Function prepare_lights
Source pub fn prepare_lights(
commands: Commands<'_, '_>,
texture_cache: ResMut<'_, TextureCache>,
render_device: Res<'_, RenderDevice>,
render_queue: Res<'_, RenderQueue>,
global_light_meta: ResMut<'_, GlobalClusterableObjectMeta>,
light_meta: ResMut<'_, LightMeta>,
views: Query<'_, '_, (Entity, &ExtractedView, &ExtractedClusterConfig, Option<&RenderLayers>), With<Camera3d>>,
ambient_light: Res<'_, AmbientLight>,
point_light_shadow_map: Res<'_, PointLightShadowMap>,
directional_light_shadow_map: Res<'_, DirectionalLightShadowMap>,
shadow_render_phases: ResMut<'_, ViewBinnedRenderPhases<Shadow>>,
_: (Local<'_, bool>, Local<'_, bool>, Local<'_, HashSet<Entity, EntityHash>>),
point_lights: Query<'_, '_, (Entity, &ExtractedPointLight, AnyOf<(&CubemapFrusta, &Frustum)>)>,
directional_lights: Query<'_, '_, (Entity, &ExtractedDirectionalLight)>,
light_view_entities: Query<'_, '_, &mut LightViewEntities>,
sorted_cameras: Res<'_, SortedCameras>,
)