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 texture_target {
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_1d = GL_TEXTURE_1D,
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_2d = GL_TEXTURE_2D,
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_3d = GL_TEXTURE_3D,
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cube = GL_TEXTURE_CUBE_MAP,
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};
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enum class texture_format {
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rgb = GL_RGB,
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rgba = GL_RGBA,
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rg = GL_RG,
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red = GL_RED,
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depth = GL_DEPTH_COMPONENT,
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};
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enum class texture_type {
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ubyte = GL_UNSIGNED_BYTE,
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ushort = GL_UNSIGNED_SHORT,
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uint = GL_UNSIGNED_INT,
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float_ = GL_FLOAT,
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};
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class texture {
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GLuint m_id = 0;
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texture_target m_target = texture_target::_2d;
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public:
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texture();
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explicit texture(texture_target target);
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~texture();
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texture(const texture&) = delete;
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texture& operator=(const texture&) = delete;
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texture(texture&& other) noexcept;
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texture& operator=(texture&& other) noexcept;
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auto bind(GLuint unit = 0) -> void;
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auto unbind() -> void;
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auto upload(const void* data, int width, int height, texture_format format, texture_type type) -> void;
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auto set_filter(GLenum min_filter, GLenum mag_filter) -> void;
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auto set_wrap(GLenum wrap_s, GLenum wrap_t) -> void;
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auto generate_mipmaps() -> 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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