generated from AfonsoCMSousa/CPP-Template
Fix: Small fix for dependencies
This commit is contained in:
parent
6fe9887a5c
commit
2de00e3353
@ -94,10 +94,13 @@ endif()
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# Link with OpenGL + dependencies
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if (APPLE)
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target_link_libraries(${EXECUTABLE_NAME} PRIVATE glfw glad glm::glm "-framework OpenGL")
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find_package(OpenGL REQUIRED)
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find_package(CURL REQUIRED)
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target_link_libraries(${EXECUTABLE_NAME} PRIVATE glfw glad glm::glm "-framework OpenGL -lcurl")
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elseif (UNIX)
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find_package(OpenGL REQUIRED)
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target_link_libraries(${EXECUTABLE_NAME} PRIVATE glfw glad glm::glm OpenGL::GL)
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find_package(CURL REQUIRED)
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target_link_libraries(${EXECUTABLE_NAME} PRIVATE glfw glad glm::glm OpenGL::GL "-lpthread -ldl -lcurl")
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elseif (WIN32)
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target_link_libraries(${EXECUTABLE_NAME} PRIVATE glfw glad glm::glm opengl32)
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endif()
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@ -4,143 +4,12 @@
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precision mediump float;
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#endif
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in vec2 vUV;
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out vec4 FragColor; // Output to screen
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uniform vec2 u_resolution; // <-- screen resolution from CPU
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uniform float u_time; // <-- time from CPU
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uniform float u_scale; // <-- scale from CPU
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uniform vec2 u_mouse; // <-- mouse from CPU
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vec3 hsv2rgb(vec3 c) {
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vec3 rgb = clamp(
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abs(mod(c.x*6.0 + vec3(0.0,4.0,2.0),
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6.0) - 3.0) - 1.0,
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0.0,
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1.0
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);
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return c.z * mix(vec3(1.0), rgb, c.y);
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}
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vec3 getPaletteColor(float idx, float seed) {
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float baseHue = fract(seed); // 0..1 base hue
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float sat = 0.9;
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float val = 0.9;
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float hue = fract(baseHue + (idx * 0.33));
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return hsv2rgb(vec3(hue, sat, val));
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}
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vec2 random(vec2 p) {
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return normalize(vec2(
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fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453),
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fract(sin(dot(p, vec2(269.5, 183.3))) * 43758.5453)
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) * 2.0 - 1.0);
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}
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float perlinNoise(vec2 st) {
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vec2 i = floor(st);
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vec2 f = fract(st);
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vec2 g00 = random(i + vec2(0.0,0.0));
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vec2 g10 = random(i + vec2(1.0,0.0));
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vec2 g01 = random(i + vec2(0.0,1.0));
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vec2 g11 = random(i + vec2(1.0,1.0));
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float n00 = dot(g00, f - vec2(0.0,0.0));
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float n10 = dot(g10, f - vec2(1.0,0.0));
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float n01 = dot(g01, f - vec2(0.0,1.0));
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float n11 = dot(g11, f - vec2(1.0,1.0));
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vec2 u = f*f*(3.0-2.0*f);
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return mix(mix(n00, n10, u.x), mix(n01, n11, u.x), u.y);
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}
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mat2 rotate2d(float angle){
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return mat2(cos(angle),-sin(angle),
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sin(angle),cos(angle));
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}
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vec2 morphingSeed(float t, float interval) {
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float phase = floor(t / interval);
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float blend = fract(t / interval);
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vec2 seedA = vec2(
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sin(phase * 12.9898),
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cos(phase * 78.233)
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);
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vec2 seedB = vec2(
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sin((phase+1.0) * 12.9898),
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cos((phase+1.0) * 78.233)
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);
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blend = smoothstep(0.0, 1.0, blend);
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return mix(seedA, seedB, blend);
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}
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uniform float u_time; // Time in seconds
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void main() {
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vec2 st = gl_FragCoord.xy / u_resolution.xy; // Normalize coordinates
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st.x *= u_resolution.x / u_resolution.y; // Correct aspect ratio
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st -= 0.5; // Center coordinates
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st += vec2(100.0,40.0);
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st *= 2.05 * u_scale; // Zoom out
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vec2 seed = morphingSeed(u_time, 10.0); // 10 second interval
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vec2 pos = st; // 15 second interval
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pos += vec2(0.3, 0.1) * u_time * 0.1;
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float pre_noise = perlinNoise((pos) * 1.5); // N = [0..1]
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// noise += 0.6 * perlinNoise(pos * 4.0);
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pos += rotate2d(pre_noise) * pos * 0.2;
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pos += u_time * 0.5;
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float noise = perlinNoise(pos + seed * 2.0);
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// noise = smoothstep(0.0, 1.0, noise); // Smooth the noise
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// Normalize noise to [0..1]
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noise = noise + 0.5;
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vec3 color;
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if (noise >= 0.85) {
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color = getPaletteColor(u_time * 0.1, noise);
