<commit_before>#include "Runtime/Graphics/CGraphics.hpp"

#include "Runtime/CTimeProvider.hpp"
#include "Runtime/Graphics/CLight.hpp"
#include "Runtime/Graphics/CLineRenderer.hpp"
#include "Runtime/Graphics/Shaders/CTextSupportShader.hpp"
#include "Runtime/GuiSys/CGuiSys.hpp"

#include <zeus/Math.hpp>

namespace urde {

CGraphics::CProjectionState CGraphics::g_Proj;
CGraphics::CFogState CGraphics::g_Fog;
std::array<zeus::CColor, 3> CGraphics::g_ColorRegs{};
float CGraphics::g_ProjAspect = 1.f;
u32 CGraphics::g_NumLightsActive = 0;
u32 CGraphics::g_NumBreakpointsWaiting = 0;
u32 CGraphics::g_FlippingState;
bool CGraphics::g_LastFrameUsedAbove = false;
bool CGraphics::g_InterruptLastFrameUsedAbove = false;
ERglLightBits CGraphics::g_LightActive = ERglLightBits::None;
ERglLightBits CGraphics::g_LightsWereOn = ERglLightBits::None;
zeus::CTransform CGraphics::g_GXModelView;
zeus::CTransform CGraphics::g_GXModelViewInvXpose;
zeus::CTransform CGraphics::g_GXModelMatrix = zeus::CTransform();
zeus::CTransform CGraphics::g_ViewMatrix;
zeus::CVector3f CGraphics::g_ViewPoint;
zeus::CTransform CGraphics::g_GXViewPointMatrix;
zeus::CTransform CGraphics::g_CameraMatrix;
SClipScreenRect CGraphics::g_CroppedViewport;
bool CGraphics::g_IsGXModelMatrixIdentity = true;
SViewport g_Viewport = {
    0, 0, 640, 480, 640 / 2.f, 480 / 2.f, 0.0f,
};
u32 CGraphics::g_FrameCounter = 0;

const std::array<zeus::CMatrix3f, 6> CGraphics::skCubeBasisMats{{
    /* Right */
    {0.f, 1.f, 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, -1.f},
    /* Left */
    {0.f, -1.f, 0.f, -1.f, 0.f, 0.f, 0.f, 0.f, -1.f},
    /* Up */
    {1.f, 0.f, 0.f, 0.f, 0.f, -1.f, 0.f, 1.f, 0.f},
    /* Down */
    {1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, -1.f, 0.f},
    /* Back */
    {1.f, 0.f, 0.f, 0.f, -1.f, 0.f, 0.f, 0.f, -1.f},
    /* Forward */
    {-1.f, 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, 0.f, -1.f},
}};

void CGraphics::DisableAllLights() {
  g_NumLightsActive = 0;<commit_msg>CGraphics: Mark skCubeBasisMats as constexpr<commit_after>#include "Runtime/Graphics/CGraphics.hpp"

#include "Runtime/CTimeProvider.hpp"
#include "Runtime/Graphics/CLight.hpp"
#include "Runtime/Graphics/CLineRenderer.hpp"
#include "Runtime/Graphics/Shaders/CTextSupportShader.hpp"
#include "Runtime/GuiSys/CGuiSys.hpp"

#include <zeus/Math.hpp>

namespace urde {

CGraphics::CProjectionState CGraphics::g_Proj;
CGraphics::CFogState CGraphics::g_Fog;
std::array<zeus::CColor, 3> CGraphics::g_ColorRegs{};
float CGraphics::g_ProjAspect = 1.f;
u32 CGraphics::g_NumLightsActive = 0;
u32 CGraphics::g_NumBreakpointsWaiting = 0;
u32 CGraphics::g_FlippingState;
bool CGraphics::g_LastFrameUsedAbove = false;
bool CGraphics::g_InterruptLastFrameUsedAbove = false;
ERglLightBits CGraphics::g_LightActive = ERglLightBits::None;
ERglLightBits CGraphics::g_LightsWereOn = ERglLightBits::None;
zeus::CTransform CGraphics::g_GXModelView;
zeus::CTransform CGraphics::g_GXModelViewInvXpose;
zeus::CTransform CGraphics::g_GXModelMatrix = zeus::CTransform();
zeus::CTransform CGraphics::g_ViewMatrix;
zeus::CVector3f CGraphics::g_ViewPoint;
zeus::CTransform CGraphics::g_GXViewPointMatrix;
zeus::CTransform CGraphics::g_CameraMatrix;
SClipScreenRect CGraphics::g_CroppedViewport;
bool CGraphics::g_IsGXModelMatrixIdentity = true;
SViewport g_Viewport = {
    0, 0, 640, 480, 640 / 2.f, 480 / 2.f, 0.0f,
};
u32 CGraphics::g_FrameCounter = 0;

constexpr std::array<zeus::CMatrix3f, 6> CGraphics::skCubeBasisMats{{
    /* Right */
    {0.f, 1.f, 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, -1.f},
    /* Left */
    {0.f, -1.f, 0.f, -1.f, 0.f, 0.f, 0.f, 0.f, -1.f},
    /* Up */
    {1.f, 0.f, 0.f, 0.f, 0.f, -1.f, 0.f, 1.f, 0.f},
    /* Down */
    {1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, -1.f, 0.f},
    /* Back */
    {1.f, 0.f, 0.f, 0.f, -1.f, 0.f, 0.f, 0.f, -1.f},
    /* Forward */
    {-1.f, 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, 0.f, -1.f},
}};

void CGraphics::DisableAllLights() {
  g_NumLightsActive = 0;
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