# AGENTS.md ## Project Overview `cuber` is an OpenGL 3D renderer with multiple scenes. ## Build System - **Generator:** Ninja - **CMake minimum:** 3.21 - **C++ standard:** C++23 ### Commands ```sh cmake -S . -B build -GNinja ninja -C build ./build/cuber ``` ### Dependencies Dependencies are managed via custom `Find*.cmake` scripts in `deps/`. These scripts use `FetchContent` under the hood to download and build libraries automatically. To add a new dependency: 1. Add the corresponding `Find.cmake` to `deps/` 2. Add `find_package( REQUIRED)` to `CMakeLists.txt` 3. Link with `::` in `target_link_libraries()` ### Static Libraries The project is split into static libraries: - **`cbt_opengl`** — OpenGL abstraction and window management (window, context, buffer, texture, vao, shader, descriptor) - **`cbt_scene`** — Base scene class - **`scenes_cube`** — Spinning cube scene implementation - **`scenes_sphere`** — Cube-to-sphere mapped mesh with diffuse lighting ### CMake Module Path `deps/` is added to `CMAKE_MODULE_PATH` so `find_package()` resolves to the custom scripts instead of system-installed packages. ## Coding Conventions - **Language:** C++23 - **Trailing return type** for function signatures (e.g. `auto fn() -> void`) - **4-space indentation** - **No semicolons after closing braces** for namespaces/classes - `auto` for obvious types (e.g. `auto main(...) -> int`) - **East const** (e.g. `char const*` not `const char*`) - **Trailing return type** for all function definitions, including operators (e.g. `auto operator=(T&&) noexcept -> T&`) - **Public members first** in class declarations, private members at the bottom - `<>` includes only for system headers (std, OS, etc.) - `""` includes for third-party dependencies (e.g. `fmt`, `nlohmann/json`) - **Naming:** `snake_case` for variables, functions, and classes - **Naming:** `SCREAMING_SNAKE_CASE` only for macros and constants - Include order: 1. C++ standard library headers (``, ``, etc.) 2. *(blank line)* 3. C standard library headers (``, ``, etc.) 4. *(blank line)* 5. OS-specific headers (Windows API, POSIX, etc.) 6. *(blank line)* 7. Third-party dependencies (`"fmt/core.h"`, etc.) 8. *(blank line)* 9. Local/project headers ## Shell Scripts - Always use `#!/bin/sh` shebang for shell scripts - Scripts must be POSIX compliant (no bashisms) - When providing commands to users: - Windows/PowerShell: use `` ` `` for line continuation - Unix/Linux/macOS: use `\` for line continuation ## Commit Messages - Follow the 50/72 rule: - Subject line: max 50 characters - Body lines: wrapped at 72 characters - Use conventional commit prefixes (`feat:`, `fix:`, `docs:`, `chore:`, etc.) - Separate subject from body with a blank line Example: ``` feat: add stopwatch timer Replace Hello World with a live stopwatch that prints elapsed time in HH:MM:SS.mmm format, updating every 10ms with color output. ``` ## Documentation (Markdown) - Wrap normal text and lists at **max 80 columns** (for readability in terminals and editors). - **Exceptions**: Tables and code blocks (```` ``` ````) can exceed 80 columns when formatting requires it (e.g. trees, alignment). - Use standard Markdown: `**bold**`, `` `inline code` ``, `##` headings, `-` or numbered lists, fenced code blocks with language hints (```` ```cpp ````, ```` ```sh ````). - Keep examples concise, up-to-date, and self-documenting. - This file (`AGENTS.md`) follows its own rules. ## Source Layout ```text cuber/ CMakeLists.txt # Build configuration cuber.cpp # Entry point cbt/ # Project namespace (utilities) scene.hpp # Base scene class scene.cpp # Scene implementation window.hpp # GLFW window RAII wrapper window.cpp # Window implementation opengl/ # OpenGL abstraction layer context.hpp # OpenGL context RAII wrapper (GLAD setup) context.cpp # Context implementation buffer.hpp # Buffer resource (VBO, EBO, UBO, SSBO) buffer.cpp # Buffer implementation texture.hpp # Texture resource texture.cpp # Texture implementation descriptor.hpp # Descriptor set (Vulkan-style binding) descriptor.cpp # Descriptor implementation shader.hpp # Shader program shader.cpp # Shader implementation vao.hpp # Vertex array object vao.cpp # VAO implementation scenes/ # Application scenes cube.hpp # Spinning cube scene cube.cpp # Cube scene implementation sphere.hpp # Cube-to-sphere mapped mesh sphere.cpp # Sphere scene implementation deps/ # Custom Find*.cmake scripts Findfmt.cmake # fmt library ``` ## Platform Support The project supports Windows, Linux, Emscripten, and Android via `Platform.cmake` and `Flags.cmake` in `deps/`.