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 <string>
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#define GLFW_INCLUDE_NONE
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#include "GLFW/glfw3.h"
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namespace cbt::opengl {
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class context {
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GLFWwindow* m_window = nullptr;
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bool m_initialized = false;
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static auto init() -> bool;
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static auto terminate() -> void;
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static auto setup_gl() -> bool;
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static auto print_info() -> void;
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public:
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explicit context(std::string title, int width, int height);
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~context();
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auto should_close() const -> bool;
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auto valid() const -> bool;
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auto swap_buffers() -> void;
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auto poll_events() -> void;
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auto raw() const -> GLFWwindow*;
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};
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}
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