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} else if (noise >= 0.75 ) {
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color = getPaletteColor((u_time * 0.1) + 1.0, noise);
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// Estimate gradient (2D normal)
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vec2 eps = vec2(0.002, 0.0);
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float n0 = perlinNoise(pos + seed * 2.0);
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float nx = perlinNoise(pos + seed * 2.0 + eps.xy) - n0;
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float ny = perlinNoise(pos + seed * 2.0 + eps.yx) - n0;
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vec2 normal = normalize(vec2(nx, ny));
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// View direction (from pixel to "camera")
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vec2 viewDir = normalize(-st);
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// Light direction (moves over time)
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vec2 lightDir = normalize(vec2(cos(u_time * 0.2), sin(u_time * 0.3)));
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// Fresnel term (stronger highlight at grazing angles)
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float fresnel = pow(1.0 - max(dot(viewDir, normal), 0.0), 3.0);
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// Specular component
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float spec = pow(max(dot(normal, lightDir), 0.0), 32.0);
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// Combine Fresnel + spec
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float gloss = fresnel + 0.6 * spec;
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// Stronger at edges (transition zone of blob)
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float edge = smoothstep(0.8, 0.9, noise) * (1.0 - smoothstep(0.9, 1.0, noise));
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gloss *= edge * 2.0;
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// Add colored glossy highlight (slightly bluish tint)
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color += gloss * vec3(0.8, 0.9, 1.0);
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} else {
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color = vec3(0.0);
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}
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// Denoise edges -> "Insane look-alike effect"
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// color = mix(color, vec3(0.0), smoothstep(0.0, 0.02, abs(noise - 0.9)));
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vec3 color = vec3(vUV, 0.0);
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FragColor = vec4(color, 1.0);
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}
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@ -1,13 +1,10 @@
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#version 410 core
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layout(location = 0) in vec3 aPos; // Vertex position
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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layout(location = 0) in vec2 aPos; // Vertex position
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out vec2 vUV;
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void main() {
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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vUV = (aPos + 1.0) / 2.0; // NDC [-1,1] -> UV [0,1]
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gl_Position = vec4(aPos, 0.0, 1.0);
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}
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191
source/main.cpp
191
source/main.cpp
@ -1,14 +1,12 @@
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#include <iostream>
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#include <fstream>
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#include <iostream>
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#include <sstream>
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#include <stdio.h>
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#include <stdlib.h>
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#define GL_SILENCE_DEPRECATION
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// glad and GLFW
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <glad/glad.h>
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// glm math
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#include <glm/glm.hpp>
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@ -18,11 +16,15 @@
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// HPP files
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#include "shader.h"
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//imGui
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// imGui
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_opengl3.h"
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// CURL
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#include "http_get.h"
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#include <curl/curl.h>
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#define VERTEX_FILE "./shaders/vertex.glsl"
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#define FRAGMENT_FILE "./shaders/fragment.glsl"
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#define COMPUTE_FILE "./shaders/compute.glsl"
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@ -31,18 +33,28 @@
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const float SCR_WIDTH = 1200.0f;
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const float SCR_HEIGHT = 1200.0f;
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unsigned char apiExist = 0;
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unsigned char apiIsValid = 0;
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unsigned char isVsync = 1;
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char savedLocation[128] = "Lisbon";
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float location_latitude = -1; // default invalid location_latitude
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float location_longitude = -1; // default invalid location_longitude
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int currentAA = 4; // 0=off, 2=2x, 4=4x, 8=8x
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int main(void) {
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// Initialize GLFW
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if (!glfwInit()) return -1;
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if (!glfwInit())
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return -1;
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// Set OpenGL version (4.1 Core) and other window hints
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // REQUIRED on macOS
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_SAMPLES, 8); // 8x MSAA
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glfwWindowHint(GLFW_SAMPLES, currentAA);
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GLFWwindow* window = glfwCreateWindow((int)SCR_WIDTH, (int)SCR_HEIGHT, "RASTER", nullptr, nullptr);
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GLFWwindow *window = glfwCreateWindow((int)SCR_WIDTH, (int)SCR_HEIGHT, "RASTER", nullptr, nullptr);
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if (!window) {
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glfwTerminate();
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return -1;
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@ -56,21 +68,22 @@ int main(void) {
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glViewport(0, 0, (int)SCR_WIDTH, (int)SCR_HEIGHT);
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//DEBUG
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// DEBUG
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std::cout << "OpenGL Version: " << glGetString(GL_VERSION) << std::endl;
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO &io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Platform/Renderer backends
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ImGui_ImplGlfw_InitForOpenGL(window, true); // Second param install_callback=true will install GLFW callbacks and chain to existing ones.
