docs: 重构 API 文档结构并修正源码准确性
- 重组文档目录结构: 每个模块的概述页移动到模块子目录 - 重命名 index.md 为 main.md - 修正所有模块文档中的错误: - math: FromEuler→FromEulerAngles, TransformDirection 包含缩放, Box 是 OBB, Color::ToRGBA 格式 - containers: 新增 operator==/!= 文档, 补充 std::hash DJB 算法细节 - core: 修复 types 链接错误 - debug: LogLevelToString 返回大写, timestamp 是秒, Profiler 空实现标注, Windows API vs ANSI - memory: 修复头文件路径, malloc vs operator new, 新增方法文档 - resources: 修复 Shader/Texture 链接错误 - threading: TaskSystem::Wait 空实现标注, ReadWriteLock 重入描述, LambdaTask 链接 - 验证: fix_links.py 确认 0 个断裂引用
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# Texture::Create
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```cpp
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bool Create(Core::uint32 width, Core::uint32 height, Core::uint32 depth,
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Core::uint32 mipLevels, TextureType type, TextureFormat format,
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const void* data, size_t dataSize)
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```
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创建纹理资源。设置纹理的尺寸、格式和像素数据,并分配 GPU 资源。
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**参数:**
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- `width` - 纹理宽度(像素)
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- `height` - 纹理高度(像素)
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- `depth` - 纹理深度(3D 纹理设为 1)
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- `mipLevels` - Mipmap 级别数(0 表示自动生成所有级别)
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- `type` - 纹理类型
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- `format` - 纹理格式
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- `data` - 像素数据指针
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- `dataSize` - 像素数据大小
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**返回:** 创建成功返回 true
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**复杂度:** O(n),n 为像素数量
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**示例:**
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```cpp
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Texture tex;
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bool ok = tex.Create(
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1024, 1024, 1, 0,
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TextureType::Texture2D,
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TextureFormat::RGBA8_UNORM,
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pixelData, pixelDataSize
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);
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```
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## 相关文档
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- [Texture 总览](texture.md) - 返回类总览
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