The combination of C++ and OpenGL is really the ultimate in portability. A language supported on almost every platform by one if not more implementations (sometimes 3), coupled with probably the most widely supported graphics API. Of course you lose accessibility, and many platform API conveniences, but you get a more stable and performant platform to work with. In fact it's the platform that most web browser themselves are heavily based on. For another example just look at what Epic was able to do with Fortnite, one code base that literally runs everywhere.

Magnum [0] is a favorite of mine for creating portable OpenGL C++ applications. It also has support for compiling to WebAssembly [1] and using WebGL2.

0 - https://magnum.graphics

1 - https://magnum.graphics/showcase/picking/

Yeah there is MoltenGL which will probably be open sourced eventually. The real future is Vulkan which is moving to replace OpenGL and for the Apple platforms there is MoltenVK [0] (Vulkan re-implemented on top of Apple's new Metal) which is open source. Magnum has an initial Vulkan backend [1], and many other engines have them or are building them as well.

0 - https://github.com/KhronosGroup/MoltenVK

1 - https://blog.magnum.graphics/announcements/2018.10/