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ImGui_ImplGlfw_InitForOpenGL(window, true); // Second param install_callback=true will install GLFW
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// callbacks and chain to existing ones.
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ImGui_ImplOpenGL3_Init();
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//DEBUG
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// DEBUG
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std::cout << "ImGui Version: " << IMGUI_VERSION << std::endl;
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std::string api_key = "";
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@ -78,12 +91,15 @@ int main(void) {
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std::ifstream envFile(ENV_FILE);
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if (envFile.is_open()) {
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std::string line;
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while (std::getline(envFile, line)) {
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// std::cout << line << std::endl; // Print each line (for debugging)
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// Here you can parse the line to extract key-value pairs if needed
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if (line.find("API_KEY=") == 0) {
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api_key = line.substr(8); // Extract value after "API_KEY="
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while (std::getline(envFile, line)) {
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// std::cout << line << std::endl; // Print each line (for
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// debugging) Here you can parse the line to extract key-value pairs
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// if needed
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if (line.find("WEATHER_API_KEY=") == 0) {
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api_key = line.substr(16); // Extract value after "WEATHER_API_KEY="
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apiExist = 1;
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}
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}
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envFile.close();
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@ -97,11 +113,31 @@ int main(void) {
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// Load shaders
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GLuint shaderProgram = createShaderProgram(VERTEX_FILE, FRAGMENT_FILE);
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// Check if shader program was created successfully
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if (shaderProgram == 0) {
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std::cerr << "Failed to create shader programs.\n";
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return -1;
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}
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// Quad to render vertex too
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float vertices[] = {// positions
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-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f};
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unsigned int indices[] = {0, 1, 2, 2, 1, 3};
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GLuint VAO, VBO, EBO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &EBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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// positions
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void *)0);
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glEnableVertexAttribArray(0);
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glBindVertexArray(0);
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glEnable(GL_MULTISAMPLE);
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// FPS tracking
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double lastTime = glfwGetTime(); // when we last printed FPS
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@ -109,42 +145,134 @@ int main(void) {
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int frameCount = 0; // frames since last FPS print
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float mousePos[2] = {0.0f, 0.0f};
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// Check if API key is valid (dummy check here, implement actual validation
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// as needed)
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char *url = (char *)malloc(1024);
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if (apiExist) {
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snprintf(url, 1024, "http://api.openweathermap.org/geo/1.0/direct?q=%s&appid=%s", savedLocation, api_key.c_str());
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char *response = http_get(url);
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if (response) {
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apiIsValid = 1;
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// Extract latitude and longitude from response (simple parsing,
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// improve as needed)
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std::string respStr(response);
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size_t latPos = respStr.find("\"lat\":");
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size_t lonPos = respStr.find("\"lon\":");
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if (latPos != std::string::npos && lonPos != std::string::npos) {
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sscanf(respStr.c_str() + latPos, "\"lat\":%f", &location_latitude);
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sscanf(respStr.c_str() + lonPos, "\"lon\":%f", &location_longitude);
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std::cout << "Location: " << savedLocation << " Latitude: " << location_latitude << " Longitude: " << location_longitude << std::endl;
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} else {
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std::cerr << "Could not parse latitude and longitude from API "
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"response."
