Files
cuber/AGENTS.md
T
portersky 5b4743ff8f docs: document gfx::pipeline + add Markdown style rule to AGENTS.md + README styling
- Added comprehensive "Pipeline Abstraction" section to README.md
  (for dummies, with step-by-step examples, render-to-texture, and
  post-processing).
- Added "Documentation (Markdown)" section to AGENTS.md with the
  max-80-cols rule (exceptions for tables/code blocks).
- Applied consistent Markdown styling to AGENTS.md and README.md
  (wrapped text at 80 cols, bold, code spans, cleaned duplicates).
- Moved scenes libraries to  (cleaned main
  CMakeLists.txt significantly).

No behavior change. All follows AGENTS.md conventions.
2026-05-06 00:55:53 +02:00

4.9 KiB

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

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<name>.cmake to deps/
  2. Add find_package(<name> REQUIRED) to CMakeLists.txt
  3. Link with <name>::<name> 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 (<chrono>, <vector>, etc.)
    2. (blank line)
    3. C standard library headers (<stdlib.h>, <string.h>, 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

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/.