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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#include "cbt/opengl/descriptor.hpp"
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#include "glad/glad.h"
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namespace cbt::opengl {
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descriptor_set::descriptor_set() {}
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auto descriptor_set::add_texture(texture tex, GLuint unit) -> void {
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m_bindings.push_back({unit, std::move(tex), std::nullopt});
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}
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auto descriptor_set::add_buffer(buffer buf, GLuint unit) -> void {
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m_bindings.push_back({unit, std::nullopt, std::move(buf)});
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}
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auto descriptor_set::bind_all() -> void {
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for (auto& binding : m_bindings) {
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if (binding.tex) {
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binding.tex->bind(binding.texture_unit);
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}
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if (binding.buf) {
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binding.buf->bind();
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}
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}
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}
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auto descriptor_set::count() const -> size_t {
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return m_bindings.size();
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}
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}
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