Function prepare_lights
Source pub fn prepare_lights(
commands: Commands<'_, '_>,
texture_cache: ResMut<'_, TextureCache>,
_: (Res<'_, RenderDevice>, Res<'_, RenderQueue>),
global_clusterable_object_meta: ResMut<'_, GlobalClusterableObjectMeta>,
light_meta: ResMut<'_, LightMeta>,
views: Query<'_, '_, (Entity, MainEntity, &ExtractedView, &ExtractedClusterConfig, Option<&RenderLayers>, Has<NoIndirectDrawing>, Option<&AmbientLight>), With<Camera3d>>,
ambient_light: Res<'_, GlobalAmbientLight>,
point_light_shadow_map: Res<'_, PointLightShadowMap>,
directional_light_shadow_map: Res<'_, DirectionalLightShadowMap>,
shadow_render_phases: ResMut<'_, ViewBinnedRenderPhases<Shadow>>,
_: (Local<'_, bool>, Local<'_, bool>, Local<'_, bool>, Local<'_, HashSet<RetainedViewEntity>>),
_: (Query<'_, '_, (Entity, &MainEntity, &ExtractedPointLight, &mut PointAndSpotLightViewEntities, AnyOf<(&CubemapFrusta, &Frustum)>)>, Query<'_, '_, (), Or<(Changed<ExtractedPointLight>, Changed<CubemapFrusta>, Changed<Frustum>)>>, Query<'_, '_, (Entity, &MainEntity, &ExtractedDirectionalLight)>, Query<'_, '_, (Entity, &MainEntity, &ExtractedRectLight)>, Query<'_, '_, &mut DirectionalLightViewEntities>),
sorted_cameras: Res<'_, SortedCameras>,
_: (Res<'_, GpuPreprocessingSupport>, Option<Res<'_, RenderClusteredDecals>>),
_: (Query<'_, '_, &ShadowView>, ResMut<'_, LightKeyCache>, ResMut<'_, SpecializedShadowMaterialPipelineCache>),
)