refactor(docs): Fix broken links across multiple modules

Fixed broken references:
- texture-import-settings: Fix 16 files referencing wrong overview filename
- math/rectint: Fix 9 method links (rectint-* → get*, contains, intersects)
- rhi/opengl/device: Fix 8 cross-references (opengl-* → */**)
- resources/mesh: Fix meshsection and vertexattribute links
- rhi/d3d12/sampler: Fix RHISampler reference path
- math/vector3: Fix projectonplane → project-on-plane
- rhi/opengl/command-list: Remove broken ClearFlag enum ref
- rhi/opengl/device: Create 2 new method docs (MakeContextCurrent, GetNativeContext)
- rhi/device: Fix device-info types reference

All 0 broken references remaining.
This commit is contained in:
2026-03-26 02:41:00 +08:00
parent d018a4c82c
commit b414bc5326
141 changed files with 393 additions and 254 deletions

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@@ -43,4 +43,3 @@ commandList->Clear(0.0f, 0.0f, 0.0f, 1.0f,
- [ClearDepth](clear-depth.md) - 仅清除深度缓冲区
- [ClearStencil](clear-stencil.md) - 仅清除模板缓冲区
- [ClearDepthStencil](clear-depth-stencil.md) - 清除深度和模板缓冲区
- [ClearFlag 枚举](../../enums/clear-flag.md) - 清除缓冲区标志

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@@ -70,4 +70,4 @@ RHIShader* fragmentShader = device.CompileShader(fsDesc);
## 相关文档
- [OpenGLDevice](device.md) - 类总览
- [OpenGLShader](../opengl-shader.md) - OpenGL 着色器实现
- [OpenGLShader](../shader/shader.md) - OpenGL 着色器实现

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@@ -64,4 +64,4 @@ RHIBuffer* indexBuffer = device.CreateBuffer(indexDesc);
## 相关文档
- [OpenGLDevice](device.md) - 类总览
- [OpenGLBuffer](../opengl-buffer.md) - OpenGL 缓冲区实现
- [OpenGLBuffer](../buffer/buffer.md) - OpenGL 缓冲区实现

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@@ -46,4 +46,4 @@ cmdList->End();
## 相关文档
- [OpenGLDevice](device.md) - 类总览
- [OpenGLCommandList](../opengl-command-list.md) - OpenGL 命令列表实现
- [OpenGLCommandList](../command-list/command-list.md) - OpenGL 命令列表实现

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@@ -42,4 +42,4 @@ queue->ExecuteCommandList(cmdList);
## 相关文档
- [OpenGLDevice](device.md) - 类总览
- [OpenGLCommandQueue](../opengl-command-queue.md) - OpenGL 命令队列实现
- [OpenGLCommandQueue](../command-queue/command-queue.md) - OpenGL 命令队列实现

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@@ -53,4 +53,4 @@ while (!fence->IsSignaled()) {
## 相关文档
- [OpenGLDevice](device.md) - 类总览
- [OpenGLFence](../opengl-fence.md) - OpenGL 栅栏实现
- [OpenGLFence](../fence/fence.md) - OpenGL 栅栏实现

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@@ -50,4 +50,4 @@ pso->Bind();
## 相关文档
- [OpenGLDevice](device.md) - 类总览
- [OpenGLPipelineState](../opengl-pipeline-state.md) - OpenGL 管线状态实现
- [OpenGLPipelineState](../pipeline-state/pipeline-state.md) - OpenGL 管线状态实现

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@@ -62,4 +62,4 @@ sampler->Bind(0);
## 相关文档
- [OpenGLDevice](device.md) - 类总览
- [OpenGLSampler](../opengl-sampler.md) - OpenGL 采样器实现
- [OpenGLSampler](../sampler/sampler.md) - OpenGL 采样器实现

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@@ -57,5 +57,5 @@ while (!device.ShouldClose()) {
## 相关文档
- [OpenGLDevice](device.md) - 类总览
- [OpenGLSwapChain](../opengl-swap-chain.md) - OpenGL 交换链实现
- [OpenGLSwapChain](../swap-chain/swap-chain.md) - OpenGL 交换链实现
- [SwapBuffers](swap-buffers.md) - 交换缓冲区

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@@ -78,4 +78,4 @@ RHITexture* texCube = device.CreateTexture(texCubeDesc);
## 相关文档
- [OpenGLDevice](device.md) - 类总览
- [OpenGLTexture](../opengl-texture.md) - OpenGL 纹理实现
- [OpenGLTexture](../texture/texture.md) - OpenGL 纹理实现

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@@ -34,7 +34,7 @@
| [`CreateSwapChain`](create-swap-chain.md) | 创建交换链 |
| [`CreateCommandList`](create-command-list.md) | 创建命令列表 |
| [`CreateCommandQueue`](create-command-queue.md) | 创建命令队列 |
| [`CreateShader`](create-shader.md) | 创建着色器 |
| [`CreateShader`](../../device/create-shader.md) | 创建着色器 |
| [`CreatePipelineState`](create-pipeline-state.md) | 创建管线状态 |
| [`CreateFence`](create-fence.md) | 创建栅栏 |
| [`CreateSampler`](create-sampler.md) | 创建采样器 |

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@@ -48,6 +48,6 @@ std::cout << "GL Version: " << info.majorVersion << "." << info.minorVersion <<
## 相关文档
- [OpenGLDevice](device.md) - 类总览
- [RHIDeviceInfo](../../types/device-info.md) - 设备信息结构定义
- [RHIDeviceInfo](../../types/types.md) - 设备信息结构定义
- [GetCapabilities](get-capabilities.md) - 获取设备能力
- [GetDeviceInfoImpl](get-device-info-impl.md) - 获取设备信息实现

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@@ -0,0 +1,13 @@
# OpenGLDevice::GetNativeContext
获取 OpenGL 渲染上下文句柄。
```cpp
void* GetNativeContext() const;
```
**返回:** `void*` - OpenGL 渲染上下文句柄HGLRC
## 相关文档
- [OpenGLDevice 总览](device.md)

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@@ -0,0 +1,13 @@
# OpenGLDevice::MakeContextCurrent
使 OpenGL 上下文成为当前线程的活跃渲染上下文。
```cpp
bool MakeContextCurrent();
```
**返回:** `bool` - 成功返回 true
## 相关文档
- [OpenGLDevice 总览](device.md)

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@@ -1,22 +1,26 @@
# OpenGLSwapChain::Initialize
使用已存在的窗口初始化 OpenGL 交换链。
```cpp
bool Initialize(GLFWwindow* window, bool vsync = true);
bool Initialize(OpenGLDevice* device, HWND window, int width, int height);
```
初始化 OpenGL 交换链。
**参数:**
- `window` - GLFW 窗口指针
- `vsync` - 是否启用垂直同步
- `device` - OpenGL 设备指针
- `window` - Win32 窗口句柄
- `width` - 窗口宽度
- `height` - 窗口高度
**返回:** 成功返回 true
**返回:** 成功初始化返回 true
**示例:**
```cpp
OpenGLDevice device;
device.Initialize({});
OpenGLSwapChain swapChain;
swapChain.Initialize(window, true);
swapChain.Initialize(&device, hwnd, 1280, 720);
```
## 相关文档