitureModels();
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}
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std::deque<std::shared_ptr<Entity>> HouseGenerator::GenerateHouse(const glm::vec3& position, float y_rotation)
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{
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std::deque<std::shared_ptr<Entity>> furniture;
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// Add house
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furniture.push_front(std::make_shared<Entity>(house_model, position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE));
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// Add furniture
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return furniture;
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}
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void HouseGenerator::GenerateFurnitureModels()
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{
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}
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}
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37
src/entities/HouseGenerator.h
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37
src/entities/HouseGenerator.h
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@@ -0,0 +1,37 @@
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#pragma once
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#include <deque>
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#include <memory>
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#include "../models/Model.h"
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#include "../collision/collision.h"
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namespace entities
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{
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class HouseGenerator
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{
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private:
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const float HOUSE_SIZE = 30;
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models::TexturedModel house_model;
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std::deque<models::TexturedModel> furniture_models;
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public:
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HouseGenerator();
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/*
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* @brief: This function generates a house with furniture at the given position and rotation
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*
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* @param position: The position of the house to render
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* @param y_rotation: The y rotation the house needs to be rendered with
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*
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* @return: A list with all the entities of the generated house (the furniture)
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*/
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std::deque<std::shared_ptr<Entity>> GenerateHouse(const glm::vec3& position, float y_rotation);
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float GetHouseDepth() const { return house_model.raw_model.model_size.x * HOUSE_SIZE; }
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private:
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void GenerateFurnitureModels();
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};
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}
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@@ -1,6 +1,7 @@
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#pragma once
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#pragma once
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#include <GL/glew.h>
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#include <GL/glew.h>
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#include <glm/gtc/matrix_transform.hpp>
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namespace models
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namespace models
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{
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{
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@@ -4,7 +4,6 @@
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#include "loader.h"
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#include "loader.h"
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#include "../toolbox/toolbox.h"
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#include "../toolbox/toolbox.h"
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#include "renderer.h"
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#include "renderer.h"
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#include <iostream>
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#include <iostream>
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namespace render_engine
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namespace render_engine
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@@ -51,9 +50,9 @@ namespace render_engine
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/*
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/*
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This function will Render a Model on the screen.
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This function will Render a Model on the screen.
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*/
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*/
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void Render(entities::Entity& entity, shaders::EntityShader& shader)
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void Render(std::shared_ptr<entities::Entity> entity, shaders::EntityShader& shader)
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{
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{
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const models::TexturedModel model = entity.GetModel();
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const models::TexturedModel model = entity.get()->GetModel();
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const models::RawModel raw_model = model.raw_model;
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const models::RawModel raw_model = model.raw_model;
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const models::ModelTexture texture = model.texture;
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const models::ModelTexture texture = model.texture;
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@@ -66,7 +65,7 @@ namespace render_engine
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glEnableVertexAttribArray(2);
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glEnableVertexAttribArray(2);
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// Load the transformation of the model into the shader
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// Load the transformation of the model into the shader
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const glm::mat4 modelMatrix = toolbox::CreateModelMatrix(entity.GetPosition(), entity.GetRotation(), entity.GetScale());
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const glm::mat4 modelMatrix = toolbox::CreateModelMatrix(entity.get()->GetPosition(), entity.get()->GetRotation(), entity.get()->GetScale());
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shader.LoadModelMatrix(modelMatrix);
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shader.LoadModelMatrix(modelMatrix);
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shader.LoadShineVariables(texture.shine_damper, texture.reflectivity);
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shader.LoadShineVariables(texture.shine_damper, texture.reflectivity);
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@@ -1,5 +1,6 @@
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#pragma once
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#pragma once
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#include <memory>
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#include "../gui/gui_element.h"
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#include "../gui/gui_element.h"
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#include "../entities/entity.h"
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#include "../entities/entity.h"
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#include "../shaders/entity_shader.h"
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#include "../shaders/entity_shader.h"
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@@ -30,7 +31,7 @@ namespace render_engine
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@param entity: The entity which needs to be rendered
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@param entity: The entity which needs to be rendered
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@param shader: The shader the entity needs to be rendered with
