Exploring the Thrills of Ice Hockey Extraliga Slovakia
  Welcome to your ultimate destination for all things related to the Ice Hockey Extraliga Slovakia. Whether you're a die-hard fan or a newcomer to the sport, this platform is designed to keep you updated with the latest matches, expert betting predictions, and insightful analyses. Our content is crafted with a keen eye for detail and a passion for the game, ensuring you never miss out on the excitement.
  Why Follow Ice Hockey Extraliga Slovakia?
  The Ice Hockey Extraliga Slovakia is not just a league; it's a vibrant community of passionate fans, skilled players, and strategic gameplay that captivates audiences worldwide. By following our updates, you gain access to:
  
    - Daily match schedules and results.
- Expert betting predictions to enhance your wagering experience.
- In-depth analyses of teams and players.
- Exclusive interviews and behind-the-scenes content.
Daily Match Updates
  Our platform is committed to providing you with real-time updates on every match in the Ice Hockey Extraliga Slovakia. With a dedicated team of reporters and analysts, we ensure that you have access to the most accurate and up-to-date information. Whether you're following your favorite team or keeping an eye on potential upsets, our coverage has you covered.
  Each match update includes:
  
    - Live scores and key moments.
- Detailed match reports.
- Player statistics and performance reviews.
- Video highlights and replays.
Expert Betting Predictions
  Betting on ice hockey can be thrilling, but it requires insight and strategy. Our expert analysts provide daily betting predictions based on comprehensive data analysis and deep knowledge of the game. Whether you're a seasoned bettor or new to the scene, our predictions can help you make informed decisions and increase your chances of success.
  We offer:
  
    - Predictions for each match, including odds and potential outcomes.
- Strategic tips and advice for different types of bets.
- Analysis of team form, player injuries, and other factors influencing match outcomes.
- Historical data comparisons to identify trends and patterns.
In-Depth Team Analyses
  Understanding the strengths and weaknesses of each team is crucial for both fans and bettors. Our platform provides comprehensive analyses of every team in the Ice Hockey Extraliga Slovakia. From tactical evaluations to player profiles, we delve deep into what makes each team unique.
  Our analyses include:
  
    - Team strategies and formations.
- Key players to watch and their impact on the game.
- Coaching styles and their influence on team performance.
- Comparative studies between teams based on past performances.
Player Spotlights
  The heart of any hockey team lies in its players. Our platform shines a spotlight on the stars of the Ice Hockey Extraliga Slovakia, offering insights into their careers, skills, and contributions to their teams. Whether it's a rising star or an established veteran, we bring you closer to the action with exclusive interviews and feature stories.
  Player spotlights include:
  
    - Detailed player profiles with career statistics.
- Interviews with players discussing their experiences and challenges.
- Analysis of standout performances in recent matches.
- Fan-favorite moments captured through multimedia content.
Betting Strategies for Success
  Betting on ice hockey requires more than just luck; it demands strategy. Our platform offers expert advice on developing effective betting strategies tailored to the unique dynamics of the Ice Hockey Extraliga Slovakia. By understanding market trends and leveraging statistical insights, you can enhance your betting experience and maximize your returns.
  We provide:
  
    - Tips on managing your betting bankroll effectively.
- Guidance on identifying value bets in different match scenarios.
- Strategies for long-term success in sports betting.
- Tools for tracking your betting history and performance metrics.
