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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#define GLFW_INCLUDE_NONE
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#include "GLFW/glfw3.h"
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#include "cbt/opengl/context.hpp"
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#include <string_view>
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#include "glad/glad.h"
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#include "fmt/std.h"
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namespace cbt::opengl {
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auto context::init() -> bool {
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if (!glfwInit()) {
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fmt::print("Failed to initialize GLFW\n");
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return false;
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}
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return true;
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}
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auto context::terminate() -> void {
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glfwTerminate();
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}
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auto context::setup_gl() -> bool {
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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fmt::print("Failed to initialize GLAD\n");
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return false;
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}
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print_info();
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return true;
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}
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auto context::print_info() -> void {
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fmt::print("OpenGL Info:\n");
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fmt::print(" vendor | {}\n", std::string_view(reinterpret_cast<const char*>(glGetString(GL_VENDOR))));
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fmt::print(" renderer| {}\n", std::string_view(reinterpret_cast<const char*>(glGetString(GL_RENDERER))));
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fmt::print(" version | {}\n", std::string_view(reinterpret_cast<const char*>(glGetString(GL_VERSION))));
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fmt::print(" glsl | {}\n", std::string_view(reinterpret_cast<const char*>(glGetString(GL_SHADING_LANGUAGE_VERSION))));
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fmt::print("\n");
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}
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context::context(std::string title, int width, int height) {
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if (!init()) {
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return;
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}
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m_initialized = true;
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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m_window = glfwCreateWindow(width, height, title.c_str(), nullptr, nullptr);
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if (!m_window) {
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fmt::print("Failed to create window\n");
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terminate();
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return;
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}
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glfwMakeContextCurrent(m_window);
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if (!setup_gl()) {
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terminate();
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return;
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}
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}
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context::~context() {
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if (m_window) {
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glfwDestroyWindow(m_window);
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}
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if (m_initialized) {
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terminate();
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}
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}
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auto context::should_close() const -> bool {
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return m_window && glfwWindowShouldClose(m_window);
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}
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auto context::valid() const -> bool {
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return m_window != nullptr;
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}
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auto context::swap_buffers() -> void {
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glfwSwapBuffers(m_window);
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}
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auto context::poll_events() -> void {
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glfwPollEvents();
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}
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auto context::raw() const -> GLFWwindow* {
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return m_window;
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}
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}
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