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- gfx::pipeline gains bind_vec3/bind_float for passing arbitrary uniforms to shaders (used for light position/color) - scene base gains on_mouse_drag virtual hook; cuber.cpp polls left-mouse delta each frame and forwards it to the active scene - cornell_box scene: 5-wall room (red/green/white), two pre-rotated white boxes with proportions from the original paper, an unlit ceiling light panel, and a point-light Lambert shader - left-click drag orbits the camera around the scene origin; pitch is clamped to ±80° to prevent gimbal flip - key 3 / --scene cornell_box selects the scene
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5.2 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:
- Add the corresponding
Find<name>.cmaketodeps/ - Add
find_package(<name> REQUIRED)toCMakeLists.txt - Link with
<name>::<name>intarget_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 classscenes_cube— Spinning cube scene implementationscenes_sphere— Cube-to-sphere mapped mesh with diffuse lightingscenes_cornell_box— Classic Cornell Box with Lambert shading and a ceiling area light
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
autofor obvious types (e.g.auto main(...) -> int)- East const (e.g.
char const*notconst 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_casefor variables, functions, and classes - Naming:
SCREAMING_SNAKE_CASEonly for macros and constants - Include order:
- C++ standard library headers (
<chrono>,<vector>, etc.) - (blank line)
- C standard library headers (
<stdlib.h>,<string.h>, etc.) - (blank line)
- OS-specific headers (Windows API, POSIX, etc.)
- (blank line)
- Third-party dependencies (
"fmt/core.h", etc.) - (blank line)
- Local/project headers
- C++ standard library headers (
Shell Scripts
- Always use
#!/bin/shshebang 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
- Windows/PowerShell: use
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
- Do not add a
Co-Authored-Bytrailer or any agent/AI attribution
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
cornell_box.hpp # Cornell Box scene
cornell_box.cpp # Cornell Box 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/.