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@param shader: The shader the entity needs to be rendered with
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*/
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*/
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void Render(entities::Entity& entity, shaders::EntityShader& shader);
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void Render(std::shared_ptr<entities::Entity> entity, shaders::EntityShader& shader);
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/*
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/*
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@brief: Call this function to render gui_textures on the screen
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@brief: Call this function to render gui_textures on the screen
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@@ -10,7 +10,10 @@
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#include "../renderEngine/renderer.h"
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#include "../renderEngine/renderer.h"
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#include "../shaders/entity_shader.h"
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#include "../shaders/entity_shader.h"
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#include "../toolbox/toolbox.h"
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#include "../toolbox/toolbox.h"
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#include "../entities/HouseGenerator.h"
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#include <deque>
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#include <deque>
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#include <functional>
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#include <memory>
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#define MAX_MODEL_DEQUE_SIZE 6 // max amount of models to load at the same time
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#define MAX_MODEL_DEQUE_SIZE 6 // max amount of models to load at the same time
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#define UPCOMING_MODEL_AMOUNT 4 // how much models should be loaded in front of us
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#define UPCOMING_MODEL_AMOUNT 4 // how much models should be loaded in front of us
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@@ -18,9 +21,10 @@
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namespace scene
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namespace scene
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{
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{
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std::deque<entities::Entity> house_models;
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entities::HouseGenerator* house_generator;
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std::deque<std::shared_ptr<entities::Entity>> house_models;
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std::deque<entities::Light> lights;
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std::deque<entities::Light> lights;
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std::deque<entities::Entity> trees;
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std::deque<std::shared_ptr<entities::Entity>> trees;
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models::RawModel raw_model;
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models::RawModel raw_model;
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models::ModelTexture texture;
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models::ModelTexture texture;
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@@ -29,9 +33,6 @@ namespace scene
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entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
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entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
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std::vector<gui::GuiTexture*> guis;
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std::vector<gui::GuiTexture*> guis;
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models::TexturedModel model;
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models::TexturedModel tree;
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In_Game_Scene::In_Game_Scene()
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In_Game_Scene::In_Game_Scene()
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{
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{
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@@ -43,6 +44,11 @@ namespace scene
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gui_shader->Init();
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gui_shader->Init();
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}
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}
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In_Game_Scene::~In_Game_Scene()
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{
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delete house_generator;
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}
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/**
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/**
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* @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera.
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* @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera.
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*
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*
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@@ -51,32 +57,27 @@ namespace scene
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*/
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*/
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void load_chunk(int model_pos)
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void load_chunk(int model_pos)
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{
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{
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static unsigned int furniture_count = 0;
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std::cout << "loading model chunk" << std::endl;
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std::cout << "loading model chunk" << std::endl;
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if (house_models.size() >= MAX_MODEL_DEQUE_SIZE)
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if (house_models.size() >= MAX_MODEL_DEQUE_SIZE)
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{
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{
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house_models.pop_back();
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for (int i = 0; i < furniture_count; i++)
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trees.pop_back();
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{
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house_models.pop_back();
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}
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}
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}
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int z_offset = model_pos * (model.raw_model.model_size.x * 20); // how much "in the distance" we should load the model
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int z_offset = model_pos * (house_generator->GetHouseDepth()); // how much "in the distance" we should load the model
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house_models.push_front(entities::Entity(model, glm::vec3(0, -50, -50 - z_offset), glm::vec3(0, 90, 0), 20));
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trees.push_front(entities::Entity(tree, glm::vec3(0, 0, -50 - z_offset), glm::vec3(0, 90, 0), 3));
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std::deque<std::shared_ptr<entities::Entity>> furniture = house_generator->GenerateHouse(glm::vec3(0, -75, -50 - z_offset), 90);
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furniture_count = furniture.size();
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house_models.insert(house_models.begin(), furniture.begin(), furniture.end());
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}
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}
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scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
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scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
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{
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{
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raw_model = render_engine::LoadObjModel("res/House.obj");
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house_generator = new entities::HouseGenerator();
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texture = { render_engine::loader::LoadTexture("res/Texture.png") };
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texture.shine_damper = 10;
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texture.reflectivity = 0;