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<< std::endl;
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apiIsValid = 0;
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}
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free(response);
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} else {
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apiIsValid = 0;
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}
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}
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char *currentWeather = (char *)malloc(1024); // buffer for current weather data
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snprintf(currentWeather, 1024, "No data");
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// Render loop
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while (!glfwWindowShouldClose(window)) {
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glfwPollEvents();
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// Time
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float timeValue = (float)glfwGetTime();
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mousePos[0] = (float)io.MousePos.x;
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mousePos[1] = (float)io.MousePos.y;
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// Input
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glfwPollEvents();
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shaderProgram);
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GLint resLoc = glGetUniformLocation(shaderProgram, "u_resolution");
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glUniform2f(resLoc, (float)SCR_WIDTH, (float)SCR_HEIGHT);
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GLint timeLoc = glGetUniformLocation(shaderProgram, "u_time");
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glUniform1f(timeLoc, timeValue);
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// draw quad
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glBindVertexArray(VAO);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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// API request to get weather data
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if (((int)(timeValue * 100)) % 1000 == 1 && apiExist && apiIsValid) {
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snprintf(url, 1024, "http://api.openweathermap.org/data/2.5/direct?q=%s&appid=%s", savedLocation, api_key.c_str());
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char *response = http_get(url);
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if (response) {
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snprintf(currentWeather, 1024, "%s", response);
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free(response);
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}
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}
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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ImGui::Begin("Debug Window");
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ImGui::Text("FPS: %.1f", fps);
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ImGui::Text("Time: %.2f seconds", timeValue);
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ImGui::Separator();
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ImGui::Text("Options:");
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// V-Sync options
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if (ImGui::Checkbox("V-Sync", (bool *)&isVsync)) {
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glfwSwapInterval(isVsync ? 1 : 0);
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}
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ImGui::Separator();
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ImGui::Text("API Key Status:");
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if (apiExist) {
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ImGui::TextColored(ImVec4(0.0f, 1.0f, 0.0f, 1.0f), "\t\tAPI Key Loaded OK");
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} else {
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ImGui::TextColored(ImVec4(1.0f, 0.0f, 0.0f, 1.0f), "\t\tAPI Key Missing or Invalid!");
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}
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if (apiIsValid) {
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ImGui::TextColored(ImVec4(0.0f, 1.0f, 0.0f, 1.0f), "\t\tAPI Key Validated OK");
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} else {
|
||||
ImGui::TextColored(ImVec4(1.0f, 0.0f, 0.0f, 1.0f), "\t\tAPI Key Not Validated!");
|
||||
}
|
||||
ImGui::Separator();
|
||||
ImGui::Text("Program Info:");
|
||||
ImGui::Text("\t\tOpenGL Version: %s", glGetString(GL_VERSION));
|
||||
ImGui::Text("\t\tShader Program: %s", shaderProgram ? "Loaded" : "Error");
|
||||
|
||||
ImGui::End();
|
||||
|
||||
ImGui::Begin("Weather Data");
|
||||
if (apiExist && apiIsValid) {
|
||||
ImGui::TextWrapped("%s", currentWeather);
|
||||
} else if (!apiExist) {
|
||||
ImGui::TextColored(ImVec4(1.0f, 0.0f, 0.0f, 1.0f), "No API Key found in .env file!");
|
||||
} else if (!apiIsValid) {
|
||||
ImGui::TextColored(ImVec4(1.0f, 0.0f, 0.0f, 1.0f), "API Key is not valid!");
|
||||
}
|
||||
ImGui::Separator();
|
||||
ImGui::Text("API URL: %s", url);
|
||||
ImGui::End();
|
||||
|
||||
// --- FPS Counter ---
|
||||
double currentTime = glfwGetTime();
|
||||
double delta = currentTime - lastTime;
|
||||
|
||||
if (delta >= 1.0) { // print every ~1 second
|
||||
fps = double(frameCount) / delta;
|
||||
std::cout << "FPS: " << fps
|
||||
/* std::cout << "FPS: " << fps
|
||||
<< " Time: " << timeValue
|
||||
<< " Mouse: (" << mousePos[0] << ", " << mousePos[1] << ")"
|
||||
<< std::endl;
|
||||
|
||||
*/
|
||||
frameCount = 0;
|
||||
lastTime = currentTime;
|
||||
}
|
||||
|
||||
frameCount++;
|
||||
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glUseProgram(shaderProgram);
|
||||
|
||||
ImGui::Render();
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
@ -159,6 +287,7 @@ int main(void) {
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
free(url);
|
||||
free(currentWeather);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
@ -1,5 +1,8 @@
|
||||
#include "shader.h"
|
||||
|
||||
#define GL_SILENCE_DEPRECATION
|
||||
|
||||
|
||||
// Shader loader helper
|
||||
std::string loadShaderSource(const std::string& filepath) {
|
||||
std::ifstream file(filepath);
|
||||
@ -9,7 +12,7 @@ std::string loadShaderSource(const std::string& filepath) {
|
||||
}
|
||||
std::stringstream buffer;
|
||||
|
||||
std::cout << "Loaded " << filepath << " successfully!\n";
|
||||
// std::cout << "Loaded " << filepath << " successfully!\n";
|
||||
|
||||
buffer << file.rdbuf();
|
||||
return buffer.str();
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user