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
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#pragma once
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#include <cstddef>
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#include <vector>
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#include "glad/glad.h"
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namespace cbt::opengl {
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enum class buffer_type {
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vertex = GL_ARRAY_BUFFER,
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index = GL_ELEMENT_ARRAY_BUFFER,
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uniform = GL_UNIFORM_BUFFER,
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storage = GL_SHADER_STORAGE_BUFFER,
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};
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class buffer {
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GLuint m_id = 0;
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buffer_type m_type = buffer_type::vertex;
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public:
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buffer();
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explicit buffer(buffer_type type);
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~buffer();
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buffer(const buffer&) = delete;
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buffer& operator=(const buffer&) = delete;
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buffer(buffer&& other) noexcept;
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buffer& operator=(buffer&& other) noexcept;
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auto bind() const -> void;
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auto unbind() const -> void;
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auto upload(const void* data, size_t size) -> void;
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auto upload(std::vector<uint8_t> data) -> void;
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auto upload_dynamic(const void* data, size_t size) -> void;
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auto id() const -> GLuint;
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auto valid() const -> bool;
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};
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}
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