Community Engagement
mishaps/Cpp-Game-Engine<|file_sep|>/src/graphics/directx11/dx11_shader.cpp
#include "dx11_shader.h"
#include "dx11_util.h"
#include "dx11_device.h"
namespace cge {
	namespace graphics {
		Dx11Shader::Dx11Shader(const std::string& name)
			: Shader(name) {
		}
		Dx11Shader::~Dx11Shader() {
			for (auto& shader : shaders_) {
				shader.second->Release();
			}
		}
		void Dx11Shader::Load(const std::string& filename) {
			auto device = static_cast(Device::Instance().Get());
			if (!device) {
				throw std::runtime_error("Invalid device");
			}
			std::ifstream file(filename);
			if (!file.is_open()) {
				throw std::runtime_error("Could not open file");
			}
			std::stringstream buffer;
			buffer << file.rdbuf();
			file.close();
			auto& shaderBuffer = buffer.str();
			auto vsPtr = shaderBuffer.find("VS_START");
			if (vsPtr == std::string::npos) {
				throw std::runtime_error("VS_START not found");
			}
			auto vsEndPtr = shaderBuffer.find("VS_END");
			if (vsEndPtr == std::string::npos) {
				throw std::runtime_error("VS_END not found");
			}
			auto psPtr = shaderBuffer.find("PS_START");
			if (psPtr == std::string::npos) {
				throw std::runtime_error("PS_START not found");
			}
			auto psEndPtr = shaderBuffer.find("PS_END");
			if (psEndPtr == std::string::npos) {
				throw std::runtime_error("PS_END not found");
			}
			auto vsSource = shaderBuffer.substr(vsPtr + strlen("VS_START"), vsEndPtr - vsPtr - strlen("VS_START"));
			auto psSource = shaderBuffer.substr(psPtr + strlen("PS_START"), psEndPtr - psPtr - strlen("PS_START"));
#if defined(_DEBUG)
#define D3D_COMPILE_DEBUG
#endif
#if defined(D3D_COMPILE_DEBUG)
#define D3DCOMPILE_ENABLE_STRICTNESS
#define D3DCOMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL0
#else
#define D3DCOMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
#endif
#define SHADER_FLAGS (D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_PACK_MATRIX_ROW_MAJOR | D3DCOMPILE_WARNINGS_ARE_ERRORS)
	HRESULT hr;
	hr = D3DCompile(vsSource.c_str(), static_cast(vsSource.length()), nullptr,
					DXGI_SHADER_DEBUG_NAME,
					DXGI_SHADER_DEBUG_ENTRY_POINT,
					D3D_SHADER_STAGE_VERTEX,
					SHADER_FLAGS,
					D3DCOMPILE_DEBUG,
					nullptr,
					reinterpret_cast(&shaders_["vs"]), nullptr);
	if (FAILED(hr)) {
		OutputDebugStringA(reinterpret_cast(DXGetErrorString9(hr)));
		throw std::runtime_error("Failed to compile vertex shader");
	}
	hr = D3DCompile(psSource.c_str(), static_cast(psSource.length()), nullptr,
					DXGI_SHADER_DEBUG_NAME,
					DXGI_SHADER_DEBUG_ENTRY_POINT,
					D3D_SHADER_STAGE_PIXEL,
					SHADER_FLAGS,
					D3DCOMPILE_DEBUG,
					nullptr,
					reinterpret_cast(&shaders_["ps"]), nullptr);
	if (FAILED(hr)) {
		OutputDebugStringA(reinterpret_cast(DXGetErrorString9(hr)));
		throw std::runtime_error("Failed to compile pixel shader");
	}
	hr = device->GetDevice()->CreateVertexShader(shaders_["vs"]->GetBufferPointer(), shaders_["vs"]->GetBufferSize(), nullptr, &shaders_["vs"]);
	if (FAILED(hr)) {
		OutputDebugStringA(reinterpret_cast(DXGetErrorString9(hr)));
		throw std::runtime_error("Failed to create vertex shader");
	}
