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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docs/api/rhi/opengl/buffer/bind-base.md
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docs/api/rhi/opengl/buffer/bind-base.md
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# OpenGLBuffer::BindBase
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```cpp
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void BindBase(unsigned int target, unsigned int index) const
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```
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将缓冲区绑定到固定的 binding point。
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**参数:**
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- `target` - OpenGL target (如 GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER)
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- `index` - binding point 索引
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**示例:**
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```cpp
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buffer.BindBase(GL_UNIFORM_BUFFER, 0);
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```
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## 相关文档
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- [OpenGLBuffer](buffer.md) - 返回类总览
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docs/api/rhi/opengl/buffer/buffer.md
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docs/api/rhi/opengl/buffer/buffer.md
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# OpenGLBuffer
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**命名空间**: `XCEngine::RHI`
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**描述**: OpenGL 缓冲区的实现,继承自 `RHIBuffer`。
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## 方法列表
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| 方法 | 文档 |
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|------|------|
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| `Initialize` | [详细文档](../../../threading/task-system/initialize.md) |
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| `InitializeVertexBuffer` | [详细文档](initialize-vertex-buffer.md) |
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| `InitializeIndexBuffer` | [详细文档](initialize-index-buffer.md) |
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| `Shutdown` | [详细文档](../../../threading/task-system/shutdown.md) |
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| `Bind` | [详细文档](../../shader/bind.md) |
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| `Unbind` | [详细文档](../../shader/unbind.md) |
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| `BindBase` | [详细文档](bind-base.md) |
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| `Map` | [详细文档](../../buffer/map.md) |
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| `Unmap` | [详细文档](../../buffer/unmap.md) |
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| `SetData` | [详细文档](../../buffer/set-data.md) |
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| `GetID` | [详细文档](get-id.md) |
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| `GetSize` | [详细文档](../../buffer/get-size.md) |
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| `GetType` | [详细文档](../../shader/get-type.md) |
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| `IsDynamic` | [详细文档](is-dynamic.md) |
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| `GetBufferType` / `SetBufferType` | [详细文档](../../buffer/get-buffer-type.md) |
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| `GetStride` / `SetStride` | [详细文档](../../buffer/get-stride.md) |
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| `GetNativeHandle` | [详细文档](../../buffer/get-native-handle.md) |
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| `GetState` / `SetState` | [详细文档](../../buffer/get-state.md) |
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| `GetName` / `SetName` | [详细文档](../../buffer/get-name.md) |
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## 相关文档
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- [OpenGL 后端总览](../overview.md)
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- [RHIBuffer](../../buffer/buffer.md) - 抽象缓冲区接口
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docs/api/rhi/opengl/buffer/get-id.md
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docs/api/rhi/opengl/buffer/get-id.md
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# OpenGLBuffer::GetID
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```cpp
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unsigned int GetID() const
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```
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获取 OpenGL buffer 的 GLuint ID。
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**返回:** OpenGL buffer ID
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**示例:**
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```cpp
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unsigned int id = buffer.GetID();
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glBindBuffer(GL_ARRAY_BUFFER, id);
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```
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## 相关文档
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- [OpenGLBuffer](buffer.md) - 返回类总览
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docs/api/rhi/opengl/buffer/initialize-index-buffer.md
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docs/api/rhi/opengl/buffer/initialize-index-buffer.md
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# OpenGLBuffer::InitializeIndexBuffer
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```cpp
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bool InitializeIndexBuffer(const void* data, size_t size)
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```
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初始化索引缓冲区。
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**参数:**
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- `data` - 索引数据指针
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- `size` - 数据大小(字节)
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**返回:** 成功返回 true
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**示例:**
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```cpp
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uint32_t indices[] = { 0, 1, 2 };
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OpenGLBuffer buffer;
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buffer.InitializeIndexBuffer(indices, sizeof(indices));
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```
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## 相关文档
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- [OpenGLBuffer](buffer.md) - 返回类总览
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docs/api/rhi/opengl/buffer/initialize-vertex-buffer.md
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docs/api/rhi/opengl/buffer/initialize-vertex-buffer.md
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# OpenGLBuffer::InitializeVertexBuffer
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```cpp
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bool InitializeVertexBuffer(const void* data, size_t size)
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```
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初始化顶点缓冲区。
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**参数:**
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- `data` - 顶点数据指针
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- `size` - 数据大小(字节)
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**返回:** 成功返回 true
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**示例:**
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```cpp
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float vertices[] = { 0.0f, 0.5f, 0.0f };
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OpenGLBuffer buffer;
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buffer.InitializeVertexBuffer(vertices, sizeof(vertices));
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```
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## 相关文档
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- [OpenGLBuffer](buffer.md) - 返回类总览
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docs/api/rhi/opengl/buffer/is-dynamic.md
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docs/api/rhi/opengl/buffer/is-dynamic.md
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# OpenGLBuffer::IsDynamic
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```cpp
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bool IsDynamic() const
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```
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判断缓冲区是否为动态缓冲区。
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**返回:** 如果是动态缓冲区返回 true
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**示例:**
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```cpp
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if (buffer.IsDynamic()) {
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// 动态缓冲区可以直接 Map/Unmap
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void* data = buffer.Map();
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// ...
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buffer.Unmap();
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}
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```
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## 相关文档
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- [OpenGLBuffer](buffer.md) - 返回类总览
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