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model = { raw_model, texture };
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models::RawModel raw_tree_model = render_engine::LoadObjModel("res/Tree.obj");
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models::ModelTexture tree_texture = { render_engine::loader::LoadTexture("res/TreeTexture.png") };
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tree = { raw_tree_model, tree_texture };
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// load the first few house models
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// load the first few house models
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for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
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for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
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{
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{
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@@ -123,12 +124,12 @@ namespace scene
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shader->LoadLightsDeque(lights);
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shader->LoadLightsDeque(lights);
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shader->LoadViewMatrix(camera);
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shader->LoadViewMatrix(camera);
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for (entities::Entity& model_entity : house_models)
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for (std::shared_ptr<entities::Entity> model_entity : house_models)
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{
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{
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render_engine::renderer::Render(model_entity, *shader);
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render_engine::renderer::Render(model_entity, *shader);
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}
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}
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for (entities::Entity& tree_entity : trees)
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for (std::shared_ptr<entities::Entity> tree_entity : trees)
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{
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{
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render_engine::renderer::Render(tree_entity, *shader);
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render_engine::renderer::Render(tree_entity, *shader);
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}
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}
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@@ -146,7 +147,7 @@ namespace scene
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// calculate where the next house model should be loaded
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// calculate where the next house model should be loaded
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static int last_model_pos = 0;
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static int last_model_pos = 0;
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int model_pos = -round(camera.GetPosition().z / (model.raw_model.model_size.x * 20)); // how much models we have passed, minus because we are moving in the negative z axis
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int model_pos = -round(camera.GetPosition().z / (house_generator->GetHouseDepth())); // how much models we have passed, minus because we are moving in the negative z axis
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// if we have passed a model, load a new one and delete the one behind us
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// if we have passed a model, load a new one and delete the one behind us
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if (last_model_pos != model_pos)
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if (last_model_pos != model_pos)
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@@ -11,6 +11,7 @@ namespace scene
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public:
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public:
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In_Game_Scene();
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In_Game_Scene();
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~In_Game_Scene();
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Scenes start(GLFWwindow* window) override;
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Scenes start(GLFWwindow* window) override;
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void render() override;
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void render() override;
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@@ -29,7 +29,7 @@ namespace shaders
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uniform vec3 light_position[4];
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uniform vec3 light_position[4];
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const float density = 0.0017;
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const float density = 0.0017;
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const float gradient = 4;
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const float gradient = 3;
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void main(void)
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void main(void)
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{
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{
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@@ -20,6 +20,7 @@
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClCompile Include="src\collision\collision_handler.cpp" />
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<ClCompile Include="src\collision\collision_handler.cpp" />
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<ClCompile Include="src\entities\HouseGenerator.cpp" />
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<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
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<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
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<ClCompile Include="src\computervision\FaceDetector.cpp" />
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<ClCompile Include="src\computervision\FaceDetector.cpp" />
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<ClCompile Include="src\computervision\ObjectDetection.cpp" />
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<ClCompile Include="src\computervision\ObjectDetection.cpp" />
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@@ -43,6 +44,7 @@
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<ItemGroup>
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<ItemGroup>
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<ClInclude Include="src\collision\collision.h" />
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<ClInclude Include="src\collision\collision.h" />
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<ClInclude Include="src\collision\collision_handler.h" />
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<ClInclude Include="src\collision\collision_handler.h" />
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<ClInclude Include="src\entities\HouseGenerator.h" />
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<ClInclude Include="src\scenes\in_Game_Scene.h" />
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<ClInclude Include="src\scenes\in_Game_Scene.h" />
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<ClInclude Include="src\scenes\scene.h" />
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<ClInclude Include="src\scenes\scene.h" />
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<ClInclude Include="src\computervision\FaceDetector.h" />
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<ClInclude Include="src\computervision\FaceDetector.h" />
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@@ -75,6 +75,9 @@
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<ClCompile Include="src\computervision\BackgroundRemover.cpp">
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<ClCompile Include="src\computervision\BackgroundRemover.cpp">
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="src\entities\HouseGenerator.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClInclude Include="src\entities\Camera.h">
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<ClInclude Include="src\entities\Camera.h">
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@@ -155,6 +158,9 @@
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<ClInclude Include="src\toolbox\Timer.h">
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<ClInclude Include="src\toolbox\Timer.h">
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="src\entities\HouseGenerator.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<Xml Include="res\haarcascade_frontalface_alt.xml" />
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<Xml Include="res\haarcascade_frontalface_alt.xml" />
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Reference in New Issue
Block a user