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cuber/AGENTS.md
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portersky 90d013695d feat: add OpenGL abstraction layer with RAII resources
- Replace window class with cbt::opengl::context
- Add buffer resource (VBO, EBO, UBO, SSBO) with move semantics
- Add texture resource with format/type enums and filtering
- Add descriptor_set for Vulkan-style resource binding
- All resources use RAII with proper cleanup
2026-05-05 21:58:34 +02:00

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3.2 KiB
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# AGENTS.md
## Project Overview
`cuber` is a simple cube timer application.
## 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. They are shared with the `nerv` project.
To add a new dependency:
1. Copy the corresponding `Find<name>.cmake` from `nerv/deps/`
2. Add `find_package(<name> REQUIRED)` to `CMakeLists.txt`
3. Link with `<name>::<name>` in `target_link_libraries()`
### 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
- **4-space indentation**
- **No semicolons after closing braces** for namespaces/classes
- `auto` for obvious types (e.g. `auto main(...) -> int`)
- `<>` 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.
```
## Source Layout
```
cuber/
CMakeLists.txt # Build configuration
cuber.cpp # Entry point
cbt/ # Project namespace
opengl/ # OpenGL abstraction layer
context.hpp # OpenGL context RAII wrapper
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
deps/ # Custom Find*.cmake scripts
Findfmt.cmake # fmt library
```
## Platform Support
The `nerv` project supports Windows, Linux, Emscripten, and Android via
`Platform.cmake` and `Flags.cmake`. These can be added to `cuber/deps/`
when cross-platform support is needed.