5b4743ff8f
- 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.
152 lines
4.9 KiB
Markdown
152 lines
4.9 KiB
Markdown
# AGENTS.md
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## Project Overview
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`cuber` is an OpenGL 3D renderer with multiple scenes.
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## Build System
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- **Generator:** Ninja
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- **CMake minimum:** 3.21
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- **C++ standard:** C++23
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### Commands
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```sh
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cmake -S . -B build -GNinja
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ninja -C build
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./build/cuber
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```
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### Dependencies
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Dependencies are managed via custom `Find*.cmake` scripts in `deps/`.
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These scripts use `FetchContent` under the hood to download and build
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libraries automatically.
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To add a new dependency:
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1. Add the corresponding `Find<name>.cmake` to `deps/`
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2. Add `find_package(<name> REQUIRED)` to `CMakeLists.txt`
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3. Link with `<name>::<name>` in `target_link_libraries()`
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### Static Libraries
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The project is split into static libraries:
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- **`cbt_opengl`** — OpenGL abstraction and window management (window,
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context, buffer, texture, vao, shader, descriptor)
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- **`cbt_scene`** — Base scene class
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- **`scenes_cube`** — Spinning cube scene implementation
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- **`scenes_sphere`** — Cube-to-sphere mapped mesh with diffuse lighting
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### CMake Module Path
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`deps/` is added to `CMAKE_MODULE_PATH` so `find_package()` resolves
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to the custom scripts instead of system-installed packages.
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## Coding Conventions
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- **Language:** C++23
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- **Trailing return type** for function signatures (e.g. `auto fn() -> void`)
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- **4-space indentation**
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- **No semicolons after closing braces** for namespaces/classes
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- `auto` for obvious types (e.g. `auto main(...) -> int`)
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- **East const** (e.g. `char const*` not `const char*`)
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- **Trailing return type** for all function definitions, including
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operators (e.g. `auto operator=(T&&) noexcept -> T&`)
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- **Public members first** in class declarations, private members at the
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bottom
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- `<>` includes only for system headers (std, OS, etc.)
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- `""` includes for third-party dependencies (e.g. `fmt`,
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`nlohmann/json`)
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- **Naming:** `snake_case` for variables, functions, and classes
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- **Naming:** `SCREAMING_SNAKE_CASE` only for macros and constants
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- Include order:
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1. C++ standard library headers (`<chrono>`, `<vector>`, etc.)
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2. *(blank line)*
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3. C standard library headers (`<stdlib.h>`, `<string.h>`, etc.)
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4. *(blank line)*
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5. OS-specific headers (Windows API, POSIX, etc.)
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6. *(blank line)*
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7. Third-party dependencies (`"fmt/core.h"`, etc.)
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8. *(blank line)*
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9. Local/project headers
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## Shell Scripts
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- Always use `#!/bin/sh` shebang for shell scripts
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- Scripts must be POSIX compliant (no bashisms)
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- When providing commands to users:
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- Windows/PowerShell: use `` ` `` for line continuation
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- Unix/Linux/macOS: use `\` for line continuation
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## Commit Messages
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- Follow the 50/72 rule:
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- Subject line: max 50 characters
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- Body lines: wrapped at 72 characters
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- Use conventional commit prefixes (`feat:`, `fix:`, `docs:`, `chore:`,
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etc.)
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- Separate subject from body with a blank line
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Example:
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```
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feat: add stopwatch timer
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Replace Hello World with a live stopwatch that prints elapsed time
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in HH:MM:SS.mmm format, updating every 10ms with color output.
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```
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## Documentation (Markdown)
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- Wrap normal text and lists at **max 80 columns** (for readability in
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terminals and editors).
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- **Exceptions**: Tables and code blocks (```` ``` ````) can exceed 80
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columns when formatting requires it (e.g. trees, alignment).
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- Use standard Markdown: `**bold**`, `` `inline code` ``, `##` headings,
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`-` or numbered lists, fenced code blocks with language hints
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(```` ```cpp ````, ```` ```sh ````).
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- Keep examples concise, up-to-date, and self-documenting.
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- This file (`AGENTS.md`) follows its own rules.
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## Source Layout
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```text
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cuber/
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CMakeLists.txt # Build configuration
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cuber.cpp # Entry point
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cbt/ # Project namespace (utilities)
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scene.hpp # Base scene class
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scene.cpp # Scene implementation
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window.hpp # GLFW window RAII wrapper
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window.cpp # Window implementation
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opengl/ # OpenGL abstraction layer
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context.hpp # OpenGL context RAII wrapper (GLAD setup)
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context.cpp # Context implementation
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buffer.hpp # Buffer resource (VBO, EBO, UBO, SSBO)
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buffer.cpp # Buffer implementation
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texture.hpp # Texture resource
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texture.cpp # Texture implementation
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descriptor.hpp # Descriptor set (Vulkan-style binding)
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descriptor.cpp # Descriptor implementation
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shader.hpp # Shader program
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shader.cpp # Shader implementation
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vao.hpp # Vertex array object
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vao.cpp # VAO implementation
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scenes/ # Application scenes
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cube.hpp # Spinning cube scene
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cube.cpp # Cube scene implementation
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sphere.hpp # Cube-to-sphere mapped mesh
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sphere.cpp # Sphere scene implementation
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deps/ # Custom Find*.cmake scripts
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Findfmt.cmake # fmt library
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```
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## Platform Support
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The project supports Windows, Linux, Emscripten, and Android via
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`Platform.cmake` and `Flags.cmake` in `deps/`.
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