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/device/create-render-window.md
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docs/api/rhi/opengl/device/create-render-window.md
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# OpenGLDevice::CreateRenderWindow
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```cpp
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bool CreateRenderWindow(int width, int height, const char* title, bool enableDebug = false)
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```
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创建并初始化一个新的 GLFW 窗口,同时初始化 OpenGL 上下文。
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**参数:**
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- `width` - 窗口宽度(像素)
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- `height` - 窗口高度(像素)
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- `title` - 窗口标题
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- `enableDebug` - 是否启用 OpenGL 调试上下文(可选,默认为 false)
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**返回:** `bool` - 成功返回 true,失败返回 false
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**示例:**
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```cpp
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OpenGLDevice device;
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if (device.CreateRenderWindow(1280, 720, "XCEngine", false)) {
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// 窗口创建成功,可以开始渲染循环
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}
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```
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## 相关文档
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- [OpenGLDevice](device.md) - 返回类总览
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docs/api/rhi/opengl/device/device.md
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docs/api/rhi/opengl/device/device.md
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# OpenGLDevice
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**命名空间**: `XCEngine::RHI`
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**描述**: OpenGL 设备的实现,继承自 `RHIDevice`。
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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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| `Shutdown` | [详细文档](../../../threading/task-system/shutdown.md) |
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| `CreateRenderWindow` | [详细文档](create-render-window.md) |
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| `InitializeWithExistingWindow` | [详细文档](initialize-with-existing-window.md) |
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| `GetWindow` | [详细文档](get-window.md) |
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| `SwapBuffers` | [详细文档](swap-buffers.md) |
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| `PollEvents` | [详细文档](poll-events.md) |
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| `SetShouldClose` | [详细文档](set-should-close.md) |
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| `ShouldClose` | [详细文档](should-close.md) |
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| `CreateBuffer` | [详细文档](../../device/create-buffer.md) |
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| `CreateTexture` | [详细文档](../../device/create-texture.md) |
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| `CreateSwapChain` | [详细文档](../../device/create-swap-chain.md) |
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| `CreateCommandList` | [详细文档](../../device/create-command-list.md) |
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| `CreateCommandQueue` | [详细文档](../../device/create-command-queue.md) |
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| `CompileShader` | [详细文档](../../device/compile-shader.md) |
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| `CreatePipelineState` | [详细文档](../../device/create-pipeline-state.md) |
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| `CreateFence` | [详细文档](../../device/create-fence.md) |
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| `CreateSampler` | [详细文档](../../device/create-sampler.md) |
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| `GetCapabilities` | [详细文档](../../device/get-capabilities.md) |
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| `GetDeviceInfo` | [详细文档](../../device/get-device-info.md) |
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| `GetNativeDevice` | [详细文档](../../device/get-native-device.md) |
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| `GetNativeHandle` | [详细文档](../../buffer/get-native-handle.md) |
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## 相关文档
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- [OpenGL 后端总览](../overview.md)
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- [RHIDevice](../../device/device.md) - 抽象设备接口
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22
docs/api/rhi/opengl/device/get-window.md
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docs/api/rhi/opengl/device/get-window.md
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# OpenGLDevice::GetWindow
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```cpp
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GLFWwindow* GetWindow() const
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```
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获取关联的 GLFW 窗口指针。
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**返回:** `GLFWwindow*` - GLFW 窗口指针
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**示例:**
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```cpp
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GLFWwindow* window = device.GetWindow();
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if (window) {
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glfwSetWindowTitle(window, "New Title");
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}
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```
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## 相关文档
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- [OpenGLDevice](device.md) - 返回类总览
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# OpenGLDevice::InitializeWithExistingWindow
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```cpp
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bool InitializeWithExistingWindow(GLFWwindow* window)
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```
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使用已有的 GLFW 窗口初始化 OpenGL 设备,不会创建新窗口或管理窗口生命周期。
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**参数:**
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- `window` - 已存在的 GLFWwindow 指针
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**返回:** `bool` - 成功返回 true,失败返回 false
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**示例:**
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```cpp
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GLFWwindow* existingWindow = glfwCreateWindow(1280, 720, "Existing", nullptr, nullptr);
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OpenGLDevice device;
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if (device.InitializeWithExistingWindow(existingWindow)) {
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// 使用已有窗口初始化设备
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}
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```
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## 相关文档
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- [OpenGLDevice](device.md) - 返回类总览
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docs/api/rhi/opengl/device/poll-events.md
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docs/api/rhi/opengl/device/poll-events.md
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# OpenGLDevice::PollEvents
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```cpp
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bool PollEvents()
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```
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处理所有挂起的 GLFW 事件(窗口事件、输入事件等)。
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**返回:** `bool` - 如果窗口应保持打开返回 true,如果窗口应关闭返回 false
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**示例:**
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```cpp
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while (device.PollEvents()) {
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// 渲染和交换缓冲区
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renderScene();
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device.SwapBuffers();
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}
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```
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## 相关文档
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- [OpenGLDevice](device.md) - 返回类总览
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docs/api/rhi/opengl/device/set-should-close.md
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docs/api/rhi/opengl/device/set-should-close.md
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# OpenGLDevice::SetShouldClose
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```cpp
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void SetShouldClose(bool shouldClose)
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```
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设置窗口是否应该关闭的标志。
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**参数:**
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- `shouldClose` - true 表示窗口应该关闭,false 表示保持打开
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**示例:**
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```cpp
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device.SetShouldClose(true); // 请求关闭窗口
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```
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## 相关文档
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- [OpenGLDevice](device.md) - 返回类总览
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docs/api/rhi/opengl/device/should-close.md
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docs/api/rhi/opengl/device/should-close.md
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# OpenGLDevice::ShouldClose
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```cpp
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bool ShouldClose() const
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```
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检查窗口是否应该关闭。
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**返回:** `bool` - 如果窗口应该关闭返回 true,否则返回 false
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**示例:**
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```cpp
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while (!device.ShouldClose()) {
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device.PollEvents();
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renderScene();
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device.SwapBuffers();
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}
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```
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## 相关文档
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- [OpenGLDevice](device.md) - 返回类总览
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docs/api/rhi/opengl/device/swap-buffers.md
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docs/api/rhi/opengl/device/swap-buffers.md
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# OpenGLDevice::SwapBuffers
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```cpp
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void SwapBuffers()
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```
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交换前后缓冲区,将渲染内容显示到屏幕上。
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**示例:**
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```cpp
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// 渲染完成后交换缓冲区
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renderScene();
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device.SwapBuffers();
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```
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## 相关文档
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- [OpenGLDevice](device.md) - 返回类总览
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