98673b57ff
Updated project description from 'cube timer' to 'OpenGL 3D renderer with multiple scenes'. Added usage section with CLI flags and key bindings. Listed both available scenes. Updated AGENTS.md to include the sphere scene in static libraries and source layout. Normalized run command to ./build/cuber for cross-platform consistency.
4.4 KiB
4.4 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 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
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
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 (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/.