> preferably well abstracted from the underlying OS?
you can't do that as soon as you start thinking about embedding non-code resources in your binaries, etc. #embed / std::embed is finally solving this though. You also usually have to think a lot about linking, symbol visibility & various other compiler-specific attributes in such files if you're doing non-trivial work.
> Or is your concern about integration into the build system of any prebuild-events or similar logic that need to be run in addition to compiling and linking? This integration may require separate efforts for each platform.
Exactly, and my experience is that it is always not worth it. For example I ported all my Qt code so that it doesn't use moc (external code generator) and uses instead verdigris (same thing with slightly more complex macros but no need for anything else than a c++ compiler for building my code) and that instantly solved so many problems it's not even funny - something that required maintenance multiple times a year (pretty much every time you want to use some new C++ feature and the code generator does not know yet how to parse a source file that contains this feature - I have issues open on the Qt bug tracker that are now well into their first decade) had its operational cost fall to 0. And moc is by far one of the most well-developed code generators I've had to use, so many others just fail on anything other than the "happiest path".
The only vaguely tolerable experience I had was using CMake as a code generator as cmake works portably-enough on the platforms it supports (though there are oddities to take care of between MSYS2 CMake and MinGW CMake and MSVC CMake) but then there's a lot of people who will absolutely never ever want to touch this (https://github.com/ossia/score/blob/master/cmake/GenerateLic...) or this (https://github.com/ossia/score/blob/master/cmake/ScoreFuncti...) with a ten foot pole. If I could replace all this today with normal C++ code I absolutely would in a heartbeat, it would be an undebatable improvement even if it took three times as many LoC / tokens / cyclomatic complexity / whatever measure you want to use.
What does codegen have to do with Qt or CMake (I don't use either)? I was only thinking about generating .[ch]{,pp} files with very simple code in them, and compiling them.
I'd recommend checking out e.g. https://github.com/EpicGamesExt/raddebugger . They are doing a lot of codegen. The codebase is very self-sufficient. Currently works only on Windows x64 but coming to Linux soon it sounds like. (And the reason why not yet isn't codegen)
About embedding non-code resources, yes there are platform dependent solutions to file embedding that you'd have to support separately, but you can also ship an executable with separate asset files. With bigger assets that's probably the way to go. You can of course also opt to encode a file as C code (char data) but it's not very efficient.