	hr = device->GetDevice()->CreatePixelShader(shaders_["ps"]->GetBufferPointer(), shaders_["ps"]->GetBufferSize(), nullptr, &shaders_["ps"]);
	if (FAILED(hr)) {
		OutputDebugStringA(reinterpret_cast(DXGetErrorString9(hr)));
		throw std::runtime_error("Failed to create pixel shader");
	}
#undef SHADER_FLAGS
#undef D3DCOMPILE_DEBUG
#undef D3DCOMPILE_ENABLE_STRICTNESS
	const D3D11_INPUT_ELEMENT_DESC inputLayout[] =
	{
        { "POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT ,0 ,0,D3D11_INPUT_PER_VERTEX_DATA ,0 },
        { "NORMAL",0,DXGI_FORMAT_R32G32B32_FLOAT ,0 ,12,D3D11_INPUT_PER_VERTEX_DATA ,0 },
        { "TEXCOORD",0,DXGI_FORMAT_R32G32_FLOAT ,0 ,24,D3D11_INPUT_PER_VERTEX_DATA ,0 }
    };
	UINT numElements = sizeof(inputLayout) / sizeof(inputLayout[0]);
	hr = device->GetDevice()->CreateInputLayout(inputLayout,numElements,shaders_["vs"]->GetBufferPointer(),shaders_["vs"]->GetBufferSize(),&inputLayout_);
	if(FAILED(hr))
        throw std::runtime_error("Failed to create input layout");
	shaderLoaded_ = true;
}
void Dx11Shader::SetInputLayout(ID3D11InputLayout* layout) const {
	static_cast(Device::Instance().Get())->SetInputLayout(layout);
}
void Dx11Shader::SetVertexShader(ID3D11VertexShader* shader) const {
	static_cast(Device::Instance().Get())->SetVertexShader(shader);
}
void Dx11Shader::SetPixelShader(ID3D11PixelShader* shader) const {
	static_cast(Device::Instance().Get())->SetPixelShader(shader);
}
ID3DBlob* Dx11Shader::GetBlob(const std::string& type) const {
	return shaders_.at(type).get();
}
void Dx11Shader::_Apply() const {
	SetInputLayout(inputLayout_.get());
	SetVertexShader(shaders_.at("vs").get());
	SetPixelShader(shaders_.at("ps").get());
}
void Dx11Shader::_Unapply() const {
}
	std
}
}<|file_sep|>#pragma once
#include "common/geometry/vec4.h"
#include "common/geometry/mat4.h"
namespace cge {
	template
	class Matrix4;
	template
	class Quaternion;
	template
	class Vector4;
	template
	class Vector4;
	using Vec4f = Vector4;
	using Mat4f = Matrix4;
	using Quatf = Quaternion;
	using Vec4d = Vector4;
	using Mat4d = Matrix4;
	using Quatd = Quaternion;
	template
class Matrix4 : public Mat4, public Serializable {
public:
	Matrix4();
	Matrix4(TRealType _00, TRealType _01, TRealType _02, TRealType _03,
	        TRealType _10, TRealType _11, TRealType _12, TRealType _13,
	        TRealType _20, TRealType _21, TRealType _22, TRealType _23,
	        TRealType _30, TRealType _31, TRealType _32, TRealType _33);
	Matrix4(const Matrix4& matrix);
	explicit Matrix4(const Mat4& matrix);
	explicit Matrix4(const Quatf& quat);
	Matrix4(const Mat4f& matrix);
	Matrix4(const Mat4d& matrix);
	Matrix4(const Vec4f& axisX,const Vec4f& axisY,const Vec4f& axisZ,const Vec4f& translate);
	Matrix4(const Vec4d& axisX,const Vec4d& axisY,const Vec4d& axisZ,const Vec4d& translate);
	virtual ~Matrix4();
	bool operator==(const Matrix4& other) const;
	bool operator!=(const Matrix4& other) const;
	Matrix4& operator=(const Matrix4& other);
	Matrix4& operator=(const Quatf& quat);
	Vector4& operator[](size_t index);
	const Vector4& operator[](size_t index) const;
	const Vector4& GetAxisX() const;
	const Vector4& GetAxisY() const;
	const Vector4& GetAxisZ() const;
	const Vector4& GetTranslate() const;
	void SetAxisX(Vector4& axisX);
	void SetAxisY(Vector4& axisY);
	void SetAxisZ(Vector4& axisZ);
	void SetTranslate(Vector4& translate);
	static inline Matrix44f Identity() { return Mat44f(1.f); }
	static inline Matrix44d Identity() { return Mat44d(1.f); }
	inline void Serialize(std::ostream &os) const override;
	inline void Deserialize(std::istream &is) override;
};
typedef Matrix44f Mat44f;
typedef Matrix44d Mat44d;
template
Matrix44::Matrix44()
{
	this->m00_ = static_cast(1);
	this->m01_ = static_cast(0);
	this->m02_ = static_cast(0);
	this->m03_ = static_cast(0);
	this->m10_ = static_cast(0);
	this->m11_ = static_cast(1);
	this->m12_ = static_cast(0);
	this->m13_ = static_cast(0);
	this->m20_ = static_cast(0);
	this->m21_ = static_cast(0);
	this->m22_ = static_cast(1);
	this->m23_ = static_cast(0);
	this->m30_ = static_cast(0);
	this->m31_ = static_cast(0);
	this->m32_ = static_cast(0);
	this->m33_ = static_cast(1);
}
template
Matrix44::Matrix44(T _00,T _01,T _02,T _03,T _10,T _11,T _12,T _13,T _20,T _21,T _22,T _23,T _30,T _31,T _32,T _33)
{
	m00_=static_cast(_00); m01_=static_cast(_01); m02_=static_cast(_02); m03_=static_cast(_03); 
	m10_=static_cast(_10); m11_=static_cast(_11); m12_=static_cast(_12); m13_=static_cast(_13); 
	m20_=static_cast(_20); m21_=static_cast(_21); m22_=static_cast(_22); m23_=static_cast(_23); 
	m30_=static_cast(_30); m31_=static_cast(_31); m32_=static_cast(_32); m33_=static_cast(_33);
}
template
Matrix44::Matrix44(const Matrix44 &matrix)
{
	m00_=matrix.m00_; m01_=matrix.m01_; m02_=matrix.m02_; m03_=matrix.m03_; 
	m10_=matrix.m10_; m11_=matrix.m11_; m12_=matrix.m12_; m13_=matrix.m13_; 
	m20_=matrix.m20_; m21_=matrix.m21_; m22_=matrix.m22_; m23_=matrix.m23_;
	m30_=matrix.m30_; m31_=matrix.m31_; m32_=matrix.m32_; m33_=matrix.m33_;
}
template
inline void Matrix44< float >::Serialize(std::ostream &os) const
{
	os.write(reinterpret_cast(&this->m00_),sizeof(T));
	os.write(reinterpret_cast(&this->m01_),sizeof(T));
	os.write(reinterpret_cast(&this->m02_),sizeof(T));
	os.write(reinterpret_cast(&this->m03_),sizeof(T));
	os.write(reinterpret_cast(&this->m10_),sizeof(T));
	os.write(reinterpret_cast(&this->m11_),sizeof(T));
	os.write(reinterpret_cast(&this->m12_),sizeof(T));
	os.write(reinterpret_cast(&this->m13_),sizeof(T));
	os.write(reinterpret_cast(&this->m20_),sizeof(T));
	os.write(reinterpret_cast(&this->m21_),sizeof(T));
	os.write(reinterpret_cast(&this->m22_),sizeof(T));
	os.write(reinterpret_cast(&this->m23_),sizeof(T));
	os.write(reinterpret_cast(&this->m30_),sizeof(T));
	os.write(reinterpret_cast(&this->m31_),sizeof(T));
	os.write(reinterpret_cast(&this->m32_),sizeof(T));
	os.write(reinterpret_cast(&this->m33_),sizeof(T));
}
template
inline void Matrix44< double >::Serialize(std::ostream &os) const
{
	os.write(reinterpret_cast(&this->m00_),sizeof(T));
	os.write(reinterpret_cast(&this->m01_),sizeof(T));
	os.write(reinterpret_cast(&this->m02_),sizeof(T));
	os.write(reinterpret_cast(&this->m03_),sizeof(T));
	os.write(reinterpret_cast(&this->m10_),sizeof(T));
	os.write(reinterpret_cast(&this->m11_),sizeof